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authorStanislaw Halik <sthalik@misaki.pl>2013-03-22 21:48:28 +0100
committerStanislaw Halik <sthalik@misaki.pl>2013-03-22 21:51:09 +0100
commit4f05cb2af239ca8471b77c9f1d1c32e8c4cd3abc (patch)
tree338d3891b0c7710558aea3820d42af6eedfb0af9 /ftnoir_posewidget/glwidget.cpp
parent4f00c4c74d213a37a4b1a3313e50ce2b4dd51271 (diff)
Remove .bat files, actually finish rename this time
Diffstat (limited to 'ftnoir_posewidget/glwidget.cpp')
-rw-r--r--ftnoir_posewidget/glwidget.cpp210
1 files changed, 210 insertions, 0 deletions
diff --git a/ftnoir_posewidget/glwidget.cpp b/ftnoir_posewidget/glwidget.cpp
new file mode 100644
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+++ b/ftnoir_posewidget/glwidget.cpp
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+/********************************************************************************
+* FaceTrackNoIR This program is a private project of the some enthusiastic *
+* gamers from Holland, who don't like to pay much for *
+* head-tracking. *
+* *
+* Copyright (C) 2010 Wim Vriend (Developing) *
+* Ron Hendriks (Researching and Testing) *
+* *
+* Homepage *
+* *
+* This program is free software; you can redistribute it and/or modify it *
+* under the terms of the GNU General Public License as published by the *
+* Free Software Foundation; either version 3 of the License, or (at your *
+* option) any later version. *
+* *
+* This program is distributed in the hope that it will be useful, but *
+* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY *
+* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for *
+* more details. *
+* *
+* Adopted this widget from the 'textures' sample of the Nokia Qt toolkit. *
+* *
+* You should have received a copy of the GNU General Public License along *
+* with this program; if not, see <http://www.gnu.org/licenses/>. *
+*********************************************************************************/
+
+#include <QtGui>
+#include <QtOpenGL>
+
+#include "glwidget.h"
+
+GLWidget::GLWidget(QWidget *parent, QGLWidget *shareWidget)
+ : QGLWidget(parent, shareWidget)
+{
+ clearColor = Qt::black;
+ xRot = 0;
+ yRot = 0;
+ zRot = 0;
+
+#ifdef QT_OPENGL_ES_2
+ program = 0;
+#endif
+}
+
+GLWidget::~GLWidget()
+{
+}
+
+QSize GLWidget::minimumSizeHint() const
+{
+ return QSize(60, 60);
+}
+
+QSize GLWidget::sizeHint() const
+{
+ return QSize(90, 90);
+}
+
+void GLWidget::rotateBy(int xAngle, int yAngle, int zAngle)
+{
+ xRot = xAngle;
+ yRot = yAngle;
+ zRot = zAngle;
+ updateGL();
+}
+
+void GLWidget::setClearColor(const QColor &color)
+{
+ clearColor = color;
+ updateGL();
+}
+
+void GLWidget::initializeGL()
+{
+ makeObject();
+
+ glEnable(GL_DEPTH_TEST);
+ glEnable(GL_CULL_FACE);
+#ifndef QT_OPENGL_ES_2
+ glEnable(GL_TEXTURE_2D);
+#endif
+
+#ifdef QT_OPENGL_ES_2
+
+#define PROGRAM_VERTEX_ATTRIBUTE 0
+#define PROGRAM_TEXCOORD_ATTRIBUTE 1
+
+ QGLShader *vshader = new QGLShader(QGLShader::Vertex, this);
+ const char *vsrc =
+ "attribute highp vec4 vertex;\n"
+ "attribute mediump vec4 texCoord;\n"
+ "varying mediump vec4 texc;\n"
+ "uniform mediump mat4 matrix;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_Position = matrix * vertex;\n"
