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diff --git a/examples/opengl/hellogl_es2/glwidget.cpp b/examples/opengl/hellogl_es2/glwidget.cpp
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+/****************************************************************************
+**
+** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
+** Contact: Qt Software Information (qt-info@nokia.com)
+**
+** This file is part of the examples of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the either Technology Preview License Agreement or the
+** Beta Release License Agreement.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain
+** additional rights. These rights are described in the Nokia Qt LGPL
+** Exception version 1.0, included in the file LGPL_EXCEPTION.txt in this
+** package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+** If you are unsure which license is appropriate for your use, please
+** contact the sales department at qt-sales@nokia.com.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "glwidget.h"
+#include <QPainter>
+#include <math.h>
+
+#include "bubble.h"
+
+
+const int bubbleNum = 8;
+
+inline void CrossProduct(qreal &xOut, qreal &yOut, qreal &zOut, qreal x1, qreal y1, qreal z1, qreal x2, qreal y2, qreal z2)
+{
+ xOut = y1 * z2 - z1 * y2;
+ yOut = z1 * x2 - x1 * z2;
+ zOut = x1 * y2 - y1 * x2;
+}
+
+inline void Normalize(qreal &x, qreal &y, qreal &z)
+{
+ qreal l = sqrt(x*x + y*y + z*z);
+ x = x / l;
+ y = y / l;
+ z = z / l;
+}
+
+inline void IdentityMatrix(GLfloat *m)
+{
+ m[0 * 4 + 0] = 1.0f;
+ m[1 * 4 + 0] = 0.0f;
+ m[2 * 4 + 0] = 0.0f;
+ m[3 * 4 + 0] = 0.0f;
+ m[0 * 4 + 1] = 0.0f;
+ m[1 * 4 + 1] = 1.0f;
+ m[2 * 4 + 1] = 0.0f;
+ m[3 * 4 + 1] = 0.0f;
+ m[0 * 4 + 2] = 0.0f;
+ m[1 * 4 + 2] = 0.0f;
+ m[2 * 4 + 2] = 1.0f;
+ m[3 * 4 + 2] = 0.0f;
+ m[0 * 4 + 3] = 0.0f;
+ m[1 * 4 + 3] = 0.0f;
+ m[2 * 4 + 3] = 0.0f;
+ m[3 * 4 + 3] = 1.0f;
+}
+
+// Adjust a 4x4 matrix to apply a scale.
+inline void ScaleMatrix(GLfloat *m, GLfloat scalex, GLfloat scaley, GLfloat scalez)
+{
+ m[0 * 4 + 0] *= scalex;
+ m[0 * 4 + 1] *= scalex;
+ m[0 * 4 + 2] *= scalex;
+ m[0 * 4 + 3] *= scalex;
+ m[1 * 4 + 0] *= scaley;
+ m[1 * 4 + 1] *= scaley;
+ m[1 * 4 + 2] *= scaley;
+ m[1 * 4 + 3] *= scaley;
+ m[2 * 4 + 0] *= scalez;
+ m[2 * 4 + 1] *= scalez;
+ m[2 * 4 + 2] *= scalez;
+ m[2 * 4 + 3] *= scalez;
+}
+
+// Adjust a 4x4 matrix to apply a translation.
+inline void TranslateMatrix(GLfloat *m, GLfloat translatex, GLfloat translatey, GLfloat translatez)
+{
+ m[3 * 4 + 0] += m[0 * 4 + 0] * translatex + m[1 * 4 + 0] * translatey + m[2 * 4 + 0] * translatez;
+ m[3 * 4 + 1] += m[0 * 4 + 1] * translatex + m[1 * 4 + 1] * translatey + m[2 * 4 + 1] * translatez;
+ m[3 * 4 + 2] += m[0 * 4 + 2] * translatex + m[1 * 4 + 2] * translatey + m[2 * 4 + 2] * translatez;
+ m[3 * 4 + 3] += m[0 * 4 + 3] * translatex + m[1 * 4 + 3] * translatey + m[2 * 4 + 3] * translatez;
+}
+
+#ifndef M_PI
+#define M_PI 3.14159265358979323846
+#endif
+
+// Adjust a 4x4 matrix to apply a rotation.
