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#include "Texture.h"
Texture::Texture()
{
}
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void
Texture::draw(float x1, float y1, float x2, float y2,
bool smoothInterpolation) const
{
if (state == REQUESTED)
{
glBegin(GL_LINE_LOOP);
glColor3f(0.0f, 0.0f, 1.0f);
glVertex2f(x1, y1);
glVertex2f(x2, y1);
glVertex2f(x2, y2);
glVertex2f(x1, y2);
glEnd();
return;
}
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, textureId);
float dx, dy;
if (smoothInterpolation)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
dx = 1.0f / (2.0f * textureWidth);
dy = 1.0f / (2.0f * textureHeight);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
dx = 0.0f;
dy = 0.0f;
}
glColor3f(1.0f, 1.0f, 1.0f);
glBegin(GL_QUADS);
glTexCoord2f(dx, maxV - dy);
glVertex2f(x1, y1);
glTexCoord2f(maxU - dx, maxV - dy);
glVertex2f(x2, y1);
glTexCoord2f(maxU - dx, dy);
glVertex2f(x2, y2);
glTexCoord2f(dx, dy);
glVertex2f(x1, y2);
glEnd();
glDisable(GL_TEXTURE_2D);