SWBF2-Classic-Msh-Viewer/MshViewer/Source/OpenGlController.cpp

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#include <gl\glew.h>
#include <gl\glfw3.h>
#include <Windows.h>
#include "OpenGLController.h"
#include "callback.h"
#include <glm\gtc\matrix_transform.hpp>
#include "shader.hpp"
#include "Texture.h"
#include <iostream>
#define VERTEX_SHADER "Shader/TextureShader.vert"
#define FRAGMENT_SHADER "Shader/TextureShader.frag"
#define MAX_MODEL_COUNT 1000
/////////////////////////////////////////////////////////////////////////
// public constructor/destructor
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OpenGLController* OpenGLController::getInstance(int oglMajor, int oglMinor)
{
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static OpenGLController *instace = new OpenGLController(oglMajor, oglMinor);
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return instace;
}
OpenGLController::~OpenGLController()
{
glDeleteBuffers(1, &gluiVertexBufferID);
glDeleteVertexArrays(1, &gluiVertexArrayID);
glDeleteProgram(gluiShaderPrgmID);
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glDeleteTextures(1, &gluiSamplerID);
glfwTerminate();
while (!vModels.empty())
{
Modl* cursor = vModels.back();
vModels.pop_back();
delete cursor->uv;
delete cursor->mesh;
delete cursor->vertex;
delete cursor;
}
}
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/////////////////////////////////////////////////////////////////////////
// private constructor
OpenGLController::OpenGLController(int oglMajor, int oglMinor)
{
// adjust ogl version optional
iOglMajorVersion = oglMajor;
iOglMinorVersion = oglMinor;
// run OGL
processInit();
}
/////////////////////////////////////////////////////////////////////////
// private functions
void OpenGLController::processInit()
{
startGLFW();
createWindow();
startGLEW();
setCallbackFunctions();
// set background color
glClearColor(0.5000f, 0.8000f, 1.0000f, 0.0000f);
// enable z-order
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
// draw vertics only from one side
glEnable(GL_CULL_FACE);
// generate stuff
glGenVertexArrays(1, &gluiVertexArrayID);
glBindVertexArray(gluiVertexArrayID);
glGenBuffers(1, &gluiVertexBufferID);
// open attribute position
glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
glVertexAttribPointer(VERTEX_INDEX_XYZ, VERTEX_COMPONENTS_XYZ, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)VERTEX_OFFSET_XYZ);
glVertexAttribPointer(VERTEX_INDEX_UV, VERTEX_COMPONENTS_UV, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)VERTEX_OFFSET_UV);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// enable position, UV and mvp
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
// get the painter ready
try
{
gluiShaderPrgmID = LoadShaders(VERTEX_SHADER, FRAGMENT_SHADER);
}
catch (std::invalid_argument e)
{
MessageBox(NULL, e.what(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
exit(1);
}
gluiMatrixID = glGetUniformLocation(gluiShaderPrgmID, "MVP");
gluiSamplerID = glGetUniformLocation(gluiShaderPrgmID, "textureSampler");
}
void OpenGLController::startGLFW()
{
if (!glfwInit())
{
MessageBox(NULL, "Failed to initialize GLFW", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
exit(0);
}
glfwWindowHint(GLFW_SAMPLES, iAntiAliasingLevel);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, iOglMajorVersion);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, iOglMinorVersion);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
}
void OpenGLController::createWindow()
{
pWindow = glfwCreateWindow(iWidth, iHeight, sWindowName.c_str(), NULL, NULL);
if (pWindow == NULL)
{
std::string message = "Your GPU does not support OpenGL ";
message += std::to_string(iOglMajorVersion);
message += ".";
message += std::to_string(iOglMinorVersion);
message += "\nTry to use an other version";
MessageBox(NULL, message.c_str(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
glfwTerminate();
exit(0);
}
glfwSetWindowUserPointer(pWindow, this);
glfwMakeContextCurrent(pWindow);
}
void OpenGLController::startGLEW()
{
glewExperimental = true;
if (glewInit() != GLEW_OK)
{
MessageBox(NULL, "Failed to initialize GLEW", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
glfwTerminate();
exit(0);
}
}
void OpenGLController::setCallbackFunctions()
{
glfwSetMouseButtonCallback(pWindow, mouseButton);
glfwSetCursorPosCallback(pWindow, mouseMove);
glfwSetWindowSizeCallback(pWindow, windowResize);
glfwSetScrollCallback(pWindow, mouseWheel);
glfwSetKeyCallback(pWindow, keyPress);
