mirror of
https://github.com/mapmapteam/mapmap.git
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70 lines
2.4 KiB
C++
70 lines
2.4 KiB
C++
/*
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* Mapper.cpp
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*
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* (c) 2013 Sofian Audry -- info(@)sofianaudry(.)com
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Mapper.h"
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void QuadTextureMapper::draw()
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{
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// FIXME: use typedefs, member of the class for type names that are too long to type:
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std::tr1::shared_ptr<TextureMapping> textureMapping = std::tr1::static_pointer_cast<TextureMapping>(_mapping);
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Q_CHECK_PTR(textureMapping);
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std::tr1::shared_ptr<Texture> texture = std::tr1::static_pointer_cast<Texture>(textureMapping->getPaint());
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Q_CHECK_PTR(texture);
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std::tr1::shared_ptr<Quad> quad = std::tr1::static_pointer_cast<Quad>(textureMapping->getShape());
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Q_CHECK_PTR(quad);
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std::tr1::shared_ptr<Quad> inputQuad = std::tr1::static_pointer_cast<Quad>(textureMapping->getInputShape());
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Q_CHECK_PTR(inputQuad);
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printf("Texid: %d\n", texture->getTextureId());
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// Project source texture and sent it to destination.
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glEnable (GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, texture->getTextureId());
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
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texture->getWidth(), texture->getHeight(), 0, GL_RGBA,
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GL_UNSIGNED_BYTE, texture->getBits());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_QUADS);
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{
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for (int i = 0; i < 4; i++)
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{
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Util::correctGlTexCoord(
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(inputQuad->getVertex(i).x - texture->getX()) / (GLfloat) texture->getWidth(),
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(inputQuad->getVertex(i).y - texture->getY()) / (GLfloat) texture->getHeight());
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glVertex2f(
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quad->getVertex(i).x,
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quad->getVertex(i).y
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);
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}
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}
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glEnd();
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glDisable(GL_TEXTURE_2D);
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}
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