163 lines
4.8 KiB
C
163 lines
4.8 KiB
C
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#pragma once
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#include <gl/glew.h>
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#include <gl/glfw3.h>
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#include <glm\glm.hpp>
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#include <glm\gtc\matrix_transform.hpp>
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#include <Windows.h>
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#include <vector>
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#include "shader.h"
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#include "import.h"
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#include "texture.h"
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#define OGL_MAJOR_VERSION 4
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#define OGL_MINOR_VERSION 5
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#define AA_VALUE 4
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#define MAINWINDOW_NAME "MeshViewer 2.0 pre-alpha"
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#define VERTEX_SHADER "Shader/VertexTextureShader.mv2shdr"
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#define FRAGMENT_SHADER "Shader/FragmentTextureShader.mv2shdr"
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#define TEXTURE_NAME "Textures/dice.tga"
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struct oglVariables {
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GLFWwindow* window; // window
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GLuint vertexArrayID; // vertex array
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GLuint vertexBufferID; // vertex buffer
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GLuint colorBufferID; // color buffer
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GLuint samplerID; // sampler handler
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GLuint uvBufferID; // uv buffer
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GLuint shaderPrgmID; // shader
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struct {
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GLuint id; // matrix ID
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glm::mat4 projection; // projection
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glm::mat4 view; // view
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glm::mat4 model; // model
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glm::mat4 mvp; // mvp
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} matrix;
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struct {
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std::vector<GLfloat> data; // obj data
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std::vector<GLfloat> color; // obj color
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std::vector<GLfloat> uv; // obj uv
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GLuint textureID; // texture data
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} object;
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};
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struct {
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float fov = 45.f;
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float minView = 0.1f;
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float maxView = 100.0f;
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int witdh = 640;
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int heigh = 480;
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float rotX = 0;
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float rotY = 0;
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float rotZ = 0;
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double transX = 0.0;
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double transY = 0.0;
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double transZ = 5.0;
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} monitor;
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void setupGLFW()
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{
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if (!glfwInit())
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{
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MessageBox(NULL, "Failed to initialize GLFW", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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exit(0);
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}
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glfwWindowHint(GLFW_SAMPLES, AA_VALUE); // antialiasing level
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, OGL_MAJOR_VERSION); // OpenGL major version number
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, OGL_MINOR_VERSION); // OpenGL minor verison number
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // something we need for new OGL
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}
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GLFWwindow* createWindow()
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{
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GLFWwindow* window = glfwCreateWindow(monitor.witdh, monitor.heigh, MAINWINDOW_NAME, NULL, NULL);
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if (window == NULL)
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{
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char tempMajor[10], tempMinor[10];
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_itoa_s(OGL_MAJOR_VERSION, tempMajor, 10, 10);
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_itoa_s(OGL_MINOR_VERSION, tempMinor, 10, 10);
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MessageBox(NULL,
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(std::string("Your GPU does not support OpenGL ") += std::string(tempMajor) += std::string(".") += std::string(tempMinor)).c_str(),
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"MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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glfwTerminate();
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exit(0);
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}
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glfwMakeContextCurrent(window);
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return window;
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}
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void setupGLEW()
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{
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glewExperimental = true;
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if (glewInit() != GLEW_OK)
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{
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MessageBox(NULL, "Failed to initialize GLEW!", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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glfwTerminate();
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exit(0);
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}
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}
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void calcMatrices(oglVariables &scene)
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{
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scene.matrix.projection = glm::perspective(monitor.fov, float(monitor.witdh) / float(monitor.heigh), monitor.minView, monitor.maxView);
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scene.matrix.view = glm::lookAt(
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glm::vec3(monitor.transX, monitor.transY, monitor.transZ),
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glm::vec3(monitor.transX, monitor.transY, monitor.transZ - 1),
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glm::vec3(0, 1, 0)
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);
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scene.matrix.model = glm::mat4(1.0f);
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scene.matrix.model = glm::rotate(scene.matrix.model, monitor.rotX, glm::vec3(1, 0, 0));
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scene.matrix.model = glm::rotate(scene.matrix.model, monitor.rotY, glm::vec3(0, 1, 0));
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scene.matrix.model = glm::rotate(scene.matrix.model, monitor.rotZ, glm::vec3(0, 0, 1));
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scene.matrix.mvp = scene.matrix.projection * scene.matrix.view * scene.matrix.model;
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}
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void initVariables(oglVariables &temp)
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{
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glGenVertexArrays(1, &(temp.vertexArrayID));
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glGenBuffers(1, &temp.vertexBufferID);
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glGenBuffers(1, &temp.colorBufferID);
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glGenBuffers(1, &temp.uvBufferID);
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temp.shaderPrgmID = LoadShaders(VERTEX_SHADER, FRAGMENT_SHADER);
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temp.matrix.id = glGetUniformLocation(temp.shaderPrgmID, "MVP");
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calcMatrices(temp);
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temp.samplerID = glGetUniformLocation(temp.shaderPrgmID, "textureSampler");
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temp.object.data = loadData();
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temp.object.color = loadColor();
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temp.object.uv = loadUV();
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glGenTextures(1, &temp.object.textureID);
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glBindTexture(GL_TEXTURE_2D, temp.object.textureID);
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TextureTGA tempTex(TEXTURE_NAME);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tempTex.getWidth(), tempTex.getHeight(), 0, GL_BGR, GL_UNSIGNED_BYTE, tempTex.getData().data());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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}
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void cleanUp(oglVariables &scene)
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{
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glDeleteBuffers(1, &scene.uvBufferID);
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glDeleteBuffers(1, &scene.colorBufferID);
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glDeleteBuffers(1, &scene.vertexBufferID);
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glDeleteVertexArrays(1, &scene.vertexArrayID);
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glDeleteProgram(scene.shaderPrgmID);
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glDeleteTextures(1, &scene.samplerID);
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glfwTerminate();
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}
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