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📄 textureview.cpp

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// TextureView.cpp : implementation of the CTextureView class
//

#include "stdafx.h"
#include "Texture.h"

#include "TextureDoc.h"
#include "TextureView.h"

#include "gl\gl.h"
#include "gl\glu.h"
#include "gl\glaux.h"
#include <stdlib.h>
#include <string.h>

#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif

//add down
/*创建检查板纹理*/
#define	checkImageWidth 64
#define	checkImageHeight 64
static GLubyte checkImage[checkImageHeight][checkImageWidth][4];
static GLubyte otherImage[checkImageHeight][checkImageWidth][4];

static GLuint texName[2];
void makeCheckImage(void);

/////////////////////////////////////////////////////////////////////////////
// CTextureView

IMPLEMENT_DYNCREATE(CTextureView, CView)

BEGIN_MESSAGE_MAP(CTextureView, CView)
	//{{AFX_MSG_MAP(CTextureView)
	ON_WM_CREATE()
	ON_WM_DESTROY()
	ON_WM_SIZE()
	//}}AFX_MSG_MAP
	// Standard printing commands
	ON_COMMAND(ID_FILE_PRINT, CView::OnFilePrint)
	ON_COMMAND(ID_FILE_PRINT_DIRECT, CView::OnFilePrint)
	ON_COMMAND(ID_FILE_PRINT_PREVIEW, CView::OnFilePrintPreview)
END_MESSAGE_MAP()

/////////////////////////////////////////////////////////////////////////////
// CTextureView construction/destruction

CTextureView::CTextureView()
{
	// TODO: add construction code here

}

CTextureView::~CTextureView()
{
}

BOOL CTextureView::PreCreateWindow(CREATESTRUCT& cs)
{
	// TODO: Modify the Window class or styles here by modifying
	//  the CREATESTRUCT cs
	//add down
	cs.style |= WS_CLIPSIBLINGS | WS_CLIPCHILDREN;
	//add up

	return CView::PreCreateWindow(cs);
}

/////////////////////////////////////////////////////////////////////////////
// CTextureView drawing

void CTextureView::OnDraw(CDC* pDC)
{
	CTextureDoc* pDoc = GetDocument();
	ASSERT_VALID(pDoc);
	// TODO: add draw code for native data here
	wglMakeCurrent(pDC->m_hDC,hglrc);
	drawscene();
	wglMakeCurrent(pDC->m_hDC,NULL);
	SwapBuffers(pDC->m_hDC);

}

/////////////////////////////////////////////////////////////////////////////
// CTextureView printing

BOOL CTextureView::OnPreparePrinting(CPrintInfo* pInfo)
{
	// default preparation
	return DoPreparePrinting(pInfo);
}

void CTextureView::OnBeginPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add extra initialization before printing
}

void CTextureView::OnEndPrinting(CDC* /*pDC*/, CPrintInfo* /*pInfo*/)
{
	// TODO: add cleanup after printing
}

/////////////////////////////////////////////////////////////////////////////
// CTextureView diagnostics

#ifdef _DEBUG
void CTextureView::AssertValid() const
{
	CView::AssertValid();
}

void CTextureView::Dump(CDumpContext& dc) const
{
	CView::Dump(dc);
}

CTextureDoc* CTextureView::GetDocument() // non-debug version is inline
{
	ASSERT(m_pDocument->IsKindOf(RUNTIME_CLASS(CTextureDoc)));
	return (CTextureDoc*)m_pDocument;
}
#endif //_DEBUG

/////////////////////////////////////////////////////////////////////////////
// CTextureView message handlers

int CTextureView::OnCreate(LPCREATESTRUCT lpCreateStruct) 
{
	if (CView::OnCreate(lpCreateStruct) == -1)
		return -1;
	
