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📄 texture2d.cpp

📁 robocup rcssserver 运行防真机器人足球比赛所用的服务器端
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/* -*- mode: c++; c-basic-offset: 4; indent-tabs-mode: nil -*-   this file is part of rcssserver3D   Fri May 9 2003   Copyright (C) 2002,2003 Koblenz University   Copyright (C) 2003 RoboCup Soccer Server 3D Maintenance Group   $Id: texture2d.cpp,v 1.3 2008/02/22 16:48:18 hedayat Exp $   This program is free software; you can redistribute it and/or modify   it under the terms of the GNU General Public License as published by   the Free Software Foundation; version 2 of the License.   This program is distributed in the hope that it will be useful,   but WITHOUT ANY WARRANTY; without even the implied warranty of   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the   GNU General Public License for more details.   You should have received a copy of the GNU General Public License   along with this program; if not, write to the Free Software   Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.*/#include "texture2d.h"#include <kerosin/openglserver/openglwrapper.h>#include <kerosin/imageserver/image.h>using namespace kerosin;Texture2D::Texture2D(bool use_gl) : Texture(use_gl){}Texture2D::~Texture2D(){}void Texture2D::Bind() const{    if (mTexID != 0)        {            glBindTexture(GL_TEXTURE_2D, mTexID);        }}void Texture2D::Enable() const{    glEnable(GL_TEXTURE_2D);}void Texture2D::Disable() const{    glDisable(GL_TEXTURE_2D);}void Texture2D::Create(boost::shared_ptr<Image> &image){    mWidth          = image->Width();    mHeight         = image->Height();    Acquire();    Bind();    glTexParameteri( GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE );    if(image->HasAlpha())        {            glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGBA8, mWidth, mHeight, 0, image->Format(), image->Type(), image->Data());        }    else        {            glTexImage2D(GL_TEXTURE_2D, 0,  GL_RGB8, mWidth, mHeight, 0, image->Format(), image->Type(), image->Data());        }    glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);    glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);}void Texture2D::Clamp() const{    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);}void Texture2D::ClampToEdge() const{    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);}void Texture2D::Repeat() const{    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);}

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