You can simply copy the โkeep aspect ratioโ branch (provided that it works) and simply flip the relationship comparison sign, i.e.:
if (ratiox > ratioy)
becomes
if (ratiox <= ratioy)
But I'm not sure that it actually works (the computational relationship always beat me - and yours is complicated), and I don't have Qt atm, so I canโt try. But that should do it. Please note that the image will be centered (does not align to the left, as in your image), but this can be easily fixed.
EDIT
Here is the source code that works in the GLUT application (no QT, sorry):
static void DrawObject(void) { int img_width = 1280;//_frame->width(); int img_height = 720;//_frame->height(); GLfloat offset_x = -1; GLfloat offset_y = -1; int p_viewport[4]; glGetIntegerv(GL_VIEWPORT, p_viewport); // don't have QT :'( GLfloat gl_width = p_viewport[2];//width(); // GL context size GLfloat gl_height = p_viewport[3];//height(); int n_mode = 0; switch(n_mode) { case 0: // KeepAspectRatioByExpanding { float ratioImg = float(img_width) / img_height; float ratioScreen = gl_width / gl_height; if(ratioImg < ratioScreen) { gl_width = 2; gl_height = 2 * ratioScreen / ratioImg; } else { gl_height = 2; gl_width = 2 / ratioScreen * ratioImg; } // calculate image size } break; case 1: // IgnoreAspectRatio gl_width = 2; gl_height = 2; // OpenGL normalized coordinates are -1 to +1 .. hence width (or height) = +1 - (-1) = 2 break; case 2: // KeepAspectRatio { float ratioImg = float(img_width) / img_height; float ratioScreen = gl_width / gl_height; if(ratioImg > ratioScreen) { gl_width = 2; gl_height = 2 * ratioScreen / ratioImg; } else { gl_height = 2; gl_width = 2 / ratioScreen * ratioImg; } // calculate image size offset_x = -1 + (2 - gl_width) * .5f; offset_y = -1 + (2 - gl_height) * .5f; // center on screen } break; } glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); // just simple ortho view, no fancy transform ... glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(offset_x, offset_y); glTexCoord2f(ImgWidth, 0); glVertex2f(offset_x + gl_width, offset_y); glTexCoord2f(ImgWidth, ImgHeight); glVertex2f(offset_x + gl_width, offset_y + gl_height); glTexCoord2f(0, ImgHeight); glVertex2f(offset_x, offset_y + gl_height); glEnd(); // draw a single quad }
This works by comparing the ratio of screen to image format. In fact, you are comparing the ratio of image width to screen width with image height to screen height. It is, at least, suspicious, not to say wrong.
In addition, the normalized OpenGL coordinates (subject to a simple orthogonal representation) are in the range (-1, -1) for the lower left corner to (1, 1) for the upper right. This means that the normalized width and height are 2, and the offset is (-1, -1). The rest of the code should be clear. If the texture is upside down (I tested with some general texture, not sure if it was vertical), just change the coordinates of the texture in the appropriate direction (swap 0s for ImgWidth (or height) and vice versa).
