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ImTexture.cpp
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ImTexture.cpp
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#include "ImTexture.h"
#include <iostream>
// ---------------------------------------------------------------- default constructor
ImTexture::ImTexture(void)
: hres(100),
vres(100),
image_ptr(NULL),
SphereMap_ptr(NULL)
{
}
// ---------------------------------------------------------------- constructor
ImTexture::ImTexture(Image *_image_ptr)
: hres(_image_ptr->get_hres()),
vres(_image_ptr->get_vres()),
image_ptr(_image_ptr),
SphereMap_ptr(NULL)
{
}
// ---------------------------------------------------------------- copy constructor
ImTexture::ImTexture(const ImTexture &it)
: hres(it.hres),
vres(it.vres)
{
if (it.image_ptr)
*image_ptr = *it.image_ptr;
else
image_ptr = NULL;
if (it.SphereMap_ptr)
SphereMap_ptr = it.SphereMap_ptr->clone();
else
SphereMap_ptr = NULL;
}
// ---------------------------------------------------------------- assignment operator
ImTexture &
ImTexture::operator=(const ImTexture &rhs)
{
if (this == &rhs)
return (*this);
hres = rhs.hres;
vres = rhs.vres;
if (image_ptr)
{
delete image_ptr;
image_ptr = NULL;
}
if (rhs.image_ptr)
*image_ptr = *rhs.image_ptr;
if (SphereMap_ptr)
{
delete SphereMap_ptr;
SphereMap_ptr = NULL;
}
if (rhs.SphereMap_ptr)
SphereMap_ptr = rhs.SphereMap_ptr->clone();
return (*this);
}
// ---------------------------------------------------------------- clone
ImTexture *
ImTexture::clone(void) const
{
return (new ImTexture(*this));
}
// ---------------------------------------------------------------- destructor
ImTexture::~ImTexture(void)
{
if (image_ptr)
{
delete image_ptr;
image_ptr = NULL;
}
if (SphereMap_ptr)
{
delete SphereMap_ptr;
SphereMap_ptr = NULL;
}
}
// ---------------------------------------------------------------- get_color
// When we ray trace a triangle mesh object with uv SphereMap, the SphereMap pointer may be NULL
// because we can define uv coordinates on an arbitrary triangle mesh.
// In this case we don't use the local hit point because the pixel coordinates are computed
// from the uv coordinates stored in the ShadeRec object in the uv triangles' hit functions
// See, for example, Listing 29.12.
ColorRGB
ImTexture::get_color(const Point3D &sr) const
{
int row;
int column;
if (SphereMap_ptr)
SphereMap_ptr->get_texel_coordinates(sr, hres, vres, row, column);
//std::cout<<"Le row:"<<row<<" Le column:"<<column<<std::endl;
return (image_ptr->get_color(row, column));
}