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📄 texture2d.cpp

📁 ROBOCUP 仿真3D server 源码
💻 CPP
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#include "texture2d.h"#include "../openglserver/openglserver.h"#include "../imageserver/image.h"using namespace kerosin;Texture2D::Texture2D(const boost::shared_ptr<TextureServer> &textureServer) : Texture(textureServer){}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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