2016-09-06 13:15:29 +00:00
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#include <gl\glew.h>
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#include <gl\glfw3.h>
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#include <Windows.h>
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#include "OpenGLController.h"
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#include "callback.h"
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2016-09-07 14:07:56 +00:00
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#include <glm\gtc\matrix_transform.hpp>
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#include "shader.hpp"
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#include "Texture.h"
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2016-10-31 15:19:12 +00:00
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#include <iostream>
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2016-11-03 18:46:36 +00:00
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#define VERTEX_SHADER "Shader/TextureShader.vert"
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#define FRAGMENT_SHADER "Shader/TextureShader.frag"
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2016-11-01 10:51:04 +00:00
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2016-09-06 13:15:29 +00:00
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/////////////////////////////////////////////////////////////////////////
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// public constructor/destructor
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2016-09-08 09:36:57 +00:00
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OpenGLController* OpenGLController::getInstance(int oglMajor, int oglMinor)
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2016-09-06 13:15:29 +00:00
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{
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2016-09-08 09:36:57 +00:00
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static OpenGLController *instace = new OpenGLController(oglMajor, oglMinor);
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2016-09-07 10:46:34 +00:00
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return instace;
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}
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OpenGLController::~OpenGLController()
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{
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2016-11-01 10:51:04 +00:00
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glDeleteBuffers(1, &gluiInstanceBufferID);
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2016-09-08 09:30:00 +00:00
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glDeleteBuffers(1, &gluiVertexBufferID);
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glDeleteVertexArrays(1, &gluiVertexArrayID);
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glDeleteProgram(gluiShaderPrgmID);
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2016-09-07 10:46:34 +00:00
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glDeleteTextures(1, &gluiSamplerID);
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glfwTerminate();
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2016-10-31 15:19:12 +00:00
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while (!vModels.empty())
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{
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Modl* cursor = vModels.back();
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vModels.pop_back();
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delete cursor->uv;
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delete cursor->mesh;
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delete cursor->vertex;
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delete cursor;
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}
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2016-09-06 13:15:29 +00:00
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}
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2016-09-07 10:46:34 +00:00
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/////////////////////////////////////////////////////////////////////////
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// private constructor
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2016-09-07 14:07:56 +00:00
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OpenGLController::OpenGLController(int oglMajor, int oglMinor)
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2016-09-06 13:15:29 +00:00
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{
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2016-11-01 13:16:18 +00:00
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// adjust ogl version optional
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2016-09-06 13:15:29 +00:00
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iOglMajorVersion = oglMajor;
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iOglMinorVersion = oglMinor;
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2016-09-07 14:07:56 +00:00
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// run OGL
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2016-09-06 13:15:29 +00:00
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processInit();
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}
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/////////////////////////////////////////////////////////////////////////
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// private functions
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void OpenGLController::processInit()
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{
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startGLFW();
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createWindow();
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startGLEW();
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setCallbackFunctions();
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// set background color
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glClearColor(0.5000f, 0.8000f, 1.0000f, 0.0000f);
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// enable z-order
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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// draw vertics only from one side
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glEnable(GL_CULL_FACE);
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2016-10-31 15:19:12 +00:00
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// generate stuff
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glGenVertexArrays(1, &gluiVertexArrayID);
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glBindVertexArray(gluiVertexArrayID);
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glGenBuffers(1, &gluiVertexBufferID);
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2016-11-01 10:51:04 +00:00
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glGenBuffers(1, &gluiInstanceBufferID);
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// open attribute position
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glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
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glVertexAttribPointer(VERTEX_INDEX_XYZ, VERTEX_COMPONENTS_XYZ, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)VERTEX_OFFSET_XYZ);
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glVertexAttribPointer(VERTEX_INDEX_UV, VERTEX_COMPONENTS_UV, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)VERTEX_OFFSET_UV);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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2016-11-03 18:46:36 +00:00
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glBindBuffer(GL_ARRAY_BUFFER, gluiInstanceBufferID);
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glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(GL_FLOAT) * 0));
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glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(GL_FLOAT) * 4));
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glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(GL_FLOAT) * 8));
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glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(glm::mat4), (void*)(sizeof(GL_FLOAT) * 12));
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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2016-11-01 10:51:04 +00:00
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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2016-10-31 15:19:12 +00:00
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// get the painter ready
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try
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{
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gluiShaderPrgmID = LoadShaders(VERTEX_SHADER, FRAGMENT_SHADER);
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}
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catch (std::invalid_argument e)
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{
