| 1 | /**************************************************************************** |
| 2 | ** |
| 3 | ** Copyright (C) 2016 The Qt Company Ltd. |
| 4 | ** Contact: https://www.qt.io/licensing/ |
| 5 | ** |
| 6 | ** This file is part of the examples of the Qt Toolkit. |
| 7 | ** |
| 8 | ** $QT_BEGIN_LICENSE:BSD$ |
| 9 | ** Commercial License Usage |
| 10 | ** Licensees holding valid commercial Qt licenses may use this file in |
| 11 | ** accordance with the commercial license agreement provided with the |
| 12 | ** Software or, alternatively, in accordance with the terms contained in |
| 13 | ** a written agreement between you and The Qt Company. For licensing terms |
| 14 | ** and conditions see https://www.qt.io/terms-conditions. For further |
| 15 | ** information use the contact form at https://www.qt.io/contact-us. |
| 16 | ** |
| 17 | ** BSD License Usage |
| 18 | ** Alternatively, you may use this file under the terms of the BSD license |
| 19 | ** as follows: |
| 20 | ** |
| 21 | ** "Redistribution and use in source and binary forms, with or without |
| 22 | ** modification, are permitted provided that the following conditions are |
| 23 | ** met: |
| 24 | ** * Redistributions of source code must retain the above copyright |
| 25 | ** notice, this list of conditions and the following disclaimer. |
| 26 | ** * Redistributions in binary form must reproduce the above copyright |
| 27 | ** notice, this list of conditions and the following disclaimer in |
| 28 | ** the documentation and/or other materials provided with the |
| 29 | ** distribution. |
| 30 | ** * Neither the name of The Qt Company Ltd nor the names of its |
| 31 | ** contributors may be used to endorse or promote products derived |
| 32 | ** from this software without specific prior written permission. |
| 33 | ** |
| 34 | ** |
| 35 | ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS |
| 36 | ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT |
| 37 | ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR |
| 38 | ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT |
| 39 | ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, |
| 40 | ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT |
| 41 | ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, |
| 42 | ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY |
| 43 | ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| 44 | ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| 45 | ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." |
| 46 | ** |
| 47 | ** $QT_END_LICENSE$ |
| 48 | ** |
| 49 | ****************************************************************************/ |
| 50 | |
| 51 | #include "logo.h" |
| 52 | #include <qmath.h> |
| 53 | |
| 54 | Logo::Logo() |
| 55 | { |
| 56 | m_data.resize(asize: 2500 * 6); |
| 57 | |
| 58 | const GLfloat x1 = +0.06f; |
| 59 | const GLfloat y1 = -0.14f; |
| 60 | const GLfloat x2 = +0.14f; |
| 61 | const GLfloat y2 = -0.06f; |
| 62 | const GLfloat x3 = +0.08f; |
| 63 | const GLfloat y3 = +0.00f; |
| 64 | const GLfloat x4 = +0.30f; |
| 65 | const GLfloat y4 = +0.22f; |
| 66 | |
| 67 | quad(x1, y1, x2, y2, x3: y2, y3: x2, x4: y1, y4: x1); |
| 68 | quad(x1: x3, y1: y3, x2: x4, y2: y4, x3: y4, y3: x4, x4: y3, y4: x3); |
