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50 | |
51 | #include "roundedbox.h" |
52 | |
53 | //============================================================================// |
54 | // P3T2N3Vertex // |
55 | //============================================================================// |
56 | |
57 | VertexDescription P3T2N3Vertex::description[] = { |
58 | {.field: VertexDescription::Position, GL_FLOAT, SIZE_OF_MEMBER(P3T2N3Vertex, position) / sizeof(float), .offset: 0, .index: 0}, |
59 | {.field: VertexDescription::TexCoord, GL_FLOAT, SIZE_OF_MEMBER(P3T2N3Vertex, texCoord) / sizeof(float), .offset: sizeof(QVector3D), .index: 0}, |
60 | {.field: VertexDescription::Normal, GL_FLOAT, SIZE_OF_MEMBER(P3T2N3Vertex, normal) / sizeof(float), .offset: sizeof(QVector3D) + sizeof(QVector2D), .index: 0}, |
61 | |
62 | {.field: VertexDescription::Null, .type: 0, .count: 0, .offset: 0, .index: 0}, |
63 | }; |
64 | |
65 | //============================================================================// |
66 | // GLRoundedBox // |
67 | //============================================================================// |
68 | |
69 | float lerp(float a, float b, float t) |
70 | { |
71 | return a * (1.0f - t) + b * t; |
72 | } |
73 | |
74 | GLRoundedBox::GLRoundedBox(float r, float scale, int n) |
75 | : GLTriangleMesh<P3T2N3Vertex, unsigned short>((n+2)*(n+3)*4, (n+1)*(n+1)*24+36+72*(n+1)) |
76 | { |
77 | int vidx = 0, iidx = 0; |
78 | int vertexCountPerCorner = (n + 2) * (n + 3) / 2; |
79 | |
80 | P3T2N3Vertex *vp = m_vb.lock(); |
81 | unsigned short *ip = m_ib.lock(); |
82 | |
83 | if (!vp || !ip) { |
84 | qWarning(msg: "GLRoundedBox::GLRoundedBox: Failed to lock vertex buffer and/or index buffer." ); |
85 | m_ib.unlock(); |
86 | m_vb.unlock(); |
87 | return; |
88 | } |
89 | |
90 | for (int corner = 0; corner < 8; ++corner) { |
91 | QVector3D centre(corner & 1 ? 1.0f : -1.0f, |
92 | corner & 2 ? 1.0f : -1.0f, |
93 | corner & 4 ? 1.0f : -1.0f); |
94 | int winding = (corner & 1) ^ ((corner >> 1) & 1) ^ (corner >> 2); |
95 | int offsX = ((corner ^ 1) - corner) * vertexCountPerCorner; |
96 | int offsY = ((corner ^ 2) - corner) * vertexCountPerCorner; |
97 | int offsZ = ((corner ^ 4) - corner) * vertexCountPerCorner; |
98 | |
99 | // Face polygons |
100 | if (winding) { |
101 | ip[iidx++] = vidx; |
102 | ip[iidx++] = vidx + offsX; |
103 | ip[iidx++] = vidx + offsY; |
104 | |
105 | ip[iidx++] = vidx + vertexCountPerCorner - n - 2; |
106 | ip[iidx++] = vidx + vertexCountPerCorner - n - 2 + offsY; |
107 | ip[iidx++] = vidx + vertexCountPerCorner - n - 2 + offsZ; |
108 | |
109 | ip[iidx++] = vidx + vertexCountPerCorner - 1; |
110 | ip[iidx++] = vidx + vertexCountPerCorner - 1 + offsZ; |
111 | ip[iidx++] = vidx + vertexCountPerCorner - 1 + offsX; |
112 | } |
113 | |
114 | for (int i = 0; i < n + 2; ++i) { |
115 | |
116 | // Edge polygons |
117 | if (winding && i < n + 1) { |
118 | ip[iidx++] = vidx + i + 1; |
119 | ip[iidx++] = vidx; |
120 | ip[iidx++] = vidx + offsY + i + 1; |
121 | ip[iidx++] = vidx + offsY; |
122 | ip[iidx++] = vidx + offsY + i + 1; |
123 | ip[iidx++] = vidx; |
124 | |
125 | ip[iidx++] = vidx + i; |
126 | ip[iidx++] = vidx + 2 * i + 2; |
127 | ip[iidx++] = vidx + i + offsX; |
128 | ip[iidx++] = vidx + 2 * i + offsX + 2; |
129 | ip[iidx++] = vidx + i + offsX; |
130 | ip[iidx++] = vidx + 2 * i + 2; |
131 | |
132 | ip[iidx++] = (corner + 1) * vertexCountPerCorner - 1 - i; |
133 | ip[iidx++] = (corner + 1) * vertexCountPerCorner - 2 - i; |
134 | ip[iidx++] = (corner + 1) * vertexCountPerCorner - 1 - i + offsZ; |
135 | ip[iidx++] = (corner + 1) * vertexCountPerCorner - 2 - i + offsZ; |
136 | ip[iidx++] = (corner + 1) * vertexCountPerCorner - 1 - i + offsZ; |
137 | ip[iidx++] = (corner + 1) * vertexCountPerCorner - 2 - i; |
138 | } |
139 | |
140 | for (int j = 0; j <= i; ++j) { |
141 | QVector3D normal = QVector3D(i - j, j, n + 1 - i).normalized(); |
142 | QVector3D offset(0.5f - r, 0.5f - r, 0.5f - r); |
143 | QVector3D pos = centre * (offset + r * normal); |
144 | |
145 | vp[vidx].position = scale * pos; |
146 | vp[vidx].normal = centre * normal; |
147 | vp[vidx].texCoord = QVector2D(pos.x() + 0.5f, pos.y() + 0.5f); |
148 | |
149 | // Corner polygons |
150 | if (i < n + 1) { |
151 | ip[iidx++] = vidx; |
152 | ip[iidx++] = vidx + i + 2 - winding; |
153 | ip[iidx++] = vidx + i + 1 + winding; |
154 | } |
155 | if (i < n) { |
156 | ip[iidx++] = vidx + i + 1 + winding; |
157 | ip[iidx++] = vidx + i + 2 - winding; |
158 | ip[iidx++] = vidx + 2 * i + 4; |
159 | } |
160 | |
161 | ++vidx; |
162 | } |
163 | } |
164 | |
165 | } |
166 | |
167 | m_ib.unlock(); |
168 | m_vb.unlock(); |
169 | } |
170 | |
171 | |