#if _HAS_CPP0X
2011년 3월 19일 토요일
GLnode.cpp
// GLnode.cpp : Defines the entry point for the console application. // #include "stdafx.h" #include#include #include #include #ifndef SAFE_DELETE_VECTOR #define SAFE_DELETE_VECTOR(x) { for(size_t __i__(0); __i__ < x.size(); ++__i__) delete(x.at(__i__)); x.clear(); } #endif template class GLcontainer { public: virtual ~GLcontainer() { SAFE_DELETE_VECTOR(_vec); } void push_back(T* t) { _vec.push_back(t); } void remove(T* t) { std::vector ::iterator pos = std::find(_vec.begin(), _vec.end(), t); if (pos != _vec.end()) _vec.erase(pos); } const T* at(int pos) const { return _vec.at(pos); } const std::vector & get() const { return _vec; } protected: std::vector _vec; }; template class GLcontainerF : public GLcontainer { class _find_if_pred { private: std::string _name; public: _find_if_pred(const std::string& name) : _name(name) { } template bool operator()(const TT* tt) { return ((_name.compare(tt->_name)) == 0); } }; public: const int find(const std::string& name) const { std::vector ::const_iterator pos = std::find_if(_vec.begin(), _vec.end(), _find_if_pred(name)); if (pos != _vec.end()) return (pos - _vec.begin()); return -1; } const T* find_ptr(const std::string& name) const { std::vector ::const_iterator pos = std::find_if(_vec.begin(), _vec.end(), _find_if_pred(name)); if (pos != _vec.end()) return (*pos); return NULL; } }; class GLnode : public GLcontainerF { class _for_each_pred { public: _for_each_pred(float time) : _time(time) { } template void operator()(T * t) const { t->_update(_time); } float _time; }; public: GLnode() { } GLnode(const std::string& name) : _name(name) { } virtual ~GLnode() { } virtual void update(float time) { std::for_each(_vec.begin(), _vec.end(), _for_each_pred(time)); } protected: virtual void _update(float time) const { } /// attribute public: std::string _name; /// operation public: }; int _tmain(int argc, _TCHAR* argv[]) { GLnode _node; for (int i=0; i<10; i++) { char ib[10]; itoa(i, ib, 10); _node.push_back(new GLnode(ib)); } int index = _node.find("9"); const GLnode * ptr = _node.find_ptr("9"); const GLnode * res = _node.at(index); return 0; }
2011년 3월 9일 수요일
Node
std::for_each(IGame.Node.begin(), IGame.Node.end(),
[&] (IGameImporter::Node Node)
{
IGameImporter::Mesh Mesh = Node.Mesh;
float * vf = Mesh.Vertices.data();
float * nf = Mesh.Normals.data();
}
txt2ushort
class txt2ushort {
public:
void push_back(const char * text)
{
unsigned short f = (unsigned short) atoi(text);
m_vf.push_back(f);
char * p = (char *) text;
while (*p)
{
if (*p == 0x20)
{
f = (unsigned short) atoi(p);
m_vf.push_back(f);
}
p++;
}
}
void clear()
{
m_vf.clear();
}
unsigned short * data()
{
return m_vf.data();
}
std::vector & get()
{
return m_vf;
}
private:
std::vector m_vf;
};
2011년 3월 8일 화요일
txt2float
#include#include #include class txt2float { public: void push_back(const char * text) { float f = (float) atof(text); m_vf.push_back(f); char * p = (char *) text; while (*p) { if (*p == 0x20) { f = (float) atof(p); m_vf.push_back(f); } p++; } } void clear() { m_vf.clear(); } float * data() { return m_vf.data(); } std::vector & get() { return m_vf; } private: std::vector m_vf; }; { txt2float tf; tf.push_back(Value); SubMaterial.Diffuse = tf.get(); }
OpenGL ES 2.0 + MFC
/// CXXXView.cpp
void CXXXView::OnInitialUpdate()
{
CView::OnInitialUpdate();
// TODO: Add your specialized code here and/or call the base class
if (m_eglDisplay != EGL_NO_DISPLAY)
return;
const EGLint attrs[] = {
EGL_LEVEL, 0,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
EGL_NATIVE_RENDERABLE, EGL_FALSE,