| 69 | |
| 70 | extrude(x1, y1, x2, y2); |
| 71 | extrude(x1: x2, y1: y2, x2: y2, y2: x2); |
| 72 | extrude(x1: y2, y1: x2, x2: y1, y2: x1); |
| 73 | extrude(x1: y1, y1: x1, x2: x1, y2: y1); |
| 74 | extrude(x1: x3, y1: y3, x2: x4, y2: y4); |
| 75 | extrude(x1: x4, y1: y4, x2: y4, y2: x4); |
| 76 | extrude(x1: y4, y1: x4, x2: y3, y2: x3); |
| 77 | |
| 78 | const int NumSectors = 100; |
| 79 | |
| 80 | for (int i = 0; i < NumSectors; ++i) { |
| 81 | GLfloat angle = (i * 2 * M_PI) / NumSectors; |
| 82 | GLfloat angleSin = qSin(v: angle); |
| 83 | GLfloat angleCos = qCos(v: angle); |
| 84 | const GLfloat x5 = 0.30f * angleSin; |
| 85 | const GLfloat y5 = 0.30f * angleCos; |
| 86 | const GLfloat x6 = 0.20f * angleSin; |
| 87 | const GLfloat y6 = 0.20f * angleCos; |
| 88 | |
| 89 | angle = ((i + 1) * 2 * M_PI) / NumSectors; |
| 90 | angleSin = qSin(v: angle); |
| 91 | angleCos = qCos(v: angle); |
| 92 | const GLfloat x7 = 0.20f * angleSin; |
| 93 | const GLfloat y7 = 0.20f * angleCos; |
| 94 | const GLfloat x8 = 0.30f * angleSin; |
| 95 | const GLfloat y8 = 0.30f * angleCos; |
| 96 | |
| 97 | quad(x1: x5, y1: y5, x2: x6, y2: y6, x3: x7, y3: y7, x4: x8, y4: y8); |
| 98 | |
| 99 | extrude(x1: x6, y1: y6, x2: x7, y2: y7); |
| 100 | extrude(x1: x8, y1: y8, x2: x5, y2: y5); |
| 101 | } |
| 102 | } |
| 103 | |
| 104 | void Logo::add(const QVector3D &v, const QVector3D &n) |
| 105 | { |
| 106 | GLfloat *p = m_data.data() + m_count; |
| 107 | *p++ = v.x(); |
| 108 | *p++ = v.y(); |
| 109 | *p++ = v.z(); |
| 110 | *p++ = n.x(); |
| 111 | *p++ = n.y(); |
| 112 | *p++ = n.z(); |
| 113 | m_count += 6; |
| 114 | } |
| 115 | |
| 116 | void Logo::quad(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2, GLfloat x3, GLfloat y3, GLfloat x4, GLfloat y4) |
| 117 | { |
| 118 | QVector3D n = QVector3D::normal(v1: QVector3D(x4 - x1, y4 - y1, 0.0f), v2: QVector3D(x2 - x1, y2 - y1, 0.0f)); |
| 119 | |
| 120 | add(v: QVector3D(x1, y1, -0.05f), n); |
| 121 | add(v: QVector3D(x4, y4, -0.05f), n); |
| 122 | add(v: QVector3D(x2, y2, -0.05f), n); |
| 123 | |
| 124 | add(v: QVector3D(x3, y3, -0.05f), n); |
| 125 | add(v: QVector3D(x2, y2, -0.05f), n); |
| 126 | add(v: QVector3D(x4, y4, -0.05f), n); |
| 127 | |
| 128 | n = QVector3D::normal(v1: QVector3D(x1 - x4, y1 - y4, 0.0f), v2: QVector3D(x2 - x4, y2 - y4, 0.0f)); |
| 129 | |
| 130 | add(v: QVector3D(x4, y4, 0.05f), n); |
| 131 | add(v: QVector3D(x1, y1, 0.05f), n); |
| 132 | add(v: QVector3D(x2, y2, 0.05f), n); |
| 133 | |
| 134 | add(v: QVector3D(x2, y2, 0.05f), n); |
| 135 | add(v: QVector3D(x3, y3, 0.05f), n); |
| 136 | add(v: QVector3D(x4, y4, 0.05f), n); |
| 137 | } |
| 138 | |
| 139 | void Logo::extrude(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) |
| 140 | { |
| 141 | QVector3D n = QVector3D::normal(v1: QVector3D(0.0f, 0.0f, -0.1f), v2: QVector3D(x2 - x1, y2 - y1, 0.0f)); |
| 142 | |
| 143 | add(v: QVector3D(x1, y1, +0.05f), n); |
| 144 | add(v: QVector3D(x1, y1, -0.05f), n); |
| 145 | add(v: QVector3D(x2, y2, +0.05f), n); |
| 146 | |
| 147 | add(v: QVector3D(x2, y2, -0.05f), n); |
| 148 | add(v: QVector3D(x2, y2, +0.05f), n); |
| 149 | add(v: QVector3D(x1, y1, -0.05f), n); |
| 150 | } |
| 151 | |