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@ -52,12 +52,35 @@ void ofxQuadSurface::setup( ofVec2f p1, ofVec2f p2, ofVec2f p3, ofVec2f p4, |
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mesh.addTexCoord(t2); |
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mesh.addTexCoord(t3); |
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mesh.addTexCoord(t4); |
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// Pure GL setup
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// indices
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quadIndices[0] = 0; |
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quadIndices[1] = 1; |
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quadIndices[2] = 2; |
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quadIndices[3] = 0; |
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quadIndices[4] = 2; |
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quadIndices[5] = 3; |
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//tex coords (those are alway 0)
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quadTexCoordinates[2] = 0; |
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quadTexCoordinates[6] = 0; |
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quadTexCoordinates[10] = 0; |
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quadTexCoordinates[14] = 0; |
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calculate4dTextureCoords(); |
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} |
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void ofxQuadSurface::draw() |
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{ |
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if(mesh.haveVertsChanged() || mesh.haveTexCoordsChanged()){ |
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calculate4dTextureCoords(); |
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} |
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glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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glTexCoordPointer(4, GL_FLOAT, 0, quadTexCoordinates); |
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glVertexPointer(3, GL_FLOAT, 0, quadVertices); |
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texture->bind(); |
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mesh.draw(); |
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, quadIndices); |
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texture->unbind(); |
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} |
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@ -153,4 +176,76 @@ vector<ofVec2f>& ofxQuadSurface::getTexCoords() |
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{ |
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return mesh.getTexCoords(); |
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} |
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void ofxQuadSurface::calculate4dTextureCoords() |
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{ |
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// Perspective Warping with OpenGL Fixed Pipeline and q coordinates
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// see:
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// http://www.reedbeta.com/blog/2012/05/26/quadrilateral-interpolation-part-1/
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// for information on the technique
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// Pue OpenGL is used because the ofMesh sadly doesn't support ofVec4f as
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// texture coordinates.
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// calculate intersection point
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ofVec3f p0 = mesh.getVertex(0); |
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ofVec3f p1 = mesh.getVertex(1); |
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ofVec3f p2 = mesh.getVertex(2); |
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ofVec3f p3 = mesh.getVertex(3); |
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ofVec3f t0 = mesh.getTexCoord(0); |
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ofVec3f t1 = mesh.getTexCoord(1); |
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ofVec3f t2 = mesh.getTexCoord(2); |
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ofVec3f t3 = mesh.getTexCoord(3); |
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ofPoint interSect; |
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ofLineSegmentIntersection(ofPoint(p0.x, p0.y), ofPoint(p2.x, p2.y), |
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ofPoint(p1.x, p1.y), ofPoint(p3.x, p3.y), |
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interSect); |
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ofVec3f interSecVec = ofVec3f(interSect.x, interSect.y, 0); |
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// calculate distances to intersection point
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float d0 = interSecVec.distance(p0); |
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float d1 = interSecVec.distance(p1); |
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float d2 = interSecVec.distance(p2); |
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float d3 = interSecVec.distance(p3); |
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// vertices
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// top left corner
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quadVertices[0] = p0.x; |
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quadVertices[1] = p0.y; |
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quadVertices[2] = 0; |
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// top right corner
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quadVertices[3] = p1.x; |
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quadVertices[4] = p1.y; |
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quadVertices[5] = 0; |
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// bottom right corner
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quadVertices[6] = p2.x; |
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quadVertices[7] = p2.y; |
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quadVertices[8] = 0; |
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// bottom left corner
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quadVertices[9] = p3.x; |
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quadVertices[10] = p3.y; |
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quadVertices[11] = 0; |
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float q0 = (d0 + d2) / (d2); |
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float q1 = (d1 + d3) / (d3); |
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float q2 = (d2 + d0) / (d0); |
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float q3 = (d3 + d1) / (d1); |
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quadTexCoordinates[0] = t0.x; |
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quadTexCoordinates[1] = t0.y; |
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quadTexCoordinates[3] = q0; |
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quadTexCoordinates[4] = t1.x * q1; |
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quadTexCoordinates[5] = t1.y; |
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quadTexCoordinates[7] = q1; |
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quadTexCoordinates[8] = t2.x * q2; |
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quadTexCoordinates[9] = t2.y * q2; |
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quadTexCoordinates[11] = q2; |
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quadTexCoordinates[12] = t3.x; |
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quadTexCoordinates[13] = t3.y * q3; |
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quadTexCoordinates[15] = q3; |
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} |