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/*=====================================================================
QGroundControl Open Source Ground Control Station
(c) 2009, 2010 QGROUNDCONTROL PROJECT <http://www.qgroundcontrol.org>
This file is part of the QGROUNDCONTROL project
QGROUNDCONTROL 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.
QGROUNDCONTROL 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.
You should have received a copy of the GNU General Public License
along with QGROUNDCONTROL. If not, see <http://www.gnu.org/licenses/>.
======================================================================*/
/**
* @file
* @brief Definition of the class Texture.
*
* @author Lionel Heng <hengli@student.ethz.ch>
*
*/
#include "Texture.h"
Texture::Texture()
const QString&
Texture::getSourceURL(void) const
{
return sourceURL;
}
void
Texture::setID(GLuint id)
{
this->id = id;
}
void
Texture::sync(const WebImagePtr& image)
{
state = static_cast<State>(image->getState());
if (image->getState() != WebImage::UNINITIALIZED &&
(sourceURL != image->getSourceURL() ||
_is3D != image->is3D()))
{
sourceURL = image->getSourceURL();
_is3D = image->is3D();
}
if (image->getState() == WebImage::READY && image->getSyncFlag())
{
image->setSyncFlag(false);
if (image->getWidth() != imageWidth ||
image->getHeight() != imageHeight)
{
imageWidth = image->getWidth();
textureWidth = 32;
while (textureWidth < imageWidth)
{
textureWidth *= 2;
}
imageHeight = image->getHeight();
textureHeight = 32;
while (textureHeight < imageHeight)
{
textureHeight *= 2;
}
maxU = static_cast<double>(imageWidth)
/ static_cast<double>(textureWidth);
maxV = static_cast<double>(imageHeight)
/ static_cast<double>(textureHeight);
glBindTexture(GL_TEXTURE_2D, id);
glTexImage2D(GL_TEXTURE_2D, 0, 3, textureWidth, textureHeight,
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
glBindTexture(GL_TEXTURE_2D, id);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, imageWidth, imageHeight,
GL_RGBA, GL_UNSIGNED_BYTE, image->getImageData());
heightModel = image->getHeightModel();
void
Texture::draw(float x1, float y1, float x2, float y2,
bool smoothInterpolation) const
{
draw(x1, y1, x2, y1, x2, y2, x1, y2, smoothInterpolation);
void
Texture::draw(float x1, float y1, float x2, float y2,
float x3, float y3, float x4, float y4,
bool smoothInterpolation) const
{
if (state == REQUESTED)
{
glBegin(GL_LINE_LOOP);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
glVertex2f(x3, y3);
glVertex2f(x4, y4);
glEnd();
return;
}
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, id);
float dx, dy;
if (smoothInterpolation)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
dx = 1.0f / (2.0f * textureWidth);
dy = 1.0f / (2.0f * textureHeight);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
dx = 0.0f;
dy = 0.0f;
}
glColor3f(1.0f, 1.0f, 1.0f);
if (!_is3D)
{
glBegin(GL_QUADS);
glTexCoord2f(dx, maxV - dy);
glVertex3f(x1, y1, 0.0f);
glTexCoord2f(maxU - dx, maxV - dy);
glVertex3f(x2, y2, 0.0f);
glTexCoord2f(maxU - dx, dy);
glVertex3f(x3, y3, 0.0f);
glTexCoord2f(dx, dy);
glVertex3f(x4, y4, 0.0f);
glEnd();
}
else
{
float scaleX = 1.0f / static_cast<float>(heightModel.size() - 1);
for (int32_t i = 0; i < heightModel.size() - 1; ++i)
{
float scaleI = scaleX * static_cast<float>(i);
float scaleY =
1.0f / static_cast<float>(heightModel[i].size() - 1);
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float x1i = x1 + scaleI * (x4 - x1);
float x1f = x2 + scaleI * (x3 - x2);
float x2i = x1i + scaleX * (x4 - x1);
float x2f = x1f + scaleX * (x3 - x2);
for (int32_t j = 0; j < heightModel[i].size() - 1; ++j)
{
float scaleJ = scaleY * static_cast<float>(j);
float y1i = y1 + scaleJ * (y2 - y1);
float y1f = y4 + scaleJ * (y3 - y4);
float y2i = y1i + scaleY * (y2 - y1);
float y2f = y1f + scaleY * (y3 - y4);
float nx1 = x1i + scaleJ * (x1f - x1i);
float nx2 = x1i + (scaleJ + scaleY) * (x1f - x1i);
float nx3 = x2i + (scaleJ + scaleY) * (x2f - x2i);
float nx4 = x2i + scaleJ * (x2f - x2i);
float ny1 = y1i + scaleI * (y1f - y1i);
float ny2 = y2i + scaleI * (y2f - y2i);
float ny3 = y2i + (scaleI + scaleX) * (y2f - y2i);
float ny4 = y1i + (scaleI + scaleX) * (y1f - y1i);
glBegin(GL_QUADS);
glTexCoord2f(dx + scaleJ * (maxU - dx * 2.0f),
dy + (1.0f - scaleI) * (maxV - dy * 2.0f));
glVertex3f(nx1, ny1, -static_cast<float>(heightModel[i][j]));
glTexCoord2f(dx + (scaleJ + scaleY) * (maxU - dx * 2.0f),
dy + (1.0f - scaleI) * (maxV - dy * 2.0f));
glVertex3f(nx2, ny2, -static_cast<float>(heightModel[i][j + 1]));
glTexCoord2f(dx + (scaleJ + scaleY) * (maxU - dx * 2.0f),
dy + (1.0f - scaleI - scaleX) * (maxV - dy * 2.0f));
glVertex3f(nx3, ny3, -static_cast<float>(heightModel[i + 1][j + 1]));
glTexCoord2f(dx + scaleJ * (maxU - dx * 2.0f),
dy + (1.0f - scaleI - scaleX) * (maxV - dy * 2.0f));
glVertex3f(nx4, ny4, -static_cast<float>(heightModel[i + 1][j]));
glEnd();
}
}
}
glDisable(GL_TEXTURE_2D);
}