	// TODO: Add your specialized creation code here
	PIXELFORMATDESCRIPTOR pfd = 
	{
        sizeof(PIXELFORMATDESCRIPTOR),  // size of this pfd
        1,                              // version number
        PFD_DRAW_TO_WINDOW |            // support window
          PFD_SUPPORT_OPENGL |          // support OpenGL
          PFD_DOUBLEBUFFER,             // double buffered
        PFD_TYPE_RGBA,                  // RGBA type
        24,                             // 24-bit color depth
        0, 0, 0, 0, 0, 0,               // color bits ignored
        0,                              // no alpha buffer
        0,                              // shift bit ignored
        0,                              // no accumulation buffer
        0, 0, 0, 0,                     // accum bits ignored
//        32,                             // 32-bit z-buffer
		16,	// NOTE: better performance with 16-bit z-buffer
        0,                              // no stencil buffer
        0,                              // no auxiliary buffer
        PFD_MAIN_PLANE,                 // main layer
        0,                              // reserved
        0, 0, 0                         // layer masks ignored
    };
	CClientDC clientdc(this);
	int pf=ChoosePixelFormat(clientdc.m_hDC,&pfd);
	BOOL rt=SetPixelFormat(clientdc.m_hDC,pf,&pfd);
	hglrc=wglCreateContext(clientdc.m_hDC);
	
	return 0;
}

void CTextureView::OnDestroy() 
{
	CView::OnDestroy();
	
	
	// TODO: Add your message handler code here
	wglDeleteContext(hglrc);
}

void CTextureView::OnSize(UINT nType, int cx, int cy) 
{
	CView::OnSize(nType, cx, cy);
	
	// TODO: Add your message handler code here
	GLsizei w=cx;
	GLsizei h=cy;
	//avoid divided by zero
	if(!h)return;

	CClientDC clientDC(this);
	wglMakeCurrent(clientDC.m_hDC,hglrc);

	//define the ciewport
	glViewport(0,0,w,h);
	//prepare for and then
	glMatrixMode(GL_PROJECTION);
	//define the projection transformation
	glLoadIdentity();
	gluPerspective(60.0,1.0*(GLfloat)w/(GLfloat)h,1.0,30.0);
	//back to modelview matrix
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	wglMakeCurrent(NULL,NULL);

}
void CTextureView::myinit()
{
	//Enzble z buffer
	glClearColor (0.0, 0.0, 0.0, 0.0);
    glShadeModel(GL_FLAT);
    glEnable(GL_DEPTH_TEST);

    makeCheckImage();
    glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

    glGenTextures(2, texName);
    glBindTexture(GL_TEXTURE_2D, texName[0]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 
                    GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 
                    GL_NEAREST);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth,
                 checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE,
                 checkImage);

    glBindTexture(GL_TEXTURE_2D, texName[1]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, checkImageWidth, 
                 checkImageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 
                 otherImage);
    glEnable(GL_TEXTURE_2D);
}
//
void CTextureView::drawscene()
{
	//clear the window with current clearing color
	glClearColor(0.0,0.0,0.0,0.0);
	glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
	//intialize texture
	myinit();
	//define viewing transformation
	glPushMatrix();
	glTranslatef(0.0,0.0,-3.6);
	//draw squares with texture map
	glBegin(GL_QUADS);
	//sqiare facing viewer squarely
	glTexCoord2f(0.0,0.0);
	glVertex3f(-2.0,-1.0,0.0);
	glTexCoord2f(0.0,1.0);
	glVertex3f(-2.0,1.0,0.0);
	glTexCoord2f(1.0,1.0);
	glVertex3f(0.0,1.0,0.0);
	glTexCoord2f(1.0,0.0);
	glVertex3f(0.0,-1.0,0.0);
	
	glEnd();
	glPopMatrix();
	//Flush drawing commands
	glFlush();
}
void CTextureView::makeCheckImage()
{
	int i, j, c;
    
   for (i = 0; i < checkImageHeight; i++) {
      for (j = 0; j < checkImageWidth; j++) {
         c = ((((i&0x8)==0)^((j&0x8))==0))*255;
         checkImage[i][j][0] = (GLubyte) c;
         checkImage[i][j][1] = (GLubyte) c;
         checkImage[i][j][2] = (GLubyte) c;
         checkImage[i][j][3] = (GLubyte) 255;
         c = ((((i&0x10)==0)^((j&0x10))==0))*255;
         otherImage[i][j][0] = (GLubyte) c;
         otherImage[i][j][1] = (GLubyte) 0;
         otherImage[i][j][2] = (GLubyte) 0;
         otherImage[i][j][3] = (GLubyte) 255;
      }
   }
}

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