/* * Mapper.cpp * * (c) 2013 Sofian Audry -- info(@)sofianaudry(.)com * * 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, either version 3 of the License, or * (at your option) any later version. * * 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, see . */ #include "Mapper.h" void QuadTextureMapper::draw() { std::tr1::shared_ptr textureMapping = std::tr1::static_pointer_cast(_mapping); Q_CHECK_PTR(textureMapping); std::tr1::shared_ptr texture = std::tr1::static_pointer_cast(textureMapping->getPaint()); Q_CHECK_PTR(texture); std::tr1::shared_ptr quad = std::tr1::static_pointer_cast(textureMapping->getShape()); Q_CHECK_PTR(quad); std::tr1::shared_ptr inputQuad = std::tr1::static_pointer_cast(textureMapping->getInputShape()); Q_CHECK_PTR(inputQuad); printf("Texid: %d\n", texture->getTextureId()); // Project source texture and sent it to destination. glEnable (GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, texture->getTextureId()); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->getWidth(), texture->getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, texture->getBits()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); { for (int i = 0; i < 4; i++) { Util::correctGlTexCoord( (inputQuad->getVertex(i).x - texture->getX()) / (GLfloat) texture->getWidth(), (inputQuad->getVertex(i).y - texture->getY()) / (GLfloat) texture->getHeight()); glVertex2f( quad->getVertex(i).x, quad->getVertex(i).y ); } } glEnd(); glDisable(GL_TEXTURE_2D); }