コード例 #1
0
boost::optional< PowerOf2 > makePowerOf2(uint64_t n) {
  uint64_t x = n;
  if (x == 0) return boost::optional< PowerOf2 >();
  while (x % 2 == 0) x /= 2;
  if (x > 1) return boost::optional< PowerOf2 >();
  else       return boost::optional< PowerOf2 >(PowerOf2(n));
}
コード例 #2
0
ファイル: Powers.cpp プロジェクト: odanek/saf
            T NearestPowerOf2(T val)
            {                
                if (val < 1)
                {
                    return 1;
                }

                // Find position of the most significant bit
                T k = BinaryLogarithm(val);
       
                // Return result depending on the next bit
                if (!Algo::Bits::IsBitSet(val, T(k - 1)))
                {
                    return PowerOf2(k);
                }
                
                // Check overflow
                if (k + 1 == (sizeof(T) << 3))
                {
                    throw OverflowException(SAF_SOURCE_LOCATION, Text::String("Overflow."));
                }

                return PowerOf2(k + 1);
            }
コード例 #3
0
ファイル: graphics1.cpp プロジェクト: n8armstrong/cs3600
void initTextures() {
  gliGenericImage *image[num_textures];
	int n=0;
	image[n++] = readImage("/Users/nate/school/3600/Maze/Maze/hedge.tga");
	image[n++] = readImage("/Users/nate/school/3600/Maze/Maze/snow.tga");
	image[n++] = readImage("/Users/nate/school/3600/Maze/Maze/sky.tga");
	image[n++] = readImage("/Users/nate/school/3600/Maze/Maze/johnny.tga");
	if(n!=num_textures)
	{
		printf("Error: Wrong number of textures\n");
		exit(1);;
	}

	glGenTextures(num_textures, texName);

	for(int i=0; i<num_textures; i++)
	{
		glBindTexture(GL_TEXTURE_2D, texName[i]);
		glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
		int repeats = i == 1 || i == 3;
		int needs_border = false; // i == 3; // Needed if clamping and not filling the whole polygon.
		if(repeats)
		{
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
		}
		else
		{
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
		}
		if(needs_border)
		{
			// set a border.
			SetBorder(image[i]);
		}

		bool mipmaps = false;
		if(!PowerOf2(image[i]->height) || !PowerOf2(image[i]->width))
		{
			// WARNING: Images that do not have width and height as
			// powers of 2 MUST use mipmaps.
			mipmaps = true;
		}

		if (mipmaps)
		{
			gluBuild2DMipmaps(GL_TEXTURE_2D, image[i]->components,
                        image[i]->width, image[i]->height,
                        image[i]->format, GL_UNSIGNED_BYTE, image[i]->pixels);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
                      //GL_LINEAR_MIPMAP_LINEAR);
                      GL_NEAREST);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
                      //GL_LINEAR);
                      GL_NEAREST);
		}
		else
		{
			glTexImage2D(GL_TEXTURE_2D, 0, image[i]->components,
                   image[i]->width, image[i]->height, 0,
                   image[i]->format, GL_UNSIGNED_BYTE, image[i]->pixels);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		}
	}
}