EgtGraphics :

- migliorata gestione textures.
This commit is contained in:
Dario Sassi
2015-10-01 20:48:12 +00:00
parent b839d7ac36
commit 17dc39c758
5 changed files with 105 additions and 39 deletions
+28 -32
View File
@@ -416,46 +416,42 @@ Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj)
// eventuale texture
string sTxtName ;
if ( iIter.GetInfo( "!TXT", sTxtName)) {
Frame3d frRef ;
iIter.GetGlobFrame( frRef) ;
if ( iIter.GetInfo( "!TNA", sTxtName)) {
// rendo corrente la texture
GLuint texName ;
double dTextDimS = 400 ;
double dTextDimT = 200 ;
m_TextMgr.GetTextureData( sTxtName, texName, dTextDimS, dTextDimT) ;
double dTextDimS ;
double dTextDimT ;
if ( m_TextMgr.GetTextureData( sTxtName, texName, dTextDimS, dTextDimT)) {
glEnable( GL_TEXTURE_2D) ;
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) ;
glBindTexture( GL_TEXTURE_2D, texName) ;
}
glEnable( GL_TEXTURE_2D) ;
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE) ;
glBindTexture( GL_TEXTURE_2D, texName) ;
GLfloat PlaneS[4] ;
GLfloat PlaneT[4] ;
Point3d ptOri(-4009.4378,-2415.5604,0) ;
ptOri.ToLoc( frRef) ;
Vector3d vtX = X_AX ;
vtX.ToLoc( frRef) ;
//vtX.Rotate( Z_AX, 30) ;
Vector3d vtY = Y_AX ;
vtY.ToLoc( frRef) ;
//vtY.Rotate( Z_AX, 30) ;
// recupero il riferimento dell' oggetto
//Frame3d frRef ;
//iIter.GetGlobFrame( frRef) ;
// recupero il riferimento della texture
Frame3d frTxt ;
iIter.GetInfo( "!TFR", frTxt) ;
//frTxt.ToLoc( frRef) ;
// creo piano per la S
PlaneS[0] = GLfloat( vtX.x / dTextDimS) ;
PlaneS[1] = GLfloat( vtX.y / dTextDimS) ;
PlaneS[2] = GLfloat( vtX.z / dTextDimS) ;
PlaneS[3] = GLfloat( - vtX * ( ptOri - ORIG) / dTextDimS) ;
GLfloat PlaneS[4] ;
PlaneS[0] = GLfloat( frTxt.VersX().x / dTextDimS) ;
PlaneS[1] = GLfloat( frTxt.VersX().y / dTextDimS) ;
PlaneS[2] = GLfloat( frTxt.VersX().z / dTextDimS) ;
PlaneS[3] = GLfloat( - frTxt.VersX() * ( frTxt.Orig() - ORIG) / dTextDimS) ;
// creo piano per la T
PlaneT[0] = GLfloat( vtY.x / dTextDimT) ;
PlaneT[1] = GLfloat( vtY.y / dTextDimT) ;
PlaneT[2] = GLfloat( vtY.z / dTextDimT) ;
PlaneT[3] = GLfloat( - vtY * ( ptOri - ORIG) / dTextDimT) ;
// setto generazione texture automatica
GLfloat PlaneT[4] ;
PlaneT[0] = GLfloat( frTxt.VersY().x / dTextDimT) ;
PlaneT[1] = GLfloat( frTxt.VersY().y / dTextDimT) ;
PlaneT[2] = GLfloat( frTxt.VersY().z / dTextDimT) ;
PlaneT[3] = GLfloat( - frTxt.VersY() * ( frTxt.Orig() - ORIG) / dTextDimT) ;
// setto generazione automatica coordinate S e T per texture
glTexGeni( GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR) ;
glTexGeni( GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR) ;
glTexGenfv( GL_S, GL_OBJECT_PLANE, PlaneS) ;
glTexGenfv( GL_T, GL_OBJECT_PLANE, PlaneT) ;
glEnable( GL_TEXTURE_GEN_S) ;
glEnable( GL_TEXTURE_GEN_T) ;
}
@@ -463,7 +459,7 @@ Scene::DrawGeoObj( const IGdbIterator& iIter, int nPass, const MdStMkCol& siObj)
// eseguo visualizzazione
bool bOk = pGraphics->Draw( siObj.nStat, siObj.nMark, bSurfSha, nAlpha, bShowAux) ;
// !!! per textures !!!
// disabilito textures
glDisable( GL_TEXTURE_GEN_S) ;
glDisable( GL_TEXTURE_GEN_T) ;
glDisable( GL_TEXTURE_2D) ;