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MessageBox(NULL, e.what(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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exit(1);
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}
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gluiMatrixID = glGetUniformLocation(gluiShaderPrgmID, "MVP");
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gluiSamplerID = glGetUniformLocation(gluiShaderPrgmID, "textureSampler");
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2016-09-06 13:15:29 +00:00
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}
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void OpenGLController::startGLFW()
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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, iAntiAliasingLevel);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, iOglMajorVersion);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, iOglMinorVersion);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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}
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void OpenGLController::createWindow()
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{
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pWindow = glfwCreateWindow(iWidth, iHeight, sWindowName.c_str(), NULL, NULL);
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if (pWindow == NULL)
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{
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std::string message = "Your GPU does not support OpenGL ";
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2016-11-01 13:16:18 +00:00
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message += std::to_string(iOglMajorVersion);
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2016-09-06 13:15:29 +00:00
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message += ".";
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2016-11-01 13:16:18 +00:00
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message += std::to_string(iOglMinorVersion);
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message += "\nTry to use an other version";
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2016-09-06 13:15:29 +00:00
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MessageBox(NULL, message.c_str(), "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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glfwSetWindowUserPointer(pWindow, this);
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glfwMakeContextCurrent(pWindow);
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}
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2016-09-07 14:07:56 +00:00
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void OpenGLController::startGLEW()
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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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2016-09-06 13:15:29 +00:00
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void OpenGLController::setCallbackFunctions()
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{
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glfwSetMouseButtonCallback(pWindow, mouseButton);
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glfwSetCursorPosCallback(pWindow, mouseMove);
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glfwSetWindowSizeCallback(pWindow, windowResize);
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glfwSetScrollCallback(pWindow, mouseWheel);
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glfwSetKeyCallback(pWindow, keyPress);
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}
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glm::mat4 OpenGLController::getMVPMatrix()
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{
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2016-10-31 09:46:41 +00:00
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// Projection
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glm::mat4 m4x4Projection = glm::perspective(fFOV, float(iWidth) / float(iHeight), fMinView, fMaxView);
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// View
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glm::mat4 m4x4View = glm::lookAt(
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2016-09-07 14:07:56 +00:00
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glm::vec3(dTranslationX, dTranslationY, dTranslationZ),
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glm::vec3(dTranslationX, dTranslationY, dTranslationZ - 1),
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glm::vec3(0, 1, 0)
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);
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2016-10-30 13:22:08 +00:00
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2016-10-31 09:46:41 +00:00
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// Model
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2016-10-30 13:22:08 +00:00
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//TODO for all
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2016-10-31 09:46:41 +00:00
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glm::mat4 m4x4Model = vModels.front()->m4x4Translation;
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// User controlled rotation
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glm::mat4 m4x4ModelRot = glm::mat4(1.0f);
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m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationX, glm::vec3(1, 0, 0));
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m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationY, glm::vec3(0, 1, 0));
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m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationZ, glm::vec3(0, 0, 1));
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// Return MVP
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return m4x4Projection * m4x4View * m4x4ModelRot * m4x4Model;
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2016-09-06 13:15:29 +00:00
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}
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2016-09-07 15:17:17 +00:00
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/////////////////////////////////////////////////////////////////////////
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// public getter
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2016-09-06 13:15:29 +00:00
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GLFWwindow * OpenGLController::getWindow() const
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{
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return pWindow;
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}
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/////////////////////////////////////////////////////////////////////////
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// public functions
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void OpenGLController::resize(int width, int height)
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{
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2016-09-07 14:07:56 +00:00
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iWidth = width;
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iHeight = height;
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2016-09-06 13:15:29 +00:00
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}
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void OpenGLController::addRotX(float value)
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{
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2016-09-07 14:07:56 +00:00
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fRotationX += value;
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2016-09-06 13:15:29 +00:00
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}
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void OpenGLController::addRotY(float value)
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{
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2016-09-07 14:07:56 +00:00
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fRotationY += value;
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2016-09-06 13:15:29 +00:00
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}
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void OpenGLController::addTransX(double value)
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{
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2016-09-07 14:07:56 +00:00
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dTranslationX += value;
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2016-09-06 13:15:29 +00:00
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}
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void OpenGLController::addTransY(double value)
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{
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2016-09-07 14:07:56 +00:00
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dTranslationY += value;
