/* Copyright (c) 2013 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 #include "glwidget.h" #include #include #include GLWidget::GLWidget(QWidget *parent) : QWidget(parent) { front = QImage(QString(":/images/side1.png")); back = QImage(QString(":/images/side6.png")); rotateBy(0, 0, 0); } GLWidget::~GLWidget() { } void GLWidget::paintEvent ( QPaintEvent * event ) { QWidget::paintEvent(event); QPainter p(this); project_quad_texture(); p.drawImage(event->rect(), texture); } void GLWidget::rotateBy(double xAngle, double yAngle, double zAngle) { double ch = cos(xAngle / 57.295781); double sh = sin(xAngle / 57.295781); double ca = cos(yAngle / 57.295781); double sa = sin(yAngle / 57.295781); double cb = cos(zAngle / 57.295781); double sb = sin(zAngle / 57.295781); matrix[0 * 3 + 0] = ch * ca; matrix[0 * 3 + 1]= sh*sb - ch*sa*cb; matrix[0 * 3 + 2]= ch*sa*sb + sh*cb; matrix[1 * 3 + 0]= sa; matrix[1 * 3 + 1]= ca*cb; matrix[1 * 3 + 2]= -ca*sb; matrix[2 * 3 + 0]= -sh*ca; matrix[2 * 3 + 1]= sh*sa*cb + ch*sb; matrix[2 * 3 + 2]= -sh*sa*sb + ch*cb; update(); } class Triangle { public: Triangle(const Vec2f& p1, const Vec2f& p2, const Vec2f& p3) { origin = p1; v0 = Vec2f(p3.x - p1.x, p3.y - p1.y); v1 = Vec2f(p2.x - p1.x, p2.y - p1.y); dot00 = dot(v0, v0); dot01 = dot(v0, v1); dot11 = dot(v1, v1); invDenom = 1 / (dot00 * dot11 - dot01 * dot01); } bool barycentric_coords(const Vec2f& px, Vec2f& uv) const { Vec2f v2(px.x - origin.x, px.y - origin.y); double dot12 = dot(v1, v2); double dot02 = dot(v0, v2); double u = (dot11 * dot02 - dot01 * dot12) * invDenom; double v = (dot00 * dot12 - dot01 * dot02) * invDenom; uv.x = u; uv.y = v; return (u >= 0) && (v >= 0) && (u + v <= 1); } private: double dot00, dot01, dot11, invDenom; Vec2f v0, v1, origin; double dot(const Vec2f& p1, const Vec2f& p2) const { return p1.x * p2.x + p1.y * p2.y; } }; static __inline Vec3f cross(const Vec3f& p1, const Vec3f& p2) { return Vec3f(p1.y * p2.z - p2.y * p1.z, p2.x * p1.z - p1.x * p2.z, p1.x * p2.y - p1.y * p2.x); } static __inline Vec3f normal(const Vec3f& p1, const Vec3f& p2, const Vec3f& p3) { Vec3f u(p2.x - p1.x, p2.y - p1.y, p2.z - p1.z); Vec3f v(p3.x - p1.x, p3.y - p1.y, p3.z - p1.z); Vec3f tmp = cross(u, v); double i = 1./sqrt(tmp.x * tmp.x + tmp.y * tmp.y + tmp.z * tmp.z); return Vec3f(i * tmp.x, i * tmp.y, i * tmp.z); } void GLWidget::project_quad_texture() { const int sx = width(), sy = height(); Point pt[4]; static Vec3f corners[] = { Vec3f(0, 0, 0), Vec3f(sx-1, 0, 0), Vec3f(0, sy-1, 0), Vec3f(sx-1, sy-1, 0) }; for (int i = 0; i < 4; i++) { pt[i] = project(Vec3f(corners[i].x - sx/2, corners[i].y - sy/2, 0)); pt[i].x += sx/2; pt[i].y += sy/2; } Vec3f normal1(0, 0, 1); Vec3f normal2; { Vec3f foo[3]; for (int i = 0; i < 3; i++) foo[i] = project2(corners[i]); normal2 = normal(foo[0], foo[1], foo[2]); } double dir = normal1.x * normal2.x + normal1.y * normal2.y + normal1.z * normal2.z; QImage& tex = dir < 0 ? back : front; int ow = tex.width(), oh = tex.height(); Vec2f p2[4]; for (int i = 0; i < 4; i++) p2[i] = Vec2f(pt[i].x, pt[i].y); QImage texture(QSize(sx, sy), QImage::Format_RGB888); QColor bgColor = palette().color(QPalette::Current, QPalette::Window); texture.fill(bgColor); const Vec2f projected[2][3] = { { p2[0], p2[1], p2[2] }, { p2[3], p2[1], p2[2] } }; const Vec2f origs[2][3] = { { Vec2f(0, 0), Vec2f(ow-1, 0), Vec2f(0, oh-1) }, { Vec2f(ow-1, oh-1), Vec2f(ow-1, 0), Vec2f(0, oh-1) } }; const Triangle triangles[2] = { Triangle(projected[0][0], projected[0][1], projected[0][2]), Triangle(projected[1][0], projected[1][1], projected[1][2]) }; int orig_pitch = tex.bytesPerLine(); int dest_pitch = texture.bytesPerLine(); const unsigned char* orig = tex.bits(); unsigned char* dest = texture.bits(); int orig_depth = tex.depth() / 8; 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++) { Vec2f pos; pos.x = x; pos.y = y; for (int i = 0; i < 2; i++) { Vec2f coords; if (triangles[i].barycentric_coords(pos, coords)) { int px = origs[i][0].x + coords.x * (origs[i][2].x - origs[i][0].x) + coords.y * (origs[i][1].x - origs[i][0].x); int py = origs[i][0].y + coords.x * (origs[i][2].y - origs[i][0].y) + coords.y * (origs[i][1].y - origs[i][0].y); int r = orig[py * orig_pitch + px * orig_depth + 2]; int g = orig[py * orig_pitch + px * orig_depth + 1]; int b = orig[py * orig_pitch + px * orig_depth + 0]; dest[y * dest_pitch + x * dest_depth + 0] = r; dest[y * dest_pitch + x * dest_depth + 1] = g; dest[y * dest_pitch + x * dest_depth + 2] = b; break; } } } this->texture = texture; }