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OAG Library (OpenGL) Part 2.3 - Drawing 2D Textures Using the Mouse and Programatically

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22 Oct 2010CPOL3 min read 34K   1.3K   17  
This tutorial shows library code for 2D Textures and how to draw them programatically using the mouse in an MFC application.
#include "..\..\include\TextureMapping\OAGCubeMultiMapping.h"


oag::OAGCubeMultiMapping::OAGCubeMultiMapping(void)
:oag::OAGCubeMapping(0, 0, 0)
{

}

oag::OAGCubeMultiMapping::OAGCubeMultiMapping(float nWidth, float nHeight, float nDepth)
:oag::OAGCubeMapping(nWidth, nHeight, nDepth)
{

}

oag::OAGCubeMultiMapping::~OAGCubeMultiMapping(void)
{
}

//Operations


//virtual
void oag::OAGCubeMultiMapping::OnDraw()
{

	if (  m_listTextureObjects.size() < 2 )
	{
		oag::OAGCubeMapping::OnDraw();
	}
	else
	{
		oag::OAGTextureMappingObjects* textObj = m_listTextureObjects[0];
		oag::OAGTextureMappingObjects* textObj1 = m_listTextureObjects[1];

		if (  __GLEW_ARB_multitexture  )//if ( m_pExtManagement != NULL && m_pExtManagement->IsSupported_GL_ARB_multitexture() )
		{
			BindListTexture();

			::glPushMatrix();

			::glColor4ubv( m_Color.GetColor4ubv() );

			::glPolygonMode(m_PolygonFace, m_PolygonMode);

			::glTranslated( m_position.m_X, m_position.m_Y, m_position.m_Z);
			::glScalef( m_scale.m_X, m_scale.m_Y, m_scale.m_Z);
			::glRotatef( m_rotation.m_X, 1.0, 0, 0);
			::glRotatef( m_rotation.m_Y, 0, 1.0, 0);
			::glRotatef( m_rotation.m_Z, 0, 0, 1.0);

			glBegin(GL_QUADS);

			//Front Face
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[0], textObj->m_nTextureCoordinates[1] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[0], textObj1->m_nTextureCoordinates[1] );
			glVertex3d(m_CubeVertices[0].m_X, m_CubeVertices[0].m_Y, m_CubeVertices[0].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[6], textObj->m_nTextureCoordinates[7] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[6], textObj1->m_nTextureCoordinates[7] );
			glVertex3d(m_CubeVertices[1].m_X, m_CubeVertices[1].m_Y, m_CubeVertices[1].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[4], textObj->m_nTextureCoordinates[5] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[4], textObj1->m_nTextureCoordinates[5] );
			glVertex3d(m_CubeVertices[2].m_X, m_CubeVertices[2].m_Y, m_CubeVertices[2].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[2], textObj->m_nTextureCoordinates[3] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[2], textObj1->m_nTextureCoordinates[3] );
			glVertex3d(m_CubeVertices[3].m_X, m_CubeVertices[3].m_Y, m_CubeVertices[3].m_Z );

			//Back Face
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[6], textObj->m_nTextureCoordinates[7] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[6], textObj1->m_nTextureCoordinates[7] );
			glVertex3d(m_CubeVertices[4].m_X, m_CubeVertices[4].m_Y, m_CubeVertices[4].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[4], textObj->m_nTextureCoordinates[5] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[4], textObj1->m_nTextureCoordinates[5] );
			glVertex3d(m_CubeVertices[5].m_X, m_CubeVertices[5].m_Y, m_CubeVertices[5].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[2], textObj->m_nTextureCoordinates[3] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[2], textObj1->m_nTextureCoordinates[3] );
			glVertex3d(m_CubeVertices[6].m_X, m_CubeVertices[6].m_Y, m_CubeVertices[6].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[0], textObj->m_nTextureCoordinates[1] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[0], textObj1->m_nTextureCoordinates[1] );
			glVertex3d(m_CubeVertices[7].m_X, m_CubeVertices[7].m_Y, m_CubeVertices[7].m_Z );

			//Right Face
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[0], textObj->m_nTextureCoordinates[1] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[0], textObj1->m_nTextureCoordinates[1] );
			glVertex3d(m_CubeVertices[8].m_X, m_CubeVertices[8].m_Y, m_CubeVertices[8].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[6], textObj->m_nTextureCoordinates[7] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[6], textObj1->m_nTextureCoordinates[7] );
			glVertex3d(m_CubeVertices[9].m_X, m_CubeVertices[9].m_Y, m_CubeVertices[9].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[4], textObj->m_nTextureCoordinates[5] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[4], textObj1->m_nTextureCoordinates[5] );
			glVertex3d(m_CubeVertices[10].m_X, m_CubeVertices[10].m_Y, m_CubeVertices[10].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[2], textObj->m_nTextureCoordinates[3] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[2], textObj1->m_nTextureCoordinates[3] );
			glVertex3d(m_CubeVertices[11].m_X, m_CubeVertices[11].m_Y, m_CubeVertices[11].m_Z );

