Use a bound texture for the iris, load it with Qt rather than lodepng (we can

probably just remove the lodepng dependency).
This commit is contained in:
Andrzej Kapolka 2013-06-13 14:41:06 -07:00
parent 11fcd8f72f
commit 466c062bc1
3 changed files with 25 additions and 15 deletions

View file

@ -271,6 +271,7 @@ Avatar::~Avatar() {
}
void Avatar::init() {
_head.init();
_voxels.init();
_initialized = true;
}

View file

@ -5,6 +5,9 @@
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
#include <glm/gtx/quaternion.hpp>
#include <QImage>
#include "Application.h"
#include "Avatar.h"
#include "Head.h"
@ -36,9 +39,7 @@ const float IRIS_RADIUS = 0.007;
const float IRIS_PROTRUSION = 0.0145f;
const char IRIS_TEXTURE_FILENAME[] = "resources/images/iris.png";
unsigned int IRIS_TEXTURE_WIDTH = 768;
unsigned int IRIS_TEXTURE_HEIGHT = 498;
vector<unsigned char> irisTexture;
GLuint Head::_irisTextureID = 0;
Head::Head(Avatar* owningAvatar) :
HeadData((AvatarData*)owningAvatar),
@ -74,6 +75,19 @@ Head::Head(Avatar* owningAvatar) :
}
}
void Head::init() {
if (_irisTextureID == 0) {
switchToResourcesParentIfRequired();
QImage image = QImage(IRIS_TEXTURE_FILENAME).convertToFormat(QImage::Format_RGB888);
glGenTextures(1, &_irisTextureID);
glBindTexture(GL_TEXTURE_2D, _irisTextureID);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image.width(), image.height(), 0, GL_RGB, GL_UNSIGNED_BYTE, image.constBits());
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
}
}
void Head::reset() {
_yaw = _pitch = _roll = 0.0f;
_leanForward = _leanSideways = 0.0f;
@ -469,22 +483,12 @@ void Head::renderEyeBrows() {
void Head::renderEyeBalls() {
if (::irisTexture.size() == 0) {
switchToResourcesParentIfRequired();
unsigned error = lodepng::decode(::irisTexture, IRIS_TEXTURE_WIDTH, IRIS_TEXTURE_HEIGHT, IRIS_TEXTURE_FILENAME);
if (error != 0) {
printLog("error %u: %s\n", error, lodepng_error_text(error));
}
}
// setup the texutre to be used on each iris
GLUquadric* irisQuadric = gluNewQuadric();
gluQuadricTexture(irisQuadric, GL_TRUE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gluQuadricOrientation(irisQuadric, GLU_OUTSIDE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, IRIS_TEXTURE_WIDTH, IRIS_TEXTURE_HEIGHT,
0, GL_RGBA, GL_UNSIGNED_BYTE, &::irisTexture[0]);
glBindTexture(GL_TEXTURE_2D, _irisTextureID);
// render white ball of left eyeball
glPushMatrix();
@ -579,6 +583,8 @@ void Head::renderEyeBalls() {
// delete the iris quadric now that we're done with it
gluDeleteQuadric(irisQuadric);
glPopMatrix();
glBindTexture(GL_TEXTURE_2D, 0);
}
void Head::renderLookatVectors(glm::vec3 leftEyePosition, glm::vec3 rightEyePosition, glm::vec3 lookatPosition) {

View file

@ -31,6 +31,7 @@ class Head : public HeadData {
public:
Head(Avatar* owningAvatar);
void init();
void reset();
void simulate(float deltaTime, bool isMine);
void render(bool lookingInMirror, float alpha);
@ -104,6 +105,8 @@ private:
glm::vec3* _mohawkTriangleFan;
glm::vec3* _mohawkColors;
static GLuint _irisTextureID;
// private methods
void createMohawk();
void renderHeadSphere();