EGL_DEPTH_SIZE, EGL_DONT_CARE,
EGL_NONE
};
EGLint numConfig =0;
m_eglDisplay = eglGetDisplay(GetDC()->GetSafeHdc());
if (m_eglDisplay == EGL_NO_DISPLAY)
if ((m_eglDisplay = eglGetDisplay((EGLNativeDisplayType) EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY)
return;
// Initialize the display
EGLint major = 0;
EGLint minor = 0;
if (!eglInitialize(m_eglDisplay, &major, &minor))
return;
if (major < 1 || minor < 3)
{
// Does not support EGL 1.3
printf("System does not support at least EGL 1.3 \n");
return;
}
EGLConfig eglConfig;
// Obtain the first configuration with a depth buffer
if (!eglChooseConfig(m_eglDisplay, attrs, &eglConfig, 1, &numConfig))
return;
// Create a surface for the main window
if ((m_eglSurface = eglCreateWindowSurface(m_eglDisplay, eglConfig, (EGLNativeWindowType) GetSafeHwnd(), NULL)) == EGL_NO_SURFACE)
return;
// Bind the API (It could be OpenGLES or OpenVG)
// eglBindAPI(EGL_OPENGL_ES_API);
EGLint ai32ContextAttribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };
// Create an OpenGL ES context
if ((m_eglContext = eglCreateContext(m_eglDisplay, eglConfig, EGL_NO_CONTEXT, ai32ContextAttribs)) == EGL_NO_CONTEXT)
return;
// Make the context and surface current
if (!eglMakeCurrent(m_eglDisplay, m_eglSurface, m_eglSurface, m_eglContext))
return;
///
glClearColor(0.5f, 0.5f, 0.5f, 0.0f);
}
void CXXXView::PostNcDestroy()
{
// TODO: Add your specialized code here and/or call the base class
eglMakeCurrent(EGL_NO_DISPLAY, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
eglDestroyContext(m_eglDisplay, m_eglContext);
eglDestroySurface(m_eglDisplay, m_eglSurface);
eglTerminate(m_eglDisplay);
CView::PostNcDestroy();
}
void CXXXView::onDraw(void)
{
glClear(GL_COLOR_BUFFER_BIT);
///
IGameImporter * gameImport = NULL;
auto pDoc = GetDocument();
if (pDoc && pDoc->IsKindOf(RUNTIME_CLASS(CXXXDoc)))
gameImport = dynamic_cast (pDoc)->getGameImport();
///
eglSwapBuffers(m_eglDisplay, m_eglSurface);
}
BOOL CXXXView::OnEraseBkgnd(CDC* pDC)
{
// TODO: Add your message handler code here and/or call default
/// return CView::OnEraseBkgnd(pDC);
return FALSE;
}
void CXXXView::OnSize(UINT nType, int cx, int cy)
{
CView::OnSize(nType, cx, cy);
// TODO: Add your message handler code here
glViewport(0, 0, cx, cy);
}
/// CXXXApp.cpp
BOOL CXXXApp::OnIdle(LONG lCount)
{
// TODO: Add your specialized code here and/or call the base class
// return CWinAppEx::OnIdle(lCount);
CMainFrame * pFrame = (CMainFrame *) AfxGetMainWnd();
CView * pView = pFrame->GetActiveView();
if (pView && pView->IsKindOf(RUNTIME_CLASS(CXXXView)))
dynamic_cast (pView)->onDraw();
return TRUE;
}
/// CViewTree.h
#define WM_TVN_SELCHANGED (WM_USER+3)
class CViewTree : public CTreeCtrl
{
public:
afx_msg void OnTvnSelchanged(NMHDR *pNMHDR, LRESULT *pResult);
};
/// CViewTree.cpp
BEGIN_MESSAGE_MAP(CViewTree, CTreeCtrl)
ON_NOTIFY_REFLECT(TVN_SELCHANGED, &CViewTree::OnTvnSelchanged)
END_MESSAGE_MAP()
void CViewTree::OnTvnSelchanged(NMHDR *pNMHDR, LRESULT *pResult)
{
LPNMTREEVIEW pNMTreeView = reinterpret_cast(pNMHDR);
// TODO: Add your control notification handler code here
GetParent()->SendNotifyMessage(WM_TVN_SELCHANGED, (WPARAM) pNMTreeView, (LPARAM) pResult);
*pResult = 0;
}
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Environment Variables: MAXSDKPATH=C:\Program Files (x86)\Autodesk\3ds Max 2010 SDK Sample source http://download.autodesk.com/media/...
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/// CXXXView.cpp void CXXXView::OnInitialUpdate() { CView::OnInitialUpdate(); // TODO: Add your specialized code here and/or call the ...