/******************************************************************************** * 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 . * *********************************************************************************/ #include #include #include "glwidget.h" #include GLWidget::GLWidget(QWidget *parent, QGLWidget *shareWidget) : QGLWidget(parent, shareWidget) { #if !defined(_WIN32) setAttribute(Qt::WA_NativeWindow, true); #endif 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(); glDisable(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); #else glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(3, GL_FLOAT, 0, vertices.constData()); glTexCoordPointer(2, GL_FLOAT, 0, texCoords.constData()); #endif } void GLWidget::paintGL() { glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); #if 1 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); #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); } glFlush(); } 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])); } } }