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00020 #include <vamos/geometry/Gl_Texture_Image.h>
00021
00022 #include <iostream>
00023 #include <cassert>
00024
00025
00026 #if HAVE_GL_GLEXT_H
00027 # include <GL/glext.h>
00028 #endif
00029
00030 Vamos_Geometry::
00031 Gl_Texture_Image::Gl_Texture_Image (std::string file_name,
00032 bool smooth, bool mip_map,
00033 double width, double height) :
00034 Texture_Image (file_name, width, height),
00035 m_texture_name ()
00036 {
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00095 m_texture_name.Load((string)file_name, true, m_width_pixels, m_height_pixels );
00096
00097 }
00098
00099 Vamos_Geometry::
00100 Gl_Texture_Image::Gl_Texture_Image (const Gl_Texture_Image& image) :
00101 Texture_Image (image),
00102 m_texture_name (image.m_texture_name)
00103 {
00104 }
00105
00106 const Vamos_Geometry::Gl_Texture_Image& Vamos_Geometry::
00107 Gl_Texture_Image::operator = (const Gl_Texture_Image& image)
00108 {
00109 if (&image != this)
00110 {
00111 Texture_Image::operator = (image);
00112 m_texture_name = image.m_texture_name;
00113 }
00114 return *this;
00115 }
00116
00117 void Vamos_Geometry::
00118 Gl_Texture_Image::activate ()
00119 {
00120
00121
00122 m_texture_name.Activate();
00123 }
00124
00125
00126
00127 void Vamos_Geometry::
00128 Gl_Texture_Image::clamp_to_edge ()
00129 {
00130 activate ();
00131 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
00132 glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
00133 }
00134
00135
00136 void Vamos_Geometry::
00137 Gl_Texture_Image::draw_stencil ()
00138 {
00139
00140
00141 }
00142
00143 using namespace Vamos_Geometry;
00144
00145
00146 Facade::Facade (std::string image_name, bool draw_back)
00147 : Gl_Texture_Image (image_name, true, true, 1.0, 1.0),
00148 m_draw_back (draw_back),
00149 m_x_offset (0.0),
00150 m_y_offset (0.0),
00151 m_z_offset (0.0)
00152 {
00153 }
00154
00155 void
00156 Facade::set_radius (double radius)
00157 {
00158 set_width (2.0 * radius * aspect_ratio ());
00159
00160 set_height (2.0 * radius);
00161 m_x_offset = -width () / 2.0;
00162 m_y_offset = -height () / 2.0;
00163 }
00164
00165 void
00166 Facade::draw ()
00167 {
00168 activate ();
00169 glColor3d (1.0, 1.0, 1.0);
00170 glEnable (GL_CULL_FACE);
00171 glBegin (GL_QUADS);
00172 glNormal3f (0.0, 0.0, 1.0);
00173 glTexCoord2d (0.0, 1.0);
00174 glVertex3d (m_x_offset, m_y_offset, m_z_offset);
00175 glTexCoord2d (1.0, 1.0);
00176 glVertex3d (m_x_offset + width (), m_y_offset, m_z_offset);
00177 glTexCoord2d (1.0, 0.0);
00178 glVertex3d (m_x_offset + width (), m_y_offset + height (), m_z_offset);
00179 glTexCoord2d (0.0, 0.0);
00180 glVertex3d (m_x_offset, m_y_offset + height (), m_z_offset);
00181
00182 if (m_draw_back)
00183 {
00184 glNormal3f (0.0, 0.0, -1.0);
00185 glVertex3d (m_x_offset, m_y_offset, m_z_offset);
00186 glVertex3d (m_x_offset, m_y_offset + height (), m_z_offset);
00187 glVertex3d (m_x_offset + width (), m_y_offset + height (), m_z_offset);
00188 glVertex3d (m_x_offset + width (), m_y_offset, m_z_offset);
00189 }
00190 glEnd ();
00191 glDisable (GL_CULL_FACE);
00192 }