+inline void RotateMatrix(GLfloat *m, GLfloat angle, GLfloat vx, GLfloat vy, GLfloat vz)
+{
+ GLfloat len = sqrt(vx * vx + vy * vy + vz * vz);
+ if (len != 0) {
+ vx /= len;
+ vy /= len;
+ vz /= len;
+ }
+
+ GLfloat c, s, ic;
+ c = cos(angle * M_PI / 180.0);
+ s = sin(angle * M_PI / 180.0);
+ ic = 1.0f - c;
+
+ GLfloat rot[16];
+ rot[0 * 4 + 0] = vx * vx * ic + c;
+ rot[1 * 4 + 0] = vx * vy * ic - vz * s;
+ rot[2 * 4 + 0] = vx * vz * ic + vy * s;
+ rot[3 * 4 + 0] = 0.0f;
+ rot[0 * 4 + 1] = vy * vx * ic + vz * s;
+ rot[1 * 4 + 1] = vy * vy * ic + c;
+ rot[2 * 4 + 1] = vy * vz * ic - vx * s;
+ rot[3 * 4 + 1] = 0.0f;
+ rot[0 * 4 + 2] = vx * vz * ic - vy * s;
+ rot[1 * 4 + 2] = vy * vz * ic + vx * s;
+ rot[2 * 4 + 2] = vz * vz * ic + c;
+ rot[3 * 4 + 2] = 0.0f;
+ rot[0 * 4 + 3] = 0.0f;
+ rot[1 * 4 + 3] = 0.0f;
+ rot[2 * 4 + 3] = 0.0f;
+ rot[3 * 4 + 3] = 1.0f;
+
+ GLfloat temp[16];
+ for (int i = 0; i < 4; ++i) {
+ for (int j = 0; j < 4; ++j) {
+ temp[j * 4 + i] = 0.0f;
+ for (int k = 0; k < 4; ++k) {
+ temp[j * 4 + i] += m[k * 4 + i] * rot[j * 4 + k];
+ }
+ }
+ }
+
+ qMemCopy(m, temp, sizeof(temp));
+}
+
+GLWidget::GLWidget(QWidget *parent)
+ : QGLWidget(parent)
+{
+ qtLogo = true;
+ createdVertices = 0;
+ createdNormals = 0;
+ m_vertexNumber = 0;
+ frames = 0;
+ setAttribute(Qt::WA_PaintOnScreen);
+ setAttribute(Qt::WA_NoSystemBackground);
+ setAutoBufferSwap(false);
+ m_showBubbles = true;
+#ifndef Q_WS_QWS
+ setMinimumSize(300, 250);
+#endif
+}
+
+GLWidget::~GLWidget()
+{
+ if (createdVertices)
+ delete[] createdVertices;
+ if (createdNormals)
+ delete[] createdNormals;
+}
+
+void GLWidget::setScaling(int scale) {
+
+ if (scale > 50)
+ m_fScale = 1 + qreal(scale -50) / 50 * 0.5;
+ else if (scale < 50)
+ m_fScale = 1- (qreal(50 - scale) / 50 * 1/2);
+ else
+ m_fScale = 1;
+}
+
+void GLWidget::setLogo() {
+ qtLogo = true;
+}
+
+void GLWidget::setTexture() {
+ qtLogo = false;
+}
+
+void GLWidget::showBubbles(bool bubbles)
+{
+ m_showBubbles = bubbles;
+}
+
+void GLWidget::paintQtLogo()
+{
+ glDisable(GL_TEXTURE_2D);
+ glVertexAttribPointer(vertexAttr1, 3, GL_FLOAT, GL_FALSE, 0, createdVertices);
+ glEnableVertexAttribArray(vertexAttr1);
+ glVertexAttribPointer(normalAttr1, 3, GL_FLOAT, GL_FALSE, 0, createdNormals);
+ glEnableVertexAttribArray(normalAttr1);
+ glDrawArrays(GL_TRIANGLES, 0, m_vertexNumber / 3);
+ glDisableVertexAttribArray(normalAttr1);
+ glDisableVertexAttribArray(vertexAttr1);
+}
+
+void GLWidget::paintTexturedCube()
+{
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, m_uiTexture);
+ GLfloat afVertices[] = {
+ -0.5, 0.5, 0.5, 0.5,-0.5,0.5,-0.5,-0.5,0.5,
+ 0.5, -0.5, 0.5, -0.5,0.5,0.5,0.5,0.5,0.5,
+ -0.5, -0.5, -0.5, 0.5,-0.5,-0.5,-0.5,0.5,-0.5,
+ 0.5, 0.5, -0.5, -0.5,0.5,-0.5,0.5,-0.5,-0.5,
+
+ 0.5, -0.5, -0.5, 0.5,-0.5,0.5,0.5,0.5,-0.5,