EDIT2
Using pixel coordinates (without using the normalized OpenGL coordinates) is even easier. You can use:
static void DrawObject(void) { int img_width = 1280;//_frame->width(); int img_height = 720;//_frame->height(); GLfloat offset_x = 0; GLfloat offset_y = 0; int p_viewport[4]; glGetIntegerv(GL_VIEWPORT, p_viewport); GLfloat gl_width = p_viewport[2];//width(); // GL context size GLfloat gl_height = p_viewport[3];//height(); int n_mode = 0; switch(n_mode) { case 0: // KeepAspectRatioByExpanding { float ratioImg = float(img_width) / img_height; float ratioScreen = gl_width / gl_height; if(ratioImg < ratioScreen) gl_height = gl_width / ratioImg; else gl_width = gl_height * ratioImg; // calculate image size } break; case 1: // IgnoreAspectRatio break; case 2: // KeepAspectRatio { float ratioImg = float(img_width) / img_height; float ratioScreen = gl_width / gl_height; GLfloat orig_width = gl_width; GLfloat orig_height = gl_height; // remember those to be able to center the quad on screen if(ratioImg > ratioScreen) gl_height = gl_width / ratioImg; else gl_width = gl_height * ratioImg; // calculate image size offset_x = 0 + (orig_width - gl_width) * .5f; offset_y = 0 + (orig_height - gl_height) * .5f; // center on screen } break; } glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(-1, -1, 0); glScalef(2.0f / p_viewport[2], 2.0f / p_viewport[3], 1.0); // just simple ortho view for vertex coordinate to pixel matching glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(offset_x, offset_y); glTexCoord2f(img_width, 0); glVertex2f(offset_x + gl_width, offset_y); glTexCoord2f(img_width, img_height); glVertex2f(offset_x + gl_width, offset_y + gl_height); glTexCoord2f(0, img_height); glVertex2f(offset_x, offset_y + gl_height); glEnd(); // draw a single quad }
Note that both versions of the code use NPOT textures. To adapt the code to your object, you need to do something like this:
void GLWidget::paintEvent(QPaintEvent *event) { QPainter painter(this); painter.setRenderHint(QPainter::Antialiasing); qDebug() << "> GLWidget::paintEvent OpenGL:" << ((painter.paintEngine()->type() != QPaintEngine::OpenGL && painter.paintEngine()->type() != QPaintEngine::OpenGL2) ? "disabled" : "enabled"); QGLContext* context = const_cast<QGLContext *>(QGLContext::currentContext()); if (!context) { qDebug() << "> GLWidget::paintEvent !!! Unable to retrieve OGL context"; return; } context->makeCurrent(); painter.fillRect(QRectF(QPoint(0, 0), QSize(1280, 768)), Qt::black); painter.beginNativePainting(); /* Initialize GL extensions */ GLenum err = glewInit(); if (err != GLEW_OK) { qDebug() << "> GLWidget::paintEvent !!! glewInit failed with: " << err; return; } if (!GLEW_VERSION_2_1) // check that the machine supports the 2.1 API. { qDebug() << "> GLWidget::paintEvent !!! System doesn't support GLEW_VERSION_2_1"; return; } /* Setting up texture and transfering data to the GPU */ static GLuint texture = 0; if (texture != 0) { context->deleteTexture(texture); } glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, _frame->width(), _frame->height() + _frame->height() / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, _frame->bits()); assert(glGetError() == GL_NO_ERROR); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_TEXTURE_RECTANGLE_ARB); glClearColor(0.3, 0.3, 0.4, 1.0); /* Initialize shaders and execute them */ _init_shaders(); int img_width = _frame->width(); int img_height = _frame->height(); GLfloat offset_x = 0; GLfloat offset_y = 0; GLfloat gl_width = width(); // GL context size GLfloat gl_height = height(); qDebug() << "paint(): gl_width:" << gl_width << " gl_height:" << gl_height << " img:" << _frame->width() << "x" << _frame->height(); int fill_mode = 0; switch(fill_mode) { case 0: // KeepAspectRatioByExpanding { float ratioImg = float(img_width) / img_height; float ratioScreen = gl_width / gl_height; if(ratioImg < ratioScreen) gl_height = gl_width / ratioImg; else gl_width = gl_height * ratioImg; // calculate image size } break; case 1: // IgnoreAspectRatio break; case 2: // KeepAspectRatio { float ratioImg = float(img_width) / img_height; float ratioScreen = gl_width / gl_height; GLfloat orig_width = gl_width; GLfloat orig_height = gl_height; // remember those to be able to center the quad on screen if(ratioImg > ratioScreen) gl_height = gl_width / ratioImg; else gl_width = gl_height * ratioImg; // calculate image size offset_x = 0 + (orig_width - gl_width) * .5f; offset_y = 0 + (orig_height - gl_height) * .5f; // center on screen } break; } glDisable(GL_CULL_FACE); // might cause problems if enabled glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(offset_x, offset_y); glTexCoord2f(img_width, 0); glVertex2f(offset_x + gl_width, offset_y); glTexCoord2f(img_width, img_height); glVertex2f(offset_x + gl_width, offset_y + gl_height); glTexCoord2f(0, img_height); glVertex2f(offset_x, offset_y + gl_height); glEnd(); // draw a single quad painter.endNativePainting(); }
There is no way to guarantee that this last piece of code is error free, since I don't have QT. But if there are typos, it should be pretty easy to fix them.