/* * NodeTextureTransform.cpp * * Copyright (C) 1999 Stephen F. White * * 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 2 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 (see the file "COPYING" for details); if * not, write to the Free Software Foundation, Inc., 675 Mass Ave, * Cambridge, MA 02139, USA. */ #include #include "stdafx.h" #include "NodeTextureTransform.h" #include "Proto.h" #include "FieldValue.h" #include "SFVec2f.h" #include "SFFloat.h" ProtoTextureTransform::ProtoTextureTransform(Scene *scene) : Proto(scene, "TextureTransform") { center.set( addExposedField(SFVEC2F, "center", new SFVec2f(0.0f, 0.0f))); rotation.set( addExposedField(SFFLOAT, "rotation", new SFFloat(0.0f))); scale.set( addExposedField(SFVEC2F, "scale", new SFVec2f(1.0f, 1.0f))); translation.set( addExposedField(SFVEC2F, "translation", new SFVec2f(0.0f, 0.0f))); } Node * ProtoTextureTransform::create(Scene *scene) { return new NodeTextureTransform(scene, this); } NodeTextureTransform::NodeTextureTransform(Scene *scene, Proto *def) : Node(scene, def) { } void NodeTextureTransform::bind() { const float *fcenter = center()->getValue(); glMatrixMode(GL_TEXTURE); glPushMatrix(); glTranslatef(-fcenter[0], -fcenter[1], 0.0f); glScalef(scale()->getValue()[0], scale()->getValue()[1], 1.0f); glRotatef(RAD2DEG(rotation()->getValue()), 0.0f, 0.0f, 1.0f); glTranslatef(fcenter[0], fcenter[1], 0.0f); glTranslatef(translation()->getValue()[0], translation()->getValue()[1], 0.0f); glMatrixMode(GL_MODELVIEW); } void NodeTextureTransform::unbind() { glMatrixMode(GL_TEXTURE); glPopMatrix(); glMatrixMode(GL_MODELVIEW); }