Texture.cc 6.72 KB
Newer Older
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
/*=====================================================================

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>
 *
 */

32 33 34
#include "Texture.h"

Texture::Texture()
35
    : _is3D(false)
36 37 38 39
{

}

40 41
const QString&
Texture::getSourceURL(void) const
42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57
{
    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 &&
58 59
        (sourceURL != image->getSourceURL() ||
         _is3D != image->is3D()))
60 61
    {
        sourceURL = image->getSourceURL();
62
        _is3D = image->is3D();
63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91
    }

    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,
92
                         0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
93 94 95 96
        }

        glBindTexture(GL_TEXTURE_2D, id);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, imageWidth, imageHeight,
97 98 99
                        GL_RGBA, GL_UNSIGNED_BYTE, image->getImageData());

        heightModel = image->getHeightModel();
100 101 102
    }
}

103 104 105 106
void
Texture::draw(float x1, float y1, float x2, float y2,
              bool smoothInterpolation) const
{
107
    draw(x1, y1, x2, y1, x2, y2, x1, y2, smoothInterpolation);
108
}
109 110 111 112 113 114 115 116 117 118 119 120 121 122 123

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();
124

125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147
        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);
148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167
    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);
168

169 170
            float scaleY =
                    1.0f / static_cast<float>(heightModel[i].size() - 1);
171

172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212
            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();
            }
        }
    }
213 214 215

    glDisable(GL_TEXTURE_2D);
}
216 217 218 219 220 221

bool
Texture::is3D(void) const
{
    return _is3D;
}