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@ -1,44 +0,0 @@
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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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class Camera
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{
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public:
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Camera(int width, int height);
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~Camera();
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private:
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float fFOV;
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float fMinView;
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float fMaxView;
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int iWidth;
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int iHeight;
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double dTranslationX;
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double dTranslationY;
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double dTranslationZ;
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glm::mat4 m4x4Projection;
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glm::mat4 m4x4View;
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private:
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void updateMatrices();
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public:
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glm::mat4 getMatrix();
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void setFOV(float fov);
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void setMinView(float distance);
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void setMaxView(float distance);
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void setSize(int width, int height);
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void add2x(double value);
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void add2y(double value);
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void add2z(double value);
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};
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@ -1,9 +1,7 @@
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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 <vector>
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class Object
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{
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public:
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@ -11,37 +9,8 @@ public:
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~Object();
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private:
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GLuint gluiVertexArrayID;
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GLuint gluiVertexBufferID;
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GLuint gluiUVBufferID;
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GLuint gluiShaderPrgmID;
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GLuint gluiTextureID;
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std::vector<GLfloat> vfVertices;
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std::vector<GLfloat> vfUV;
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float fRotationX;
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float fRotationY;
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float fRotationZ;
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glm::mat4 m4x4Model;
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private:
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void processTexture();
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void calcMatrix();
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void loadMesh2OGL();
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public:
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glm::mat4 getMatrix();
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GLuint getShader() const;
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GLuint getTextureID() const;
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GLuint getVertexBufferID() const;
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GLuint getUVBufferID() const;
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int getVertexNumber() const;
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void add2x(float value);
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void add2y(float value);
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void add2z(float value);
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};
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@ -1,87 +0,0 @@
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#include "..\header\Camera.h"
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#include <glm\gtc\matrix_transform.hpp>
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/////////////////////////////////////////////////////////////////////////
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// constructor/destructor
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Camera::Camera(int width, int height):
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fFOV(45),
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fMinView(0.1f),
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fMaxView(100.0f),
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iWidth(width),
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iHeight(height),
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dTranslationX(0),
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dTranslationY(0),
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dTranslationZ(5)
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{
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}
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Camera::~Camera()
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{
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}
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/////////////////////////////////////////////////////////////////////////
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// private functions
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void Camera::updateMatrices()
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{
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m4x4Projection = glm::perspective(fFOV, float(iWidth) / float(iHeight), fMinView, fMaxView);
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m4x4View = glm::lookAt(
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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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}
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/////////////////////////////////////////////////////////////////////////
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// public getter
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glm::mat4 Camera::getMatrix()
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{
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updateMatrices();
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return m4x4Projection * m4x4View;
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}
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/////////////////////////////////////////////////////////////////////////
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// public setter
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void Camera::setFOV(float fov)
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{
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fFOV = fov;
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}
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void Camera::setMinView(float distance)
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{
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fMinView = distance;
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}
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void Camera::setMaxView(float distance)
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{
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fMaxView = distance;
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}
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void Camera::setSize(int width, int height)
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{
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iWidth = width;
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iHeight = height;
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}
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void Camera::add2x(double value)
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{
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dTranslationX += value;
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}
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void Camera::add2y(double value)
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{
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dTranslationY += value;
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}
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void Camera::add2z(double value)
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{
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dTranslationZ += value;
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}
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@ -1,145 +1,70 @@
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#include <gl\glew.h>
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#include <gl\glfw3.h>
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#include <glm\gtc\matrix_transform.hpp>
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#include "Object.h"
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#include "shader.hpp"
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#include "import.h"
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#include "Texture.h"
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#include <fstream>
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#include <iostream>
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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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/////////////////////////////////////////////////////////////////////////
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// public constructor/destructor
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Object::Object(const char* path) :
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fRotationX(0),
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fRotationY(0),
