📄 texture2d.cpp
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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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