+ 0.5, 0.5, 0.5, 0.5,0.5,-0.5,0.5,-0.5,0.5,
+ -0.5, 0.5, -0.5, -0.5,-0.5,0.5,-0.5,-0.5,-0.5,
+ -0.5, -0.5, 0.5, -0.5,0.5,-0.5,-0.5,0.5,0.5,
+
+ 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5,
+ -0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5,
+ -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5,
+ 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5
+ };
+ glVertexAttribPointer(vertexAttr2, 3, GL_FLOAT, GL_FALSE, 0, afVertices);
+ glEnableVertexAttribArray(vertexAttr2);
+
+ GLfloat afTexCoord[] = {
+ 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
+ 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
+ 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
+ 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
+
+ 1.0f,1.0f, 1.0f,0.0f, 0.0f,1.0f,
+ 0.0f,0.0f, 0.0f,1.0f, 1.0f,0.0f,
+ 0.0f,0.0f, 1.0f,1.0f, 1.0f,0.0f,
+ 1.0f,1.0f, 0.0f,0.0f, 0.0f,1.0f,
+
+ 0.0f,1.0f, 1.0f,0.0f, 1.0f,1.0f,
+ 1.0f,0.0f, 0.0f,1.0f, 0.0f,0.0f,
+ 1.0f,0.0f, 1.0f,1.0f, 0.0f,0.0f,
+ 0.0f,1.0f, 0.0f,0.0f, 1.0f,1.0f
+ };
+ glVertexAttribPointer(texCoordAttr2, 2, GL_FLOAT, GL_FALSE, 0, afTexCoord);
+ glEnableVertexAttribArray(texCoordAttr2);
+
+ GLfloat afNormals[] = {
+
+ 0,0,-1, 0,0,-1, 0,0,-1,
+ 0,0,-1, 0,0,-1, 0,0,-1,
+ 0,0,1, 0,0,1, 0,0,1,
+ 0,0,1, 0,0,1, 0,0,1,
+
+ -1,0,0, -1,0,0, -1,0,0,
+ -1,0,0, -1,0,0, -1,0,0,
+ 1,0,0, 1,0,0, 1,0,0,
+ 1,0,0, 1,0,0, 1,0,0,
+
+ 0,-1,0, 0,-1,0, 0,-1,0,
+ 0,-1,0, 0,-1,0, 0,-1,0,
+ 0,1,0, 0,1,0, 0,1,0,
+ 0,1,0, 0,1,0, 0,1,0
+ };
+ glVertexAttribPointer(normalAttr2, 3, GL_FLOAT, GL_FALSE, 0, afNormals);
+ glEnableVertexAttribArray(normalAttr2);
+
+ glUniform1i(textureUniform2, 0); // use texture unit 0
+
+ glDrawArrays(GL_TRIANGLES, 0, 36);
+
+ glDisableVertexAttribArray(vertexAttr2);
+ glDisableVertexAttribArray(normalAttr2);
+ glDisableVertexAttribArray(texCoordAttr2);
+}
+
+static void reportCompileErrors(GLuint shader, const char *src)
+{
+ GLint value = 0;
+ glGetShaderiv(shader, GL_COMPILE_STATUS, &value);
+ bool compiled = (value != 0);
+ value = 0;
+ glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &value);
+ if (!compiled && value > 1) {
+ char *log = new char [value];
+ GLint len;
+ glGetShaderInfoLog(shader, value, &len, log);
+ qWarning("%s\n", log);
+ qWarning("when compiling:\n%s\n", src);
+ delete [] log;
+ }
+}
+
+static void reportLinkErrors(GLuint program, const char *vsrc, const char *fsrc)
+{
+ GLint value = 0;
+ glGetProgramiv(program, GL_LINK_STATUS, &value);
+ bool linked = (value != 0);
+ value = 0;
+ glGetProgramiv(program, GL_INFO_LOG_LENGTH, &value);
+ if (!linked && value > 1) {
+ char *log = new char [value];
+ GLint len;
+ glGetProgramInfoLog(program, value, &len, log);
+ qWarning("%s\n", log);
+ qWarning("when linking:\n%s\nwith:\n%s\n", vsrc, fsrc);
+ delete [] log;
+ }
+}
+