			//Left Face
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[6], textObj->m_nTextureCoordinates[7] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[6], textObj1->m_nTextureCoordinates[7] );
			glVertex3d(m_CubeVertices[12].m_X, m_CubeVertices[12].m_Y, m_CubeVertices[12].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[4], textObj->m_nTextureCoordinates[5] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[4], textObj1->m_nTextureCoordinates[5] );
			glVertex3d(m_CubeVertices[13].m_X, m_CubeVertices[13].m_Y, m_CubeVertices[13].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[2], textObj->m_nTextureCoordinates[3] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[2], textObj1->m_nTextureCoordinates[3] );
			glVertex3d(m_CubeVertices[14].m_X, m_CubeVertices[14].m_Y, m_CubeVertices[14].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[0], textObj->m_nTextureCoordinates[1] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[0], textObj1->m_nTextureCoordinates[1] );
			glVertex3d(m_CubeVertices[15].m_X, m_CubeVertices[15].m_Y, m_CubeVertices[15].m_Z );

			//Bottom Face
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[6], textObj->m_nTextureCoordinates[7] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[6], textObj1->m_nTextureCoordinates[7] );
			glVertex3d(m_CubeVertices[16].m_X, m_CubeVertices[16].m_Y, m_CubeVertices[16].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[4], textObj->m_nTextureCoordinates[5] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[4], textObj1->m_nTextureCoordinates[5] );
			glVertex3d(m_CubeVertices[17].m_X, m_CubeVertices[17].m_Y, m_CubeVertices[17].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[2], textObj->m_nTextureCoordinates[3] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[2], textObj1->m_nTextureCoordinates[3] );
			glVertex3d(m_CubeVertices[18].m_X, m_CubeVertices[18].m_Y, m_CubeVertices[18].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[0], textObj->m_nTextureCoordinates[1] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[0], textObj1->m_nTextureCoordinates[1] );
			glVertex3d(m_CubeVertices[19].m_X, m_CubeVertices[19].m_Y, m_CubeVertices[19].m_Z );

			//Top
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[2], textObj->m_nTextureCoordinates[3] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[2], textObj1->m_nTextureCoordinates[3] );
			glVertex3d(m_CubeVertices[20].m_X, m_CubeVertices[20].m_Y, m_CubeVertices[20].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[4], textObj->m_nTextureCoordinates[5] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[4], textObj1->m_nTextureCoordinates[5] );
			glVertex3d(m_CubeVertices[21].m_X, m_CubeVertices[21].m_Y, m_CubeVertices[21].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[6], textObj->m_nTextureCoordinates[7] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[6], textObj1->m_nTextureCoordinates[7] );
			glVertex3d(m_CubeVertices[22].m_X, m_CubeVertices[22].m_Y, m_CubeVertices[22].m_Z );
			
			glMultiTexCoord2fARB(GL_TEXTURE0_ARB, textObj->m_nTextureCoordinates[0], textObj->m_nTextureCoordinates[1] );
			glMultiTexCoord2fARB(GL_TEXTURE1_ARB, textObj1->m_nTextureCoordinates[0], textObj1->m_nTextureCoordinates[1] );
			glVertex3d(m_CubeVertices[23].m_X, m_CubeVertices[23].m_Y, m_CubeVertices[23].m_Z );

			glEnd();

			glDisable(GL_TEXTURE_2D);

			__glewActiveTextureARB(GL_TEXTURE0_ARB);
	
			::glPopMatrix();

		}

	}

}

void oag::OAGCubeMultiMapping::ReadNodeXML(CXmlNode *pNode)
{
	oag::OAGCubeMapping::ReadNodeXML(pNode);

	this->CreateCube();
}

void oag::OAGCubeMultiMapping::SaveNodeXML(CXmlNode *pNode)
{
	oag::OAGCubeMapping::SaveNodeXML(pNode);

}

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License

This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


Written By
Software Developer
Brazil Brazil
I live in Matão, a small city in Brazil. I studied as Programmer in a College for Software Development in Database.
After finishing the College I have been working with java, c# and Computer Graphics with searches for OpenGL.

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