📄 material2dtexture.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: material2dtexture.cpp,v 1.2 2004/04/18 16:32:36 rollmark 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 "material2dtexture.h"#include <kerosin/textureserver/textureserver.h>#include <kerosin/textureserver/texture.h>#include <kerosin/openglserver/openglserver.h>#include <zeitgeist/logserver/logserver.h>#include <zeitgeist/scriptserver/scriptserver.h>using namespace zeitgeist;using namespace kerosin;using namespace boost;using namespace std;Material2DTexture::Material2DTexture() : MaterialSolid(){}Material2DTexture::~Material2DTexture(){}bool Material2DTexture::LoadTexture(const std::string& texName, shared_ptr<Texture>& store){ shared_ptr<ScriptServer> scriptServer = GetCore()->GetScriptServer(); shared_ptr<TextureServer> textureServer = shared_dynamic_cast<TextureServer> (GetCore()->Get("/sys/server/texture")); store.reset(); if (textureServer.get() == 0) { GetLog()->Error() << "(Material2DTexture) ERROR: cannot find TextureServer\n"; return false; } store = textureServer->GetTexture(texName); return (store.get() != 0);}bool Material2DTexture::SetDiffuseTexture(const std::string& texName){ return LoadTexture(texName,mTexDiffuse);}bool Material2DTexture::SetNormalTexture(const std::string& texName){ return LoadTexture(texName,mTexNormal);}bool Material2DTexture::SetSpecularTexture(const std::string& texName){ return LoadTexture(texName,mTexSpecular);}void Material2DTexture::Bind(){ SetupMaterial(); if (mTexDiffuse.get() != 0) { glActiveTextureARB(GL_TEXTURE0_ARB); glEnable(GL_TEXTURE_2D); mTexDiffuse->Bind(); } if (mTexNormal.get() != 0) { glActiveTextureARB(GL_TEXTURE1_ARB); glEnable(GL_TEXTURE_2D); mTexNormal->Bind(); } if (mTexSpecular.get() != 0) { glActiveTextureARB(GL_TEXTURE2_ARB); glEnable(GL_TEXTURE_2D); mTexSpecular->Bind(); }}
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