+void GLWidget::initializeGL ()
+{
+ glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
+
+ glEnable(GL_TEXTURE_2D);
+ glGenTextures(1, &m_uiTexture);
+ m_uiTexture = bindTexture(QImage(":/qt.png"));
+
+ GLuint vshader1 = glCreateShader(GL_VERTEX_SHADER);
+ const char *vsrc1[1] = {
+ "attribute highp vec4 vertex;\n"
+ "attribute mediump vec3 normal;\n"
+ "uniform mediump mat4 matrix;\n"
+ "varying mediump vec4 color;\n"
+ "void main(void)\n"
+ "{\n"
+ " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
+ " float angle = max(dot(normal, toLight), 0.0);\n"
+ " vec3 col = vec3(0.40, 1.0, 0.0);\n"
+ " color = vec4(col * 0.2 + col * 0.8 * angle, 1.0);\n"
+ " color = clamp(color, 0.0, 1.0);\n"
+ " gl_Position = matrix * vertex;\n"
+ "}\n"
+ };
+ glShaderSource(vshader1, 1, vsrc1, 0);
+ glCompileShader(vshader1);
+ reportCompileErrors(vshader1, vsrc1[0]);
+
+ GLuint fshader1 = glCreateShader(GL_FRAGMENT_SHADER);
+ const char *fsrc1[1] = {
+ "varying mediump vec4 color;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_FragColor = color;\n"
+ "}\n"
+ };
+ glShaderSource(fshader1, 1, fsrc1, 0);
+ glCompileShader(fshader1);
+ reportCompileErrors(fshader1, fsrc1[0]);
+
+ program1 = glCreateProgram();
+ glAttachShader(program1, vshader1);
+ glAttachShader(program1, fshader1);
+ glLinkProgram(program1);
+ reportLinkErrors(program1, vsrc1[0], fsrc1[0]);
+
+ vertexAttr1 = glGetAttribLocation(program1, "vertex");
+ normalAttr1 = glGetAttribLocation(program1, "normal");
+ matrixUniform1 = glGetUniformLocation(program1, "matrix");
+
+ GLuint vshader2 = glCreateShader(GL_VERTEX_SHADER);
+ const char *vsrc2[1] = {
+ "attribute highp vec4 vertex;\n"
+ "attribute highp vec4 texCoord;\n"
+ "attribute mediump vec3 normal;\n"
+ "uniform mediump mat4 matrix;\n"
+ "varying highp vec4 texc;\n"
+ "varying mediump float angle;\n"
+ "void main(void)\n"
+ "{\n"
+ " vec3 toLight = normalize(vec3(0.0, 0.3, 1.0));\n"
+ " angle = max(dot(normal, toLight), 0.0);\n"
+ " gl_Position = matrix * vertex;\n"
+ " texc = texCoord;\n"
+ "}\n"
+ };
+ glShaderSource(vshader2, 1, vsrc2, 0);
+ glCompileShader(vshader2);
+ reportCompileErrors(vshader2, vsrc2[0]);
+
+ GLuint fshader2 = glCreateShader(GL_FRAGMENT_SHADER);
+ const char *fsrc2[1] = {
+ "varying highp vec4 texc;\n"
+ "uniform sampler2D tex;\n"
+ "varying mediump float angle;\n"
+ "void main(void)\n"
+ "{\n"
+ " highp vec3 color = texture2D(tex, texc.st).rgb;\n"
+ " color = color * 0.2 + color * 0.8 * angle;\n"
+ " gl_FragColor = vec4(clamp(color, 0.0, 1.0), 1.0);\n"
+ "}\n"
+ };
+ glShaderSource(fshader2, 1, fsrc2, 0);
+ glCompileShader(fshader2);
+ reportCompileErrors(fshader2, fsrc2[0]);
+
+ program2 = glCreateProgram();
+ glAttachShader(program2, vshader2);
+ glAttachShader(program2, fshader2);
+ glLinkProgram(program2);
+ reportLinkErrors(program2, vsrc2[0], fsrc2[0]);
