ofxPiMapper fixed for C++17 & oF 12.0
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#include "ofxQuadSurface.h"
ofxQuadSurface::ofxQuadSurface()
{
cout << "ofxQuadSurface constructor." << endl;
setup();
}
ofxQuadSurface::~ofxQuadSurface()
{
cout << "ofxQuadSurface destructor." << endl;
}
void ofxQuadSurface::setup()
{
// Create 4 points for the 2 triangles
ofVec2f p1 = ofVec2f(0, 0);
ofVec2f p2 = ofVec2f(0, ofGetHeight());
ofVec2f p3 = ofVec2f(ofGetWidth(), ofGetHeight());
ofVec2f p4 = ofVec2f(ofGetWidth(), 0);
// Create 4 point for the texture coordinates
ofVec2f t1 = ofVec2f(ofVec2f(0.0f, 0.0f));
ofVec2f t2 = ofVec2f(ofVec2f(1.0f, 0.0f));
ofVec2f t3 = ofVec2f(ofVec2f(1.0f, 1.0f));
ofVec2f t4 = ofVec2f(ofVec2f(0.0f, 1.0f));
setup( p1, p2, p3, p4, t1, t2, t3, t4, texture );
}
void ofxQuadSurface::setup( ofVec2f p1, ofVec2f p2, ofVec2f p3, ofVec2f p4,
ofVec2f t1, ofVec2f t2, ofVec2f t3, ofVec2f t4, ofTexture* texturePtr )
{
// Assign texture
texture = texturePtr;
// Clear mesh
mesh.clear();
// Create a surface with the points
mesh.addVertex( p1 );
mesh.addVertex( p2 );
mesh.addVertex( p3 );
mesh.addVertex( p4 );
// Add 2 triangles
mesh.addTriangle(0, 2, 3);
mesh.addTriangle(0, 1, 2);
// Add texture coordinates
mesh.addTexCoord(t1);
mesh.addTexCoord(t2);
mesh.addTexCoord(t3);
mesh.addTexCoord(t4);
// Pure GL setup
// indices
quadIndices[0] = 0;
quadIndices[1] = 1;
quadIndices[2] = 2;
quadIndices[3] = 0;
quadIndices[4] = 2;
quadIndices[5] = 3;
//tex coords (those are alway 0)
quadTexCoordinates[2] = 0;
quadTexCoordinates[6] = 0;
quadTexCoordinates[10] = 0;
quadTexCoordinates[14] = 0;
calculate4dTextureCoords();
}
void ofxQuadSurface::draw()
{
/*if(mesh.haveVertsChanged() || mesh.haveTexCoordsChanged()){
calculate4dTextureCoords();
}*/
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(4, GL_FLOAT, 0, quadTexCoordinates);
glVertexPointer(3, GL_FLOAT, 0, quadVertices);
texture->bind();
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, quadIndices);
texture->unbind();
}
void ofxQuadSurface::setVertex(int index, ofVec2f p)
{
if ( index > 3 ) {
ofLog() << "Vertex with this index does not exist: " << index << endl;
return;
}
mesh.setVertex(index, p);
calculate4dTextureCoords();
}
void ofxQuadSurface::setTexCoord(int index, ofVec2f t)
{
if ( index > 3 ) {
ofLog() << "Texture coordinate with this index does not exist: " << index << endl;
return;
}
mesh.setTexCoord(index, t);
calculate4dTextureCoords();
}
int ofxQuadSurface::getType()
{
return ofxSurfaceType::QUAD_SURFACE;
}
bool ofxQuadSurface::hitTest(ofVec2f p)
{
// Construct ofPolyline from vertices
ofPolyline line = getHitArea();
if ( line.inside(p.x, p.y) ) {
return true;
} else {
return false;
}
}
ofVec2f ofxQuadSurface::getVertex(int index)
{
if ( index > 3 ) {
ofLog() << "Vertex with this index does not exist: " << index << endl;
throw std::runtime_error("Vertex index out of bounds.");
}
ofVec3f vert = mesh.getVertex(index);
return ofVec2f(vert.x, vert.y);
