roundedbox.cpp Example File

graphicsview/boxes/roundedbox.cpp
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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, unsigned short>((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(); unsigned short *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 polygons if (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 polygons if (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 polygons if (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(); }