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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#include "MapTextureToQuad.h"
WM5_WINDOW_APPLICATION(MapTextureToQuad);
//----------------------------------------------------------------------------
MapTextureToQuad::MapTextureToQuad ()
:
WindowApplication2("SampleMathematics/MapTextureToQuad", 0, 0, 256, 256,
Float4(1.0f, 1.0f, 1.0f, 1.0f))
{
mTexture = 0;
mMapping = 0;
mMouseDown = false;
mSelected = -1;
}
//----------------------------------------------------------------------------
bool MapTextureToQuad::OnInitialize ()
{
if (!WindowApplication2::OnInitialize())
{
return false;
}
// The texture whose image will be drawn on the quadrilateral.
std::string path = Environment::GetPathR("MagicianSmallReflectY.wmtf");
mTexture = Texture2D::LoadWMTF(path);
// The quadrilateral to which the image is perspectively mapped. The
// default is the original image rectangle (the initial mapping is the
// identity).
int dim0 = mTexture->GetDimension(0, 0);
int dim1 = mTexture->GetDimension(1, 0);
float xmax = dim0 - 1.0f;
float ymax = dim1 - 1.0f;
mVertex[0] = Vector2f(0.0f, 0.0f);
mVertex[1] = Vector2f(xmax, 0.0f);
mVertex[2] = Vector2f(xmax, ymax);
mVertex[3] = Vector2f(0.0f, ymax);
Vector2f offset(0.5f*(GetWidth() - dim0), 0.5f*(GetHeight() - dim1));
for (int i = 0; i < 4; ++i)
{
mVertex[i] += offset;
}
CreateMapping();
return true;
}
//----------------------------------------------------------------------------
void MapTextureToQuad::OnTerminate ()
{
delete0(mTexture);
delete0(mMapping);
WindowApplication2::OnTerminate();
}
//----------------------------------------------------------------------------
bool MapTextureToQuad::OnMouseClick (int button, int state, int x, int y,
unsigned int)
{
if (button != MOUSE_LEFT_BUTTON)
{
return false;
}
if (state == MOUSE_DOWN)
{
mMouseDown = true;
SelectVertex(Vector2f((float)x, (float)y));
return true;
}
if (state == MOUSE_UP)
{
mMouseDown = false;
if (mSelected >= 0
&& 0 <= x && x < GetWidth()
&& 0 <= y && y < GetHeight())
{
UpdateQuadrilateral(Vector2f((float)x, (float)y));
}
return true;
}
return false;
}
//----------------------------------------------------------------------------
bool MapTextureToQuad::OnMotion (int, int x, int y, unsigned int)
{
if (mMouseDown)
{
if (mSelected >= 0
&& 0 <= x && x < GetWidth()
&& 0 <= y && y < GetHeight())
{
UpdateQuadrilateral(Vector2f((float)x, (float)y));
}
return true;
}
return false;
}
//----------------------------------------------------------------------------
void MapTextureToQuad::CreateMapping ()
{
// Create the new perspective mapping from the *target* quadrilateral to
// the *source* square bitmap. The mapping is in this direction to avoid
// holes in the drawn quadrilateral.
delete0(mMapping);
#ifdef USE_HM_QUAD_TO_SQR
mMapping = new0 HmQuadToSqrf(mVertex[0], mVertex[1], mVertex[2],
mVertex[3]);
#else
mMapping = new0 BiQuadToSqrf(mVertex[0], mVertex[1], mVertex[2],
mVertex[3]);
#endif
// Compute axis-aligned bounding box.
int xmin = GetWidth(), xmax = 0, ymin = GetWidth(), ymax = 0;
for (int i = 0; i < 4; ++i)
{
if (xmin > (int)mVertex[i].X())
{
xmin = (int)mVertex[i].X();
}
if (xmax < (int)mVertex[i].X())
{
xmax = (int)mVertex[i].X();
}
if (ymin > (int)mVertex[i].Y())
{
ymin = (int)mVertex[i].Y();
}
if (ymax < (int)mVertex[i].Y())
{
ymax = (int)mVertex[i].Y();
}
}
// Draw perspective mapping of image (...inefficient drawing...).
ClearScreen();
int xSize = mTexture->GetDimension(0, 0);
int ySize = mTexture->GetDimension(1, 0);
unsigned char* data = (unsigned char*)mTexture->GetData(0);
for (int trgY = ymin; trgY <= ymax; ++trgY)
{
Vector2f quad;
quad.Y() = (float)trgY;
int xStart = xmin;
while (xStart <= xmax)
{
quad.X() = (float)xStart;
if (PointInPolygon2f(4, mVertex).ContainsQuadrilateral(quad))
{
break;
}
++xStart;
}
int xFinal = xmax;
while (xFinal >= xmin)
{
quad.X() = (float)xFinal;
if (PointInPolygon2f(4, mVertex).ContainsQuadrilateral(quad))
{
break;
}
--xFinal;
}
for (int trgX = xStart; trgX <= xFinal; ++trgX)
{
// Transform point to unit square.
quad.X() = (float)trgX;
Vector2f square = mMapping->Transform(quad);
// Convert to bitmap coordinates (using clamping).
int srcX = (int)((xSize - 1)*square.X());
if (srcX < 0)
{
srcX = 0;
}
else if (srcX >= xSize)
{
srcX = xSize - 1;
}
int srcY = (int)((ySize - 1)*square.Y());
if (srcY < 0)
{
srcY = 0;
}
else if (srcY >= ySize)
{
srcY = ySize - 1;
}
int srcIndex = 4*(srcX + xSize*srcY);
unsigned char* srcRGBA = data + srcIndex;
int trgIndex = trgX + GetWidth()*trgY;
unsigned char* trgRGB = (unsigned char*)(mScreen + trgIndex);
for (int i = 0; i < 3; ++i)
{
trgRGB[i] = srcRGBA[i];
}
}
}
OnDisplay();
}
//----------------------------------------------------------------------------
void MapTextureToQuad::SelectVertex (const Vector2f& position)
{
// Identify vertex within 5 pixels of mouse click.
const float pixelRange = 5.0f;
mSelected = -1;
for (int i = 0; i < 4; ++i)
{
Vector2f diff = position - mVertex[i];
if (diff.Length() <= pixelRange)
{
mSelected = i;
break;
}
}
}
//----------------------------------------------------------------------------
void MapTextureToQuad::UpdateQuadrilateral (const Vector2f& position)
{
// Quadrilateral must remain convex.
int prev = (mSelected > 0 ? mSelected - 1 : 3);
int next = (mSelected < 3 ? mSelected + 1 : 0);
Vector2f diff1 = position - mVertex[prev];
Vector2f diff2 = mVertex[next] - position;
float det = diff1.X()*diff2.Y() - diff1.Y()*diff2.X();
if (det > 0.0f)
{
mVertex[mSelected] = position;
CreateMapping();
}
}
//----------------------------------------------------------------------------
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