+ " texc = texCoord;\n"
+ "}\n";
+ vshader->compileSourceCode(vsrc);
+
+ QGLShader *fshader = new QGLShader(QGLShader::Fragment, this);
+ const char *fsrc =
+ "uniform sampler2D texture;\n"
+ "varying mediump vec4 texc;\n"
+ "void main(void)\n"
+ "{\n"
+ " gl_FragColor = texture2D(texture, texc.st);\n"
+ "}\n";
+ fshader->compileSourceCode(fsrc);
+
+ program = new QGLShaderProgram(this);
+ program->addShader(vshader);
+ program->addShader(fshader);
+ program->bindAttributeLocation("vertex", PROGRAM_VERTEX_ATTRIBUTE);
+ program->bindAttributeLocation("texCoord", PROGRAM_TEXCOORD_ATTRIBUTE);
+ program->link();
+
+ program->bind();
+ program->setUniformValue("texture", 0);
+
+#endif
+}
+
+void GLWidget::paintGL()
+{
+ qglClearColor(clearColor);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+
+#if !defined(QT_OPENGL_ES_2)
+
+ glLoadIdentity();
+ glTranslatef(0.0f, 0.0f, -10.0f);
+
+ glRotatef(xRot, 1.0f, 0.0f, 0.0f);
+ glRotatef(yRot, 0.0f, 1.0f, 0.0f);
+ glRotatef(-1.0f * zRot, 0.0f, 0.0f, 1.0f);
+
+ glVertexPointer(3, GL_FLOAT, 0, vertices.constData());
+ glTexCoordPointer(2, GL_FLOAT, 0, texCoords.constData());
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+#else
+
+ QMatrix4x4 m;
+ m.ortho(-0.5f, +0.5f, +0.5f, -0.5f, 4.0f, 15.0f);
+ m.translate(0.0f, 0.0f, -10.0f);
+ m.rotate(xRot / 16.0f, 1.0f, 0.0f, 0.0f);
+ m.rotate(yRot / 16.0f, 0.0f, 1.0f, 0.0f);
+ m.rotate(zRot / 16.0f, 0.0f, 0.0f, 1.0f);
+
+ program->setUniformValue("matrix", m);
+ program->enableAttributeArray(PROGRAM_VERTEX_ATTRIBUTE);
+ program->enableAttributeArray(PROGRAM_TEXCOORD_ATTRIBUTE);
+ program->setAttributeArray
+ (PROGRAM_VERTEX_ATTRIBUTE, vertices.constData());
+ program->setAttributeArray
+ (PROGRAM_TEXCOORD_ATTRIBUTE, texCoords.constData());
+
+#endif
+
+ for (int i = 0; i < 6; ++i) {
+ glBindTexture(GL_TEXTURE_2D, textures[i]);
+ glDrawArrays(GL_TRIANGLE_FAN, i * 4, 4);
+ }
+}
+
+void GLWidget::resizeGL(int width, int height)
+{
+ int side = qMin(width, height);
+ glViewport((width - side) / 2, (height - side) / 2, side, side);
+
+#if !defined(QT_OPENGL_ES_2)
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+#ifndef QT_OPENGL_ES
+ glOrtho(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0);
+#else
+ glOrthof(-0.5, +0.5, +0.5, -0.5, 4.0, 15.0);
+#endif
+ glMatrixMode(GL_MODELVIEW);
+#endif
+}
+
+void GLWidget::makeObject()
+{
+ static const int coords[6][4][3] = {
+ { { +1, -1, -1 }, { -1, -1, -1 }, { -1, +1, -1 }, { +1, +1, -1 } },
+ { { +1, +1, -1 }, { -1, +1, -1 }, { -1, +1, +1 }, { +1, +1, +1 } },
+ { { +1, -1, +1 }, { +1, -1, -1 }, { +1, +1, -1 }, { +1, +1, +1 } },
+ { { -1, -1, -1 }, { -1, -1, +1 }, { -1, +1, +1 }, { -1, +1, -1 } },
+ { { +1, -1, +1 }, { -1, -1, +1 }, { -1, -1, -1 }, { +1, -1, -1 } },
+ { { -1, -1, +1 }, { +1, -1, +1 }, { +1, +1, +1 }, { -1, +1, +1 } }
+ };
+
+ for (int j=0; j < 6; ++j) {
+ textures[j] = bindTexture
+ (QPixmap(QString(":/images/side%1.png").arg(j + 1)), GL_TEXTURE_2D);
+ }
+
+ for (int i = 0; i < 6; ++i) {
+ for (int j = 0; j < 4; ++j) {
+ texCoords.append
+ (QVector2D(j == 0 || j == 3, j == 0 || j == 1));
+ vertices.append
+ (QVector3D(0.4 * coords[i][j][0], 0.4 * coords[i][j][1],
+ 0.02 * coords[i][j][2]));
+ }
+ }
+}