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