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#include "roundedbox.h"//============================================================================//// P3T2N3Vertex ////============================================================================//
VertexDescription P3T2N3Vertex::description[]= {
{VertexDescription::Position, GL_FLOAT, SIZE_OF_MEMBER(P3T2N3Vertex, position) /sizeof(float),0,0},
{VertexDescription::TexCoord, GL_FLOAT, SIZE_OF_MEMBER(P3T2N3Vertex, texCoord) /sizeof(float),sizeof(QVector3D),0},
{VertexDescription::Normal, GL_FLOAT, SIZE_OF_MEMBER(P3T2N3Vertex, normal) /sizeof(float),sizeof(QVector3D) +sizeof(QVector2D),0},
{VertexDescription::Null,0,0,0,0},
};
//============================================================================//// GLRoundedBox ////============================================================================//float lerp(float a,float b,float t)
{
return a * (1.0f- t) + b * t;
}
GLRoundedBox::GLRoundedBox(float r,float scale,int n)
: GLTriangleMesh<P3T2N3Vertex,unsignedshort>((n+2)*(n+3)*4, (n+1)*(n+1)*24+36+72*(n+1))
{
int vidx =0, iidx =0;
int vertexCountPerCorner = (n +2) * (n +3) /2;
P3T2N3Vertex *vp = m_vb.lock();
unsignedshort*ip = m_ib.lock();
if (!vp ||!ip) {
qWarning("GLRoundedBox::GLRoundedBox: Failed to lock vertex buffer and/or index buffer.");
m_ib.unlock();
m_vb.unlock();
return;
}
for (int corner =0; corner <8; ++corner) {
QVector3D centre(corner &1?1.0f : -1.0f,
corner &2?1.0f : -1.0f,
corner &4?1.0f : -1.0f);
int winding = (corner &1) ^ ((corner >>1) &1) ^ (corner >>2);
int offsX = ((corner ^1) - corner) * vertexCountPerCorner;
int offsY = ((corner ^2) - corner) * vertexCountPerCorner;
int offsZ = ((corner ^4) - corner) * vertexCountPerCorner;
// Face polygonsif (winding) {
ip[iidx++]= vidx;
ip[iidx++]= vidx + offsX;
ip[iidx++]= vidx + offsY;
ip[iidx++]= vidx + vertexCountPerCorner - n -2;
ip[iidx++]= vidx + vertexCountPerCorner - n -2+ offsY;
ip[iidx++]= vidx + vertexCountPerCorner - n -2+ offsZ;
ip[iidx++]= vidx + vertexCountPerCorner -1;
ip[iidx++]= vidx + vertexCountPerCorner -1+ offsZ;
ip[iidx++]= vidx + vertexCountPerCorner -1+ offsX;
}
for (int i =0; i < n +2; ++i) {
// Edge polygonsif (winding && i < n +1) {
ip[iidx++]= vidx + i +1;
ip[iidx++]= vidx;
ip[iidx++]= vidx + offsY + i +1;
ip[iidx++]= vidx + offsY;
ip[iidx++]= vidx + offsY + i +1;
ip[iidx++]= vidx;
ip[iidx++]= vidx + i;
ip[iidx++]= vidx +2* i +2;
ip[iidx++]= vidx + i + offsX;
ip[iidx++]= vidx +2* i + offsX +2;
ip[iidx++]= vidx + i + offsX;
ip[iidx++]= vidx +2* i +2;
ip[iidx++]= (corner +1) * vertexCountPerCorner -1- i;
ip[iidx++]= (corner +1) * vertexCountPerCorner -2- i;
ip[iidx++]= (corner +1) * vertexCountPerCorner -1- i + offsZ;
ip[iidx++]= (corner +1) * vertexCountPerCorner -2- i + offsZ;
ip[iidx++]= (corner +1) * vertexCountPerCorner -1- i + offsZ;
ip[iidx++]= (corner +1) * vertexCountPerCorner -2- i;
}
for (int j =0; j <= i; ++j) {
QVector3D normal = QVector3D(i - j, j, n +1- i).normalized();
QVector3D offset(0.5f- r,0.5f- r,0.5f- r);
QVector3D pos = centre * (offset + r * normal);
vp[vidx].position = scale * pos;
vp[vidx].normal = centre * normal;
vp[vidx].texCoord = QVector2D(pos.x() +0.5f, pos.y() +0.5f);
// Corner polygonsif (i < n +1) {
ip[iidx++]= vidx;
ip[iidx++]= vidx + i +2- winding;
ip[iidx++]= vidx + i +1+ winding;
}
if (i < n) {
ip[iidx++]= vidx + i +1+ winding;
ip[iidx++]= vidx + i +2- winding;
ip[iidx++]= vidx +2* i +4;
}
++vidx;
}
}
}
m_ib.unlock();
m_vb.unlock();
}