+
+ vertexAttr2 = glGetAttribLocation(program2, "vertex");
+ normalAttr2 = glGetAttribLocation(program2, "normal");
+ texCoordAttr2 = glGetAttribLocation(program2, "texCoord");
+ matrixUniform2 = glGetUniformLocation(program2, "matrix");
+ textureUniform2 = glGetUniformLocation(program2, "tex");
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+
+ m_fAngle = 0;
+ m_fScale = 1;
+ createGeometry();
+ createBubbles(bubbleNum - bubbles.count());
+}
+
+void GLWidget::paintGL()
+{
+ createBubbles(bubbleNum - bubbles.count());
+
+ QPainter painter;
+ painter.begin(this);
+
+ glClearColor(0.1f, 0.1f, 0.2f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glEnable(GL_TEXTURE_2D);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+
+ glFrontFace(GL_CW);
+ glCullFace(GL_FRONT);
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_DEPTH_TEST);
+
+ GLfloat modelview[16];
+ IdentityMatrix(modelview);
+ RotateMatrix(modelview, m_fAngle, 0.0, 1.0, 0.0);
+ RotateMatrix(modelview, m_fAngle, 1.0, 0.0, 0.0);
+ RotateMatrix(modelview, m_fAngle, 0.0, 0.0, 1.0);
+ ScaleMatrix(modelview, m_fScale, m_fScale, m_fScale);
+ TranslateMatrix(modelview, 0, -0.2, 0);
+
+ if (qtLogo) {
+ glUseProgram(program1);
+ glUniformMatrix4fv(matrixUniform1, 1, GL_FALSE, modelview);
+ paintQtLogo();
+ glUseProgram(0);
+ } else {
+ glUseProgram(program2);
+ glUniformMatrix4fv(matrixUniform2, 1, GL_FALSE, modelview);
+ paintTexturedCube();
+ glUseProgram(0);
+ }
+
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ if (m_showBubbles)
+ foreach (Bubble *bubble, bubbles) {
+ bubble->drawBubble(&painter);
+ }
+
+ QString framesPerSecond;
+ framesPerSecond.setNum(frames /(time.elapsed() / 1000.0), 'f', 2);
+
+ painter.setPen(Qt::white);
+
+ painter.drawText(20, 40, framesPerSecond + " fps");
+
+ painter.end();
+
+ swapBuffers();
+
+ QMutableListIterator<Bubble*> iter(bubbles);
+
+ while (iter.hasNext()) {
+ Bubble *bubble = iter.next();
+ bubble->move(rect());
+ }
+ if (!(frames % 100)) {
+ time.start();
+ frames = 0;
+ }
+ m_fAngle += 1.0f;
+ frames ++;
+}
+
+void GLWidget::createBubbles(int number)
+{
+ for (int i = 0; i < number; ++i) {
+ QPointF position(width()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))),
+ height()*(0.1 + (0.8*qrand()/(RAND_MAX+1.0))));
+ qreal radius = qMin(width(), height())*(0.0175 + 0.0875*qrand()/(RAND_MAX+1.0));
+ QPointF velocity(width()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)),
+ height()*0.0175*(-0.5 + qrand()/(RAND_MAX+1.0)));
+
+ bubbles.append(new Bubble(position, radius, velocity));
+ }
+}
+
+void GLWidget::createGeometry()
+{
+ vertices.clear();
+ normals.clear();
+
+ qreal x1 = +0.06f;
+ qreal y1 = -0.14f;
+ qreal x2 = +0.14f;
+ qreal y2 = -0.06f;
+ qreal x3 = +0.08f;
+ qreal y3 = +0.00f;
+ qreal x4 = +0.30f;
