/* 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 "glwidget.h" #include #include #include #include GLWidget::GLWidget(QWidget *parent) : QWidget(parent) { Q_INIT_RESOURCE(posewidget); front = QImage(QString(":/images/side1.png")); back = QImage(QString(":/images/side6.png")); rotateBy(0, 0, 0); } GLWidget::~GLWidget() { } void GLWidget::paintEvent ( QPaintEvent * event ) { QPainter p(this); project_quad_texture(); p.drawImage(event->rect(), texture); } void GLWidget::rotateBy(double xAngle, double yAngle, double zAngle) { double c1 = cos(yAngle / 57.295781); double s1 = sin(yAngle / 57.295781); double c2 = cos(xAngle / 57.295781); double s2 = sin(xAngle / 57.295781); double c3 = cos(zAngle / 57.295781); double s3 = sin(zAngle / 57.295781); double foo[] = { 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, }; matrix = rmat(foo); update(); } static __inline double dot(const vec2& p1, const vec2& p2) { return p1(0,0) * p2(0,0) + p1(1,0) * p2(1,0); } class Triangle { public: Triangle(const vec2& p1, const vec2& p2, const vec2& p3) { origin = p1; v0 = vec2({ p3(0,0) - p1(0,0), p3(1,0) - p1(1,0) }); v1 = vec2({ p2(0,0) - p1(0,0), p2(1,0) - p1(1,0) }); dot00 = dot(v0, v0); dot01 = dot(v0, v1); dot11 = dot(v1, v1); invDenom = 1 / (dot00 * dot11 - dot01 * dot01); } bool barycentric_coords(const vec2& px, vec2& uv) const { vec2 v2({ px(0,0) - origin(0,0), px(1,0) - origin(1,0) }); 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 = vec2({u, v}); return (u >= 0) && (v >= 0) && (u + v <= 1); } private: double dot00, dot01, dot11, invDenom; vec2 v0, v1, origin; }; static __inline vec3 cross(const vec3& p1, const vec3& p2) { return vec3({p1(1,0) * p2(2,0) - p2(1,0) * p1(2,0), p2(0,0) * p1(2,0) - p1(0,0) * p2(2,0), p1(0,0) * p2(1,0) - p1(1,0) * p2(0,0)}); } static __inline vec3 normal(const vec3& p1, const vec3& p2, const vec3& p3) { vec3 u({p2(0,0) - p1(0,0), p2(1,0) - p1(1,0), p2(2,0) - p1(2,0)}); vec3 v({p3(0,0) - p1(0,0), p3(1,0) - p1(1,0), p3(2,0) - p1(2,0)}); vec3 tmp = cross(u, v); double i = 1./sqrt(tmp(0,0) * tmp(0,0) + tmp(1,0) * tmp(1,0) + tmp(2,0) * tmp(2,0)); return vec3({i * tmp(0,0), i * tmp(1,0), i * tmp(2,0)}); } void GLWidget::project_quad_texture() { const int sx = width(), sy = height(); vec2 pt[4]; static vec3 corners[] = { vec3({0., 0., 0.}), vec3({sx-1., 0., 0.}), vec3({0., sy-1., 0.}), vec3({sx-1., sy-1., 0.}) }; for (int i = 0; i < 4; i++) { pt[i] = project(vec3({corners[i](0,0) - sx/2., corners[i](1,0) - sy/2., 0})); pt[i](0, 0) += sx/2.; pt[i](1, 0) += 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]); } double dir = normal1(0,0) * normal2(0,0) + normal1(1,0) * normal2(1,0) + normal1(2,0) * normal2(2,0); QImage& tex = dir < 0 ? back : front; int ow = tex.width(), oh = tex.height(); vec2 p2[4]; for (int i = 0; i < 4; i++) p2[i] = vec2({pt[i](0,0), pt[i](1,0)}); QImage texture(QSize(sx, sy), QImage::Format_RGB888); QColor bgColor = palette().color(QPalette::Current, QPalette::Window); texture.fill(bgColor); const vec2 projected[2][3] = { { p2[0], p2[1], p2[2] }, { p2[3], p2[1], p2[2] } }; const vec2 origs[2][3] = { { vec2({0., 0.}), vec2({ow-1., 0.}), vec2({0., oh-1.}) }, { vec2({ow-1., oh-1.}), vec2({ow-1., 0.}), vec2({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++) { vec2 pos({(double)x, (double)y}); for (int i = 0; i < 2; i++) { vec2 coords; if (triangles[i].barycentric_coords(pos, coords)) { int px = origs[i][0](0,0) + coords(0,0) * (origs[i][2](0,0) - origs[i][0](0,0)) + coords(1,0) * (origs[i][1](0,0) - origs[i][0](0,0)); int py = origs[i][0](1,0) + coords(0,0) * (origs[i][2](1,0) - origs[i][0](1,0)) + coords(1,0) * (origs[i][1](1,0) - origs[i][0](1,0)); 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; }