Files
mapmap/DestinationGLCanvas.cpp
2013-11-16 11:55:58 +01:00

81 lines
2.3 KiB
C++

/*
* DestinationGLCanvas.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 <http://www.gnu.org/licenses/>.
*/
#include "DestinationGLCanvas.h"
DestinationGLCanvas::DestinationGLCanvas(wxFrame *parent) :
MapperGLCanvas(parent) {
// int argc = 1;
// char* argv[1] = { wxString((wxTheApp ->argv)[0]).char_str() };
}
void DestinationGLCanvas::doRender() {
// TODO: Ceci est un hack necessaire car tout est en fonction de la width/height de la texture.
// Il faut changer ca.
std::tr1::shared_ptr<TextureMapping> textureMapping = std::tr1::static_pointer_cast<TextureMapping>(Common::currentMapping);
wxASSERT(textureMapping != NULL);
std::tr1::shared_ptr<Texture> texture = std::tr1::static_pointer_cast<Texture>(textureMapping->getPaint());
wxASSERT(texture != NULL);
for (int i=0; i<Common::nImages(); i++)
{
std::tr1::shared_ptr<Texture> tex = std::tr1::static_pointer_cast<Texture>(Common::mappings[i]->getPaint());
wxASSERT(tex);
if (tex->getTextureId() == 0)
{
tex->loadTexture();
tex->setPosition( (GetClientSize().x - tex->getWidth()) / 2,
(GetClientSize().y - tex->getHeight()) / 2 );
}
}
// Now, draw
// DRAW THE TEXTURE
glPushMatrix();
for (int i=0; i<Common::nImages(); i++)
{
// Draw the mappings.
Common::mappers[i]->draw();
}
// Draw the quad.
Quad& quad = getQuad();
glColor4f(1, 0, 0, 1);
// Destination quad.
// Source quad.
glLineWidth(5);
glBegin (GL_LINE_STRIP);
{
for (int i=0; i<5; i++) {
glVertex3f(quad.getVertex(i % 4).x,
quad.getVertex(i % 4).y,
0);
}
}
glEnd ();
glPopMatrix();
}