/* 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 #include #include #include #ifdef __GNUC__ #pragma GCC diagnostic ignored "-Wnarrowing" #endif 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, 0, 0, 0); } GLWidget::~GLWidget() { } void GLWidget::paintEvent ( QPaintEvent * event ) { QPainter p(this); project_quad_texture(); p.drawImage(event->rect(), texture); } void GLWidget::rotateBy(float xAngle, float yAngle, float zAngle, float x, float y, float z) { float c1 = cos(yAngle / 57.295781); float s1 = sin(yAngle / 57.295781); float c2 = cos(xAngle / 57.295781); float s2 = sin(xAngle / 57.295781); float c3 = cos(zAngle / 57.295781); float s3 = sin(zAngle / 57.295781); float 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, }; rotation = rmat(foo); translation = vec3({x, y, z}); update(); } class Triangle { using num = GLWidget::num; public: Triangle(const vec2& p1, const vec2& p2, const vec2& p3) { origin = p1; v0 = vec2({ p3.x() - p1.x(), p3.y() - p1.y() }); v1 = vec2({ p2.x() - p1.x(), p2.y() - p1.y() }); dot00 = v0.dot(v0); dot01 = v0.dot(v1); dot11 = v1.dot(v1); invDenom = 1 / (dot00 * dot11 - dot01 * dot01); } bool barycentric_coords(const vec2& px, vec2& uv) const { vec2 v2 = px - origin; num dot12 = v1.dot(v2); num dot02 = v0.dot(v2); num u = (dot11 * dot02 - dot01 * dot12) * invDenom; num v = (dot00 * dot12 - dot01 * dot02) * invDenom; uv = vec2({u, v}); return (u >= 0) && (v >= 0) && (u + v <= 1); } private: num dot00, dot01, dot11, invDenom; vec2 v0, v1, origin; }; static __inline vec3 normal(const vec3& p1, const vec3& p2, const vec3& p3) { using num = GLWidget::num; vec3 u = p2 - p1; vec3 v = p3 - p1; vec3 tmp = u.cross(v); num i = 1./sqrt(tmp.dot(tmp)); return tmp * i; } void GLWidget::project_quad_texture() { const int sx = width(), sy = height(); vec2 pt[4]; const 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].x() - sx/2, corners[i].y() - sy/2, 0})); pt[i].x() += sx/2.; pt[i].y() += 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; int ow = tex.width(), oh = tex.height(); vec2 p2[4]; for (int i = 0; i < 4; i++) p2[i] = vec2({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 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]) }; 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({(num)x, (num)y}); for (int i = 0; i < 2; i++) { vec2 uv; if (triangles[i].barycentric_coords(pos, uv)) { const int px = 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 int py = origs[i][0].y() + uv.x() * (origs[i][2].y() - origs[i][0].y()) + uv.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; } vec2 GLWidget::project(const vec3 &point) { vec3 ret = rotation * point; num z = std::max(.75, 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) }; } vec3 GLWidget::project2(const vec3 &point) { return rotation * point; }