- solidgraph_sources.zip
- solidgraph_sources
- ArMaX
- Boolean
- CxImage
- Debug
- DraftTemplates
- DT1.sdt
- DT2.sdt
- sgCore.dll
- ExGUILib
- jpeg
- Kinematic
- lua
- MaterialsEditor
- png
- Release
- sgCore.dll
- Scripts
- boxes.sgs
- circles.sgs
- cones.sgs
- cylinders.sgs
- ellipsoids.sgs
- lines.sgs
- points.sgs
- print.sgs
- Script.sgs
- spBands.sgs
- spheres.sgs
- toruses.sgs
- sgCore
- Solidgraph.sln
- Solidgraph
- SplashLib
- Standard2D
- arc.bmp
- circ.bmp
- Commands
- Dialogs
- line.bmp
- path.bmp
- pnt.bmp
- ReadMe.txt
- res
- circ_3p.bmp
- circ_c_r.bmp
- circ_edit_cen.bmp
- circ_edit_norm.bmp
- circ_edit_rad.bmp
- line_arc_end.bmp
- line_arc_perpendic_end.bmp
- line_edit.bmp
- line_line_extension.bmp
- line_line_perpendic_end.bmp
- line_point_increment.bmp
- line_point_vector.bmp
- line_two_points.bmp
- pnt_edit.bmp
- Spline_edit.bmp
- Standard2D.rc2
- resource.h
- spl.bmp
- Standard2D.cpp
- Standard2D.def
- Standard2D.rc
- Standard2D.vcproj
- StdAfx.cpp
- StdAfx.h
- toolbar.bmp
- toolbarBMP.bmp
- toolbarBMPOld.bmp
- Standard3D
- Surfaces
- tiff
- zlib
- solidgraph_bin.zip
- solidgraph_bin
- DraftTemplates
- DT1.sdt
- DT2.sdt
- Plugins
- Boolean.ppl
- Kinematic.ppl
- Standard2D.ppl
- Standard3D.ppl
- Surfaces.ppl
- sgCore.dll
- Solidgraph.exe
- SplashLib.dll
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#if !defined(BACKGROUND_H)
#define BACKGROUND_H
struct SCOLOR4F
{
float r, g, b, a;
};
enum MIRROR_TYPE { MIRROR00, MIRROR10, MIRROR01, MIRROR11 };
struct SBACKGROUND_PARAMS
{
int row_num;
int col_num;
SCOLOR4F corner [4];
MIRROR_TYPE mirror_type;
CString texture_file;
};
// background construction and visualizing (2D and 3D)
class CBackground
{
private:
float m_depth;
int m_row_num;
int m_col_num;
SCOLOR4F m_corners[4];
MIRROR_TYPE m_mirror_type;
CString m_texture_file;
GLuint m_textureID;
bool CreateTexture();
unsigned char *LoadFromBmp(char *filename, int* bmpWidth, int* bmpHeight);
public:
CBackground();
~CBackground();
void SetParams(SBACKGROUND_PARAMS *params);
void GetParams(SBACKGROUND_PARAMS *params);
void Display();
void SetDepth(float depth);
};
#endif //BACKGROUND_H
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