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fRotationZ(0)
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Object::Object(const char* path)
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{
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m4x4Model = glm::mat4(1.0f);
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// open file
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std::fstream fsMesh(path, std::ios::in | std::ios::binary);
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glGenVertexArrays(1, &gluiVertexArrayID);
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if (!fsMesh.is_open())
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throw std::invalid_argument(std::string("file not found: ") += path);
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glGenBuffers(1, &gluiVertexBufferID);
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glGenBuffers(1, &gluiUVBufferID);
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std::uint8_t ui8x4Header[5] = { 0 };
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gluiShaderPrgmID = LoadShaders(VERTEX_SHADER, FRAGMENT_SHADER);
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fsMesh.seekg(4, std::ios_base::cur);
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std::uint32_t ui32FileSize;
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fsMesh.read(reinterpret_cast<char*>(&ui32FileSize), sizeof(ui32FileSize));
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vfVertices = loadData();
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vfUV = loadUV();
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processTexture();
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loadMesh2OGL();
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fsMesh.seekg(4, std::ios_base::cur);
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std::uint32_t ui32MshSize;
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fsMesh.read(reinterpret_cast<char*>(&ui32MshSize), sizeof(ui32MshSize));
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std::cout << "Hedr " << ui32FileSize << std::endl;
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std::cout << "Msh " << ui32MshSize << std::endl;
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do
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{
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char tempChunkName[5] = { 0 };
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std::uint32_t tempChunkSize = 0;
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fsMesh.read(reinterpret_cast<char*>(&tempChunkName[0]), sizeof(tempChunkName) - 1);
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fsMesh.read(reinterpret_cast<char*>(&tempChunkSize), sizeof(tempChunkSize));
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std::cout << tempChunkName << " " << tempChunkSize << std::endl;
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fsMesh.seekg(tempChunkSize, std::ios_base::cur);
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if (!std::strcmp(tempChunkName, "CL1L"))
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break;
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} while (!fsMesh.eof());
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fsMesh.close();
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}
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Object::~Object()
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{
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glDeleteBuffers(1, &gluiUVBufferID);
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glDeleteBuffers(1, &gluiVertexBufferID);
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glDeleteVertexArrays(1, &gluiVertexArrayID);
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glDeleteProgram(gluiShaderPrgmID);
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}
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/////////////////////////////////////////////////////////////////////////
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// private functions
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void Object::processTexture()
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{
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glGenTextures(1, &gluiTextureID);
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glBindTexture(GL_TEXTURE_2D, gluiTextureID);
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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 Object::calcMatrix()
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{
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m4x4Model = glm::rotate(m4x4Model, fRotationX, glm::vec3(1, 0, 0));
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m4x4Model = glm::rotate(m4x4Model, fRotationY, glm::vec3(0, 1, 0));
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m4x4Model = glm::rotate(m4x4Model, fRotationZ, glm::vec3(0, 0, 1));
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}
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void Object::loadMesh2OGL()
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{
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// load object to OGL
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glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
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glBufferData(
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GL_ARRAY_BUFFER,
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sizeof(vfVertices) * vfVertices.size(),
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vfVertices.data(),
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GL_STATIC_DRAW
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);
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// load UV to OGL
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glBindBuffer(GL_ARRAY_BUFFER, gluiUVBufferID);
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glBufferData(
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GL_ARRAY_BUFFER,
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sizeof(vfUV) * vfUV.size(),
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vfUV.data(),
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GL_STATIC_DRAW
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);
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}
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/////////////////////////////////////////////////////////////////////////
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// public getter
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glm::mat4 Object::getMatrix()
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{
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calcMatrix();
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return m4x4Model;
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}
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GLuint Object::getShader() const
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{
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return gluiShaderPrgmID;
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}
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GLuint Object::getTextureID() const
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{
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return gluiTextureID;
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}
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GLuint Object::getVertexBufferID() const
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{
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return gluiVertexBufferID;
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}
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GLuint Object::getUVBufferID() const
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{
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return gluiUVBufferID;
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}
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int Object::getVertexNumber() const
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{
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return 12*3;
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}
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/////////////////////////////////////////////////////////////////////////
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// public functions
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void Object::add2x(float value)
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{
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fRotationX += value;
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}
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void Object::add2y(float value)
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{
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fRotationY += value;
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}
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void Object::add2z(float value)
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{
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fRotationZ += value;
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}
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#endif // DEBUG
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#include "OpenGLController.h"
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#include "Object.h"
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#include <iostream>
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#include <Windows.h>
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int main(int argc, char** argv)
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{
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try {
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Object obj("..\\Release\\Msh\\cube.msh");
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}
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catch (std::invalid_argument e)
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{
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std::cout << e.what() << std::endl;
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}
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system("pause");
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return 0;
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OpenGLController *scene = OpenGLController::getInstance();
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scene->loadMsh("test.msh");
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BIN
Release/Msh/cube.msh
Normal file
BIN
Release/Msh/cube.msh
Normal file
Binary file not shown.
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