+ qreal y4 = +0.22f;
+
+ quad(x1, y1, x2, y2, y2, x2, y1, x1);
+ quad(x3, y3, x4, y4, y4, x4, y3, x3);
+
+ extrude(x1, y1, x2, y2);
+ extrude(x2, y2, y2, x2);
+ extrude(y2, x2, y1, x1);
+ extrude(y1, x1, x1, y1);
+ extrude(x3, y3, x4, y4);
+ extrude(x4, y4, y4, x4);
+ extrude(y4, x4, y3, x3);
+
+ const qreal Pi = 3.14159f;
+ const int NumSectors = 100;
+
+ for (int i = 0; i < NumSectors; ++i) {
+ qreal angle1 = (i * 2 * Pi) / NumSectors;
+ qreal x5 = 0.30 * sin(angle1);
+ qreal y5 = 0.30 * cos(angle1);
+ qreal x6 = 0.20 * sin(angle1);
+ qreal y6 = 0.20 * cos(angle1);
+
+ qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors;
+ qreal x7 = 0.20 * sin(angle2);
+ qreal y7 = 0.20 * cos(angle2);
+ qreal x8 = 0.30 * sin(angle2);
+ qreal y8 = 0.30 * cos(angle2);
+
+ quad(x5, y5, x6, y6, x7, y7, x8, y8);
+
+ extrude(x6, y6, x7, y7);
+ extrude(x8, y8, x5, y5);
+ }
+
+ m_vertexNumber = vertices.size();
+ createdVertices = new GLfloat[m_vertexNumber];
+ createdNormals = new GLfloat[m_vertexNumber];
+ for (int i = 0;i < m_vertexNumber;i++) {
+ createdVertices[i] = vertices.at(i) * 2;
+ createdNormals[i] = normals.at(i);
+ }
+ vertices.clear();
+ normals.clear();
+}
+
+void GLWidget::quad(qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4)
+{
+ qreal nx, ny, nz;
+
+ vertices << x1 << y1 << -0.05f;
+ vertices << x2 << y2 << -0.05f;
+ vertices << x4 << y4 << -0.05f;
+
+ vertices << x3 << y3 << -0.05f;
+ vertices << x4 << y4 << -0.05f;
+ vertices << x2 << y2 << -0.05f;
+
+ CrossProduct(nx, ny, nz, x2 - x1, y2 - y1, 0, x4 - x1, y4 - y1, 0);
+ Normalize(nx, ny, nz);
+
+ normals << nx << ny << nz;
+ normals << nx << ny << nz;
+ normals << nx << ny << nz;
+
+ normals << nx << ny << nz;
+ normals << nx << ny << nz;
+ normals << nx << ny << nz;
+
+ vertices << x4 << y4 << 0.05f;
+ vertices << x2 << y2 << 0.05f;
+ vertices << x1 << y1 << 0.05f;
+
+ vertices << x2 << y2 << 0.05f;
+ vertices << x4 << y4 << 0.05f;
+ vertices << x3 << y3 << 0.05f;
+
+ CrossProduct(nx, ny, nz, x2 - x4, y2 - y4, 0, x1 - x4, y1 - y4, 0);
+ Normalize(nx, ny, nz);
+
+ normals << nx << ny << nz;
+ normals << nx << ny << nz;
+ normals << nx << ny << nz;
+
+ normals << nx << ny << nz;
+ normals << nx << ny << nz;
+ normals << nx << ny << nz;
+}
+
+void GLWidget::extrude(qreal x1, qreal y1, qreal x2, qreal y2)
+{
+ qreal nx, ny, nz;
+
+ vertices << x1 << y1 << +0.05f;
+ vertices << x2 << y2 << +0.05f;
+ vertices << x1 << y1 << -0.05f;
+
+ vertices << x2 << y2 << -0.05f;
+ vertices << x1 << y1 << -0.05f;
+ vertices << x2 << y2 << +0.05f;
+
+ CrossProduct(nx, ny, nz, x2 - x1, y2 - y1, 0.0f, 0.0f, 0.0f, -0.1f);
+ Normalize(nx, ny, nz);
+
+ normals << nx << ny << nz;
+ normals << nx << ny << nz;
+ normals << nx << ny << nz;
+
+ normals << nx << ny << nz;
+ normals << nx << ny << nz;
+ normals << nx << ny << nz;
+}