PrimeWorldEditor/UI/WTextureGLWidget.cpp

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#include "WTextureGLWidget.h"
#include <Core/CDrawUtil.h>
#include <Core/CGraphics.h>
#include <Common/CTransform4f.h>
#include <Common/AnimUtil.h>
#include <Core/CResCache.h>
#include <iostream>
#include <iomanip>
WTextureGLWidget::WTextureGLWidget(QWidget *parent, CTexture *pTex) : QOpenGLWidget(parent)
{
SetTexture(pTex);
mInitialized = false;
}
WTextureGLWidget::~WTextureGLWidget()
{
if (mInitialized) CGraphics::ReleaseContext(mContextID);
}
void WTextureGLWidget::initializeGL()
{
CGraphics::Initialize();
glEnable(GL_BLEND);
mContextID = CGraphics::GetContextIndex();
mInitialized = true;
}
void WTextureGLWidget::paintGL()
{
CGraphics::SetActiveContext(mContextID);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor(1.f, 0.f, 0.f, 0.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
// Set matrices to identity
CGraphics::sMVPBlock.ModelMatrix = CMatrix4f::skIdentity;
CGraphics::sMVPBlock.ViewMatrix = CMatrix4f::skIdentity;
CGraphics::sMVPBlock.ProjectionMatrix = CMatrix4f::skIdentity;
CGraphics::UpdateMVPBlock();
// Draw checkerboard background
CDrawUtil::UseTextureShader();
glDepthMask(GL_FALSE);
CDrawUtil::LoadCheckerboardTexture(0);
CDrawUtil::DrawSquare(&mCheckerCoords[0].x);
// Make it darker
CDrawUtil::UseColorShader(CColor((u8) 0, 0, 0, 128));
glDepthMask(GL_FALSE);
CDrawUtil::DrawSquare();
// Leave it at just the checkerboard if there's no texture
if (!mpTexture) return;
// Draw texture
CDrawUtil::UseTextureShader();
mpTexture->Bind(0);
CGraphics::sMVPBlock.ModelMatrix = mTexTransform.ToMatrix4f();
CGraphics::UpdateMVPBlock();
CDrawUtil::DrawSquare();
glEnable(GL_DEPTH_TEST);
}
void WTextureGLWidget::resizeGL(int w, int h)
{
mAspectRatio = (float) w / (float) h;
glViewport(0, 0, w, h);
CalcTexTransform();
CalcCheckerCoords();
update();
}
void WTextureGLWidget::SetTexture(CTexture *pTex)
{
mpTexture = pTex;
mTexToken = CToken(pTex);
if (pTex) mTexAspectRatio = (float) pTex->Width() / (float) pTex->Height();
else mTexAspectRatio = 0.f;
CalcTexTransform();
CalcCheckerCoords();
update();
}
void WTextureGLWidget::CalcTexTransform()
{
// This is a simple scale based on the dimensions of the viewport, in order to
// avoid stretching the texture if it doesn't match the viewport aspect ratio.
mTexTransform = CTransform4f::skIdentity;
float Diff = mTexAspectRatio / mAspectRatio;
if (mAspectRatio >= mTexAspectRatio)
mTexTransform.Scale(Diff, 1.f, 1.f);
else
mTexTransform.Scale(1.f, 1.f / Diff, 1.f);
}
void WTextureGLWidget::CalcCheckerCoords()
{
// The translation vector is set up so the checkerboard stays centered on the screen
// rather than expanding from the bottom-left corner. This makes it look more natural.
CVector2f Trans;
float InvAspect = (mAspectRatio == 0.f) ? 0.f : 1.f / mAspectRatio;
float InvTexAspect = (mTexAspectRatio == 0.f) ? 0.f : 1.f / mTexAspectRatio;
float XBase, YBase, XScale, YScale;
// Horizontal texture
if ((mpTexture != nullptr) && (mpTexture->Width() > mpTexture->Height()))
{
XBase = 1.f;
YBase = InvTexAspect;
XScale = InvTexAspect;
YScale = 1.f;
}
// Vertical texture
else
{
XBase = mTexAspectRatio;
YBase = 1.f;
XScale = 1.f;
YScale = mTexAspectRatio;
}
// Space on left/right
if (mAspectRatio > mTexAspectRatio)
{
Trans = CVector2f(mAspectRatio / 2.f, 0.5f) * -XScale;
mCheckerCoords[0] = CVector2f(0.f, YBase);
mCheckerCoords[1] = CVector2f(mAspectRatio * XScale, YBase);
mCheckerCoords[2] = CVector2f(mAspectRatio * XScale, 0.f);
mCheckerCoords[3] = CVector2f(0.f, 0.f);
}
// Space on top/bottom
else
{
Trans = CVector2f(0.5f, InvAspect / 2.f) * -YScale;
mCheckerCoords[0] = CVector2f(0.f, InvAspect * YScale);
mCheckerCoords[1] = CVector2f(XBase, InvAspect * YScale);
mCheckerCoords[2] = CVector2f(XBase, 0.f);
mCheckerCoords[3] = CVector2f(0.f, 0.f);
}
// Finally, apply translation/scale
for (u32 iCoord = 0; iCoord < 4; iCoord++)
{
mCheckerCoords[iCoord] += Trans;
mCheckerCoords[iCoord] *= 10.f;
}
}