}
ofVec2f ofxQuadSurface::getTexCoord(int index)
{
if (index > 3) {
throw std::runtime_error("Texture coordinate index out of bounds.");
}
return mesh.getTexCoord(index);
}
ofPolyline ofxQuadSurface::getHitArea()
{
ofPolyline line;
line.addVertex( ofPoint( mesh.getVertex(0).x, mesh.getVertex(0).y ) );
line.addVertex( ofPoint( mesh.getVertex(1).x, mesh.getVertex(1).y ) );
line.addVertex( ofPoint( mesh.getVertex(2).x, mesh.getVertex(2).y ) );
line.addVertex( ofPoint( mesh.getVertex(3).x, mesh.getVertex(3).y ) );
line.close();
return line;
}
ofPolyline ofxQuadSurface::getTextureHitArea()
{
ofPolyline line;
vector<ofVec2f>& texCoords = mesh.getTexCoords();
ofVec2f textureSize = ofVec2f(texture->getWidth(), texture->getHeight());
for ( int i=0; i<texCoords.size(); i++ ) {
line.addVertex( ofPoint( texCoords[i] * textureSize ) );
}
line.close();
return line;
}
vector<ofVec3f>& ofxQuadSurface::getVertices()
{
// return only joint vertices
return mesh.getVertices();
}
vector<ofVec2f>& ofxQuadSurface::getTexCoords()
{
return mesh.getTexCoords();
}
void ofxQuadSurface::calculate4dTextureCoords()
{
// Perspective Warping with OpenGL Fixed Pipeline and q coordinates
// see:
// http://www.reedbeta.com/blog/2012/05/26/quadrilateral-interpolation-part-1/
// for information on the technique
// Pue OpenGL is used because the ofMesh sadly doesn't support ofVec4f as
// texture coordinates.
// calculate intersection point
ofVec3f p0 = mesh.getVertex(0);
ofVec3f p1 = mesh.getVertex(1);
ofVec3f p2 = mesh.getVertex(2);
ofVec3f p3 = mesh.getVertex(3);
ofVec3f t0 = mesh.getTexCoord(0);
ofVec3f t1 = mesh.getTexCoord(1);
ofVec3f t2 = mesh.getTexCoord(2);
ofVec3f t3 = mesh.getTexCoord(3);
ofPoint interSect;
ofLineSegmentIntersection(ofPoint(p0.x, p0.y), ofPoint(p2.x, p2.y),
ofPoint(p1.x, p1.y), ofPoint(p3.x, p3.y),
interSect);
ofVec3f interSecVec = ofVec3f(interSect.x, interSect.y, 0);
// calculate distances to intersection point
float d0 = interSecVec.distance(p0);
float d1 = interSecVec.distance(p1);
float d2 = interSecVec.distance(p2);
float d3 = interSecVec.distance(p3);
// vertices
// top left corner
quadVertices[0] = p0.x;
quadVertices[1] = p0.y;
quadVertices[2] = 0;
// top right corner
quadVertices[3] = p1.x;
quadVertices[4] = p1.y;
quadVertices[5] = 0;
// bottom right corner
quadVertices[6] = p2.x;
quadVertices[7] = p2.y;
quadVertices[8] = 0;
// bottom left corner
quadVertices[9] = p3.x;
quadVertices[10] = p3.y;
quadVertices[11] = 0;
float q0 = (d0 + d2) / (d2);
float q1 = (d1 + d3) / (d3);
float q2 = (d2 + d0) / (d0);
float q3 = (d3 + d1) / (d1);
quadTexCoordinates[0] = t0.x;
quadTexCoordinates[1] = t0.y;
quadTexCoordinates[3] = q0;
quadTexCoordinates[4] = t1.x * q1;
quadTexCoordinates[5] = t1.y;
quadTexCoordinates[7] = q1;
quadTexCoordinates[8] = t2.x * q2;
quadTexCoordinates[9] = t2.y * q2;
quadTexCoordinates[11] = q2;
quadTexCoordinates[12] = t3.x;
quadTexCoordinates[13] = t3.y * q3;
quadTexCoordinates[15] = q3;
}