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2016-09-06 13:15:29 +00:00
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}
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void OpenGLController::addTransZ(double value)
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{
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2016-09-07 14:07:56 +00:00
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dTranslationZ += value;
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2016-09-06 13:15:29 +00:00
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}
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void OpenGLController::updateScene()
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{
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// get new matrices
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// use shader prgm
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2016-09-07 14:07:56 +00:00
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glUseProgram(gluiShaderPrgmID);
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2016-09-06 13:15:29 +00:00
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// tell shader transformation
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2016-11-03 18:46:36 +00:00
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//glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix()[0][0]);
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glBindBuffer(GL_UNIFORM_BUFFER, gluiInstanceBufferID);
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glBufferData(GL_UNIFORM_BUFFER, sizeof(glm::mat4) * 1, NULL, GL_STREAM_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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2016-09-06 13:15:29 +00:00
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// bind texture in texture unit 0
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glActiveTexture(GL_TEXTURE0);
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2016-09-07 14:07:56 +00:00
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glBindTexture(GL_TEXTURE_2D, gluiTextureID);
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2016-09-06 13:15:29 +00:00
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// tell sampler to use texture unit 0
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glUniform1i(gluiSamplerID, 0);
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//draw objects
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2016-10-30 13:22:08 +00:00
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glDrawArrays(GL_TRIANGLES, 0, vModels.front()->meshSize);
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2016-09-06 13:15:29 +00:00
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2016-09-07 14:07:56 +00:00
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glfwSwapBuffers(pWindow);
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glfwPollEvents();
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}
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void OpenGLController::loadMsh(const char * path)
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{
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2016-09-08 15:41:26 +00:00
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// get data
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2016-10-16 10:33:25 +00:00
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try
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{
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Object obj(path);
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2016-10-30 13:22:08 +00:00
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vModels = obj.getModels();
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2016-10-16 10:33:25 +00:00
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}
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catch (std::invalid_argument e)
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{
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MessageBox(NULL, e.what(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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exit(1);
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}
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2016-09-08 15:41:26 +00:00
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glGenTextures(1, &gluiTextureID);
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glBindTexture(GL_TEXTURE_2D, gluiTextureID);
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2016-10-17 15:49:44 +00:00
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2016-10-21 16:56:34 +00:00
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try
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{
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2016-10-30 13:22:08 +00:00
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////TODO: for all
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if (vModels.front()->texture == "")
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throw std::invalid_argument("no texture name");
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2016-10-21 16:56:34 +00:00
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2016-10-22 13:35:06 +00:00
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std::string tempPath = path;
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while (tempPath.back() != '/' && tempPath.back() != '\\')
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tempPath.pop_back();
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2016-10-30 13:22:08 +00:00
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TextureTGA tempTex(std::string(tempPath + vModels.front()->texture).c_str());
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glTexImage2D(GL_TEXTURE_2D,
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0,
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tempTex.hasAlpha() ? GL_RGBA : GL_RGB,
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tempTex.getWidth(),
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tempTex.getHeight(),
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0, tempTex.hasAlpha() ? GL_BGRA : GL_BGR,
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GL_UNSIGNED_BYTE,
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tempTex.getData().data()
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);
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2016-10-21 16:56:34 +00:00
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}
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catch (std::invalid_argument e)
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{
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2016-10-22 11:49:45 +00:00
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GLubyte solidColor[4] = { 255, 0, 0, 255};
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2016-10-30 13:22:08 +00:00
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA,
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1,
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1,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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(const GLvoid*)solidColor
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);
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2016-10-21 16:56:34 +00:00
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}
|
2016-10-17 15:49:44 +00:00
|
|
|
|
2016-09-08 15:41:26 +00:00
|
|
|
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);
|
2016-09-07 14:07:56 +00:00
|
|
|
|
2016-10-30 13:22:08 +00:00
|
|
|
////TODO: for all
|
2016-11-01 10:51:04 +00:00
|
|
|
std::vector<Vertex> tempBufferData;
|
2016-10-30 13:22:08 +00:00
|
|
|
|
|
|
|
for (unsigned int i = 0; i < vModels.front()->meshSize; i++)
|
|
|
|
{
|
2016-11-01 10:51:04 +00:00
|
|
|
Vertex tempVertex;
|
|
|
|
tempVertex.position[0] = (GLfloat)vModels.front()->vertex[vModels.front()->mesh[i] * 3];
|
|
|
|
tempVertex.position[1] = (GLfloat)vModels.front()->vertex[vModels.front()->mesh[i] * 3 + 1];
|
|
|
|
tempVertex.position[2] = (GLfloat)vModels.front()->vertex[vModels.front()->mesh[i] * 3 + 2];
|
2016-10-30 13:22:08 +00:00
|
|
|
|
2016-11-01 10:51:04 +00:00
|
|
|
if (vModels.front()->uv == NULL)
|
|
|
|
{
|
|
|
|
tempVertex.uv[0] = 1.0;
|
|
|
|
tempVertex.uv[1] = 1.0;
|
|
|
|
}
|
|
|
|
else
|
2016-10-30 13:22:08 +00:00
|
|
|
{
|
2016-11-01 10:51:04 +00:00
|
|
|
tempVertex.uv[0] = (GLfloat)vModels.front()->uv[vModels.front()->mesh[i] * 2];
|
|
|
|
tempVertex.uv[1] = (GLfloat)vModels.front()->uv[vModels.front()->mesh[i] * 2 + 1];
|
2016-10-30 13:22:08 +00:00
|
|
|
}
|
2016-11-01 10:51:04 +00:00
|
|
|
|
|
|
|
tempBufferData.push_back(tempVertex);
|
2016-10-30 13:22:08 +00:00
|
|
|
}
|
|
|
|
|
2016-11-01 10:51:04 +00:00
|
|
|
glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
|
2016-09-07 14:07:56 +00:00
|
|
|
glBufferData(
|
|
|
|
GL_ARRAY_BUFFER,
|
2016-11-01 16:07:07 +00:00
|
|
|
sizeof(Vertex) * tempBufferData.size(),
|
2016-11-01 10:51:04 +00:00
|
|
|
tempBufferData.data(),
|
2016-09-07 14:07:56 +00:00
|
|
|
GL_STATIC_DRAW
|
|
|
|
);
|
2016-09-06 13:15:29 +00:00
|
|
|
}
|