/*===================================================================== QGroundControl Open Source Ground Control Station (c) 2009, 2010 QGROUNDCONTROL PROJECT 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 . ======================================================================*/ /** * @file * @brief Definition of the class Texture. * * @author Lionel Heng * */ #include "Texture.h" Texture::Texture() : _is3D(false) { } 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(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(imageWidth) / static_cast(textureWidth); maxV = static_cast(imageHeight) / static_cast(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(heightModel.size() - 1); for (int32_t i = 0; i < heightModel.size() - 1; ++i) { float scaleI = scaleX * static_cast(i); float scaleY = 1.0f / static_cast(heightModel[i].size() - 1); 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(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(heightModel[i][j])); glTexCoord2f(dx + (scaleJ + scaleY) * (maxU - dx * 2.0f), dy + (1.0f - scaleI) * (maxV - dy * 2.0f)); glVertex3f(nx2, ny2, -static_cast(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(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(heightModel[i + 1][j])); glEnd(); } } } glDisable(GL_TEXTURE_2D); } bool Texture::is3D(void) const { return _is3D; }