/* Copyright (c) 2013, 2015 Stanislaw Halik * * Permission to use, copy, modify, and/or distribute this software for any * purpose with or without fee is hereby granted, provided that the above * copyright notice and this permission notice appear in all copies. */ #include "glwidget.h" #include "opentrack/is-window-visible.hpp" #include "opentrack-compat/pi-constant.hpp" #include #include #include #include GLWidget::GLWidget(QWidget *parent) : QWidget(parent), visible(true) { Q_INIT_RESOURCE(posewidget); front = QImage(QString(":/images/side1.png")); back = QImage(QString(":/images/side6.png")); rotateBy(0, 0, 0, 0, 0, 0); } GLWidget::~GLWidget() { } void GLWidget::paintEvent (QPaintEvent * event) { QPainter p(this); project_quad_texture(); p.drawImage(event->rect(), image); } void GLWidget::rotateBy(float xAngle, float yAngle, float zAngle, float x, float y, float z) { if (visible_timer.elapsed_ms() > 2000) { visible = is_window_visible(this); visible_timer.start(); } if (!visible) return; using std::sin; using std::cos; float c1 = cos(yAngle / 57.295781f); float s1 = sin(yAngle / 57.295781f); float c2 = cos(xAngle / 57.295781f); float s2 = sin(xAngle / 57.295781f); float c3 = cos(zAngle / 57.295781f); float s3 = sin(zAngle / 57.295781f); rotation = rmat(c2*c3, -c2*s3, s2, c1*s3+c3*s1*s2, c1*c3-s1*s2*s3, -c2*s1, s1*s3-c1*c3*s2, c3*s1+c1*s2*s3, c1*c2); translation = vec3(x, y, z); update(); } class Triangle { using num = GLWidget::num; using vec2 = GLWidget::vec2; using vec3 = GLWidget::vec3; public: Triangle(const vec2& p1, const vec2& p2, const vec2& p3); bool barycentric_coords(const vec2& px, vec2& uv, int& i) const; private: num dot00, dot01, dot11, invDenom; vec2 v0, v1, origin; }; inline GLWidget::vec3 GLWidget::normal(const vec3& p1, const vec3& p2, const vec3& p3) { using std::sqrt; vec3 u = p2 - p1; vec3 v = p3 - p1; vec3 tmp = u.cross(v); num i = 1/sqrt(tmp.dot(tmp)); return tmp * i; } Triangle::Triangle(const Triangle::vec2& p1, const Triangle::vec2& p2, const Triangle::vec2& p3) { using std::fabs; origin = p1; v0 = vec2(p3 - p1); v1 = vec2(p2 - p1); dot00 = v0.dot(v0); dot01 = v0.dot(v1); dot11 = v1.dot(v1); const num denom = dot00 * dot11 - dot01 * dot01; if (fabs(denom) < num(1e3)) { // for perpendicular plane, ensure u and v don't come out right // this is done here to avoid branching below, in a hot loop invDenom = 0; dot00 = dot01 = dot11 = 0; v0 = v1 = vec2(0, 0); } else invDenom = 1 / denom; } bool Triangle::barycentric_coords(const Triangle::vec2& px, Triangle::vec2& uv, int& i) const { i = 0; const vec2 v2 = px - origin; const num dot12 = v1.dot(v2); const num dot02 = v0.dot(v2); num u = (dot11 * dot02 - dot01 * dot12) * invDenom; num v = (dot00 * dot12 - dot01 * dot02) * invDenom; if (!(u >= 0 && v >= 0)) return false; if (u + v > 1) { i = 1; u = 1 - u; v = 1 - v; } uv = vec2(u, v); return u >= 0 && v >= 0 && u + v <= 1; } void GLWidget::project_quad_texture() { const int sx = width(), sy = height(); const int ow = front.width(), oh = front.height(); const vec3 corners[] = { vec3(-ow/2., -oh/2, 0), vec3(ow/2, -oh/2, 0), vec3(-ow/2, oh/2, 0), vec3(ow/2, oh/2, 0.) }; vec2 pt[4]; vec2 sz((sx-ow)/2, (sy-oh)/2); for (int i = 0; i < 4; i++) pt[i] = project(corners[i]) + vec2(sx/2, sy/2); vec3 normal1(0, 0, 1); vec3 normal2; { vec3 foo[3]; for (int i = 0; i < 3; i++) foo[i] = project2(corners[i]); normal2 = normal(foo[0], foo[1], foo[2]); } num dir = normal1.dot(normal2); QImage& tex = dir < 0 ? back : front; QImage texture(QSize(sx, sy), QImage::Format_RGBA8888); QColor bgColor = palette().color(QPalette::Current, QPalette::Window); texture.fill(bgColor); const vec2 projected[2][3] = { { pt[0], pt[1], pt[2] }, { pt[3], pt[1], pt[2] } }; const vec2 origs[2][3] = { { vec2(0, 0), vec2(ow-1, 0), vec2(0, oh-1) }, { vec2(ow-1, oh-1), vec2(0, oh-1), vec2(ow-1, 0) } }; const Triangle triangles[2] = { Triangle(projected[0][0], projected[0][1], projected[0][2]), Triangle(projected[1][0], projected[1][1], projected[1][2]) }; const int orig_pitch = tex.bytesPerLine(); const int dest_pitch = texture.bytesPerLine(); const unsigned char* orig = tex.bits(); unsigned char* dest = texture.bits(); const int orig_depth = tex.depth() / 8; const int dest_depth = texture.depth() / 8; /* image breakage? */ if (orig_depth < 3) return; for (int y = 0; y < sy; y++) for (int x = 0; x < sx; x++) { vec2 pos(x, y); vec2 uv; int i; if (triangles[0].barycentric_coords(pos, uv, i)) { const float fx = origs[i][0].x() + uv.x() * (origs[i][2].x() - origs[i][0].x()) + uv.y() * (origs[i][1].x() - origs[i][0].x()); const float fy = origs[i][0].y() + uv.x() * (origs[i][2].y() - origs[i][0].y()) + uv.y() * (origs[i][1].y() - origs[i][0].y()); const int px_ = fx + .5f; const int py_ = fy + .5f; const int px = fx; const int py = fy; const float ax_ = fx - px; const float ay_ = fy - py; const float ax = 1.f - ax_; const float ay = 1.f - ay_; // 0, 0 -- ax, ay const int orig_pos = py * orig_pitch + px * orig_depth; const unsigned char r = orig[orig_pos + 2]; const unsigned char g = orig[orig_pos + 1]; const unsigned char b = orig[orig_pos + 0]; // 1, 1 -- ax_, ay_ const int orig_pos_ = py_ * orig_pitch + px_ * orig_depth; const unsigned char r_ = orig[orig_pos_ + 2]; const unsigned char g_ = orig[orig_pos_ + 1]; const unsigned char b_ = orig[orig_pos_ + 0]; // 1, 0 -- ax_, ay const int orig_pos__ = py * orig_pitch + px_ * orig_depth; const unsigned char r__ = orig[orig_pos__ + 2]; const unsigned char g__ = orig[orig_pos__ + 1]; const unsigned char b__ = orig[orig_pos__ + 0]; // 0, 1 -- ax, ay_ const int orig_pos___ = py_ * orig_pitch + px * orig_depth; const unsigned char r___ = orig[orig_pos___ + 2]; const unsigned char g___ = orig[orig_pos___ + 1]; const unsigned char b___ = orig[orig_pos___ + 0]; const unsigned char a1 = orig[orig_pos + 3]; const unsigned char a2 = orig[orig_pos_ + 3]; const unsigned char a3 = orig[orig_pos__ + 3]; const unsigned char a4 = orig[orig_pos___ + 3]; const int pos = y * dest_pitch + x * dest_depth; dest[pos + 0] = (r * ax + r__ * ax_) * ay + (r___ * ax + r_ * ax_) * ay_; dest[pos + 1] = (g * ax + g__ * ax_) * ay + (g___ * ax + g_ * ax_) * ay_; dest[pos + 2] = (b * ax + b__ * ax_) * ay + (b___ * ax + b_ * ax_) * ay_; dest[pos + 3] = (a1 * ax + a3 * ax_) * ay + (a4 * ax + a2 * ax_) * ay_; } } image = texture; } GLWidget::vec2 GLWidget::project(const vec3 &point) { vec3 ret = rotation * point; num z = std::max(.75f, 1 + translation.z()/-60); int w = width(), h = height(); num x = w * translation.x() / 2 / -40; if (std::abs(x) > w/2) x = x > 0 ? w/2 : w/-2; num y = h * translation.y() / 2 / -40; if (std::abs(y) > h/2) y = y > 0 ? h/2 : h/-2; return vec2(z * (ret.x() + x), z * (ret.y() + y)); } GLWidget::vec3 GLWidget::project2(const vec3 &point) { return rotation * point; }