Thursday, 5 September 2013

Wpf texture matrix like OpenGL

Wpf texture matrix like OpenGL

I am trying to have a matrix(4x4) that effects a texture in WPF when
drawing an object with a texture.
I need to do the same thing that OpenGL does :
glMatrixMode (GL_TEXTURE);
... set up the matrix to Equal M ...
glMatrixMode (GL_MODELVIEW);
Here OpenGL draws:
glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_GEN_S);
glEnable(GL_TEXTURE_GEN_T);
glEnable(GL_TEXTURE_GEN_R);
glEnable(GL_TEXTURE_GEN_Q);
glBindTexture(GL_TEXTURE_2D, m_textureID);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE,GL_DECAL );
glBegin(GL_QUADS);
glVertex3dv(pnt[0]); // like bottomleft, etc. in wpf code below
glVertex3dv(pnt[1]);
glVertex3dv(pnt[3]);
glVertex3dv(pnt[2]);
glEnd();
I have calculated M in my WPF program, how can I use it on the texture as
I am applying it, or do I need to revert to OpenGL (will Direct3D handle
this as well?) Here is how I would like to use the texture in wpf. How can
I apply M? putting the 4 texture coordinates through M doesn't seem to
work, should it? (I tried but it's not here:)
// Define the MeshGeometry3D.
MeshGeometry3D mesh = new MeshGeometry3D();
mesh.Positions.Add(bottomLeft);
mesh.Positions.Add(rightBottom);
mesh.Positions.Add(leftTop); mesh.Positions.Add(rightTop);
mesh.TriangleIndices = new Int32Collection(new int[] { 0,1,2,
1,3,2 });
mesh.TextureCoordinates = new PointCollection(new[]
{
new Point(0, 0), new Point(0, 1), new Point(1, 0), new
Point(1, 1)
});
// Define the GeometryModel3D that will draw our image texture
// onto the generated MeshGeometry3D
geomod.Geometry = mesh;
BitmapSource bmpSource = LoadSampleGreyImage("filename");
ImageBrush brush = new ImageBrush(bmpSource);
DiffuseMaterial diffuseMaterial = new DiffuseMaterial(brush);
geomod.Material = diffuseMaterial;
geomod.BackMaterial = diffuseMaterial;
if (!model3DGroup.Children.Contains(geomod))
model3DGroup.Children.Add(geomod);
It's weird because this is a 4x4 matrix and my texture coordinates are 2x1.
Thanks.

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