-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#include "except.h"
#include "texture.h"
#include "texunit.h"
}
+void operator>>(const LexicalConverter &c, TextureWrap &tw)
+{
+ if(c.get()=="REPEAT")
+ tw = REPEAT;
+ else if(c.get()=="CLAMP_TO_EDGE")
+ tw = CLAMP_TO_EDGE;
+ else if(c.get()=="MIRRORED_REPEAT")
+ tw = MIRRORED_REPEAT;
+ else
+ throw LexicalError("Invalid input in TextureWrap conversion");
+}
+
+
Texture::Texture(GLenum t):
target(t),
min_filter(NEAREST_MIPMAP_LINEAR),
void Texture::update_parameter(int mask) const
{
- if(TexUnit::current().get_texture()==this)
+ if(current()==this)
{
if(mask&MIN_FILTER)
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, min_filter);
glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, gen_mipmap);
if(mask&COMPARE)
glTexParameteri(target, GL_TEXTURE_COMPARE_MODE, (compare ? GL_COMPARE_R_TO_TEXTURE : GL_NONE));
- if(mask&cmp_func)
+ if(mask&COMPARE_FUNC)
glTexParameteri(target, GL_TEXTURE_COMPARE_FUNC, cmp_func);
}
else
Texture::Loader::Loader(Texture &t):
DataFile::ObjectLoader<Texture>(t)
{
- add("min_filter", &Loader::min_filter);
- add("mag_filter", &Loader::mag_filter);
add("generate_mipmap", &Loader::generate_mipmap);
+ add("mag_filter", &Loader::mag_filter);
+ add("min_filter", &Loader::min_filter);
+ add("wrap", &Loader::wrap);
+ add("wrap_r", &Loader::wrap_r);
+ add("wrap_s", &Loader::wrap_s);
+ add("wrap_t", &Loader::wrap_t);
}
-void Texture::Loader::min_filter(TextureFilter f)
+void Texture::Loader::generate_mipmap(bool gm)
{
- obj.set_min_filter(f);
+ obj.set_generate_mipmap(gm);
}
void Texture::Loader::mag_filter(TextureFilter f)
obj.set_mag_filter(f);
}
-void Texture::Loader::generate_mipmap(bool gm)
+void Texture::Loader::min_filter(TextureFilter f)
{
- obj.set_generate_mipmap(gm);
+ obj.set_min_filter(f);
+}
+
+void Texture::Loader::wrap(TextureWrap w)
+{
+ obj.set_wrap(w);
+}
+
+void Texture::Loader::wrap_r(TextureWrap w)
+{
+ obj.set_wrap_r(w);
+}
+
+void Texture::Loader::wrap_s(TextureWrap w)
+{
+ obj.set_wrap_s(w);
+}
+
+void Texture::Loader::wrap_t(TextureWrap w)
+{
+ obj.set_wrap_t(w);
}
} // namespace GL