}
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glm::mat4 OpenGLController::getMVPMatrix(unsigned int index)
{
// Projection
glm::mat4 m4x4Projection = glm::perspective(fFOV, float(iWidth) / float(iHeight), fMinView, fMaxView);
// View
glm::mat4 m4x4View = glm::lookAt(
glm::vec3(dTranslationX, dTranslationY, dTranslationZ),
glm::vec3(dTranslationX, dTranslationY, dTranslationZ - 1),
glm::vec3(0, 1, 0)
);
// Model
//TODO for all
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glm::mat4 m4x4Model = vModels[index]->m4x4Translation;
// User controlled rotation
glm::mat4 m4x4ModelRot = glm::mat4(1.0f);
m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationX, glm::vec3(1, 0, 0));
m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationY, glm::vec3(0, 1, 0));
m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationZ, glm::vec3(0, 0, 1));
// Return MVP
return m4x4Projection * m4x4View * m4x4ModelRot * m4x4Model;
}
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/////////////////////////////////////////////////////////////////////////
// public getter
GLFWwindow * OpenGLController::getWindow() const
{
return pWindow;
}
/////////////////////////////////////////////////////////////////////////
// public functions
void OpenGLController::resize(int width, int height)
{
iWidth = width;
iHeight = height;
}
void OpenGLController::addRotX(float value)
{
fRotationX += value;
}
void OpenGLController::addRotY(float value)
{
fRotationY += value;
}
void OpenGLController::addTransX(double value)
{
dTranslationX += value;
}
void OpenGLController::addTransY(double value)
{
dTranslationY += value;
}
void OpenGLController::addTransZ(double value)
{
dTranslationZ += value;
}
void OpenGLController::updateScene()
{
// get new matrices
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// use shader prgm
glUseProgram(gluiShaderPrgmID);
// bind texture in texture unit 0
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gluiTextureID);
// tell sampler to use texture unit 0
glUniform1i(gluiSamplerID, 0);
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int instanceOffset(0);
for (int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
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{
glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]);
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glDrawArrays(GL_TRIANGLES, instanceOffset, vModels[modelIndex]->meshSize);
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instanceOffset += vModels[modelIndex]->meshSize;
}
glfwSwapBuffers(pWindow);
glfwPollEvents();
}
void OpenGLController::loadMsh(const char * path)
{
// get data
try
{
Object obj(path);
vModels = obj.getModels();
}
catch (std::invalid_argument e)
{
MessageBox(NULL, e.what(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
exit(1);
}
glGenTextures(1, &gluiTextureID);
glBindTexture(GL_TEXTURE_2D, gluiTextureID);
try
{
////TODO: for all
if (vModels.front()->texture == "")
throw std::invalid_argument("no texture name");
std::string tempPath = path;
while (tempPath.back() != '/' && tempPath.back() != '\\')
tempPath.pop_back();
TextureTGA tempTex(std::string(tempPath + vModels.front()->texture).c_str());
glTexImage2D(GL_TEXTURE_2D,
0,
tempTex.hasAlpha() ? GL_RGBA : GL_RGB,
tempTex.getWidth(),
tempTex.getHeight(),
0, tempTex.hasAlpha() ? GL_BGRA : GL_BGR,
GL_UNSIGNED_BYTE,
tempTex.getData().data()
);
}
catch (std::invalid_argument e)
{
GLubyte solidColor[4] = { 255, 0, 0, 255};
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA,
1,
1,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
(const GLvoid*)solidColor
);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glGenerateMipmap(GL_TEXTURE_2D);
////TODO: for all
std::vector<Vertex> tempBufferData;
for (auto& it : vModels)
{
for (unsigned int i = 0; i < it->meshSize; i++)
{
Vertex tempVertex;
tempVertex.position[0] = (GLfloat)it->vertex[it->mesh[i] * 3];
tempVertex.position[1] = (GLfloat)it->vertex[it->mesh[i] * 3 + 1];
tempVertex.position[2] = (GLfloat)it->vertex[it->mesh[i] * 3 + 2];
if (it->uv == NULL)
{
tempVertex.uv[0] = 1.0;
tempVertex.uv[1] = 1.0;
}
else
{
tempVertex.uv[0] = (GLfloat)it->uv[it->mesh[i] * 2];
tempVertex.uv[1] = (GLfloat)it->uv[it->mesh[i] * 2 + 1];
}
tempBufferData.push_back(tempVertex);
}
}
glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
glBufferData(
GL_ARRAY_BUFFER,
sizeof(Vertex) * tempBufferData.size(),
tempBufferData.data(),
GL_STATIC_DRAW
);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}