managed old tutorial implementation with classes.
Bugs: nothing is displayed
44
MshViewer/Header/Camera.h
Normal file
@ -0,0 +1,44 @@
|
||||
#pragma once
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||||
#include <gl\glew.h>
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||||
#include <gl\glfw3.h>
|
||||
#include <glm\glm.hpp>
|
||||
|
||||
class Camera
|
||||
{
|
||||
public:
|
||||
Camera(int width, int height);
|
||||
~Camera();
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||||
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||||
private:
|
||||
float fFOV;
|
||||
float fMinView;
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||||
float fMaxView;
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||||
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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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||||
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||||
|
||||
glm::mat4 m4x4Projection;
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glm::mat4 m4x4View;
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||||
|
||||
private:
|
||||
void updateMatrices();
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||||
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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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};
|
47
MshViewer/Header/Object.h
Normal file
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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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Object(const char* path);
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~Object();
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||||
private:
|
||||
GLuint gluiVertexArrayID;
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||||
GLuint gluiVertexBufferID;
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GLuint gluiUVBufferID;
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||||
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||||
GLuint gluiShaderPrgmID;
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||||
GLuint gluiTextureID;
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||||
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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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};
|
70
MshViewer/Header/OpenGLController.h
Normal file
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#pragma once
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#include <string>
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#include <glm\glm.hpp>
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#include <vector>
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#include "Camera.h"
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#include "Object.h"
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|
||||
class OpenGLController
|
||||
{
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public:
|
||||
OpenGLController();
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||||
OpenGLController(int oglMajor, int oglMinor);
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||||
~OpenGLController();
|
||||
|
||||
private:
|
||||
int iOglMajorVersion;
|
||||
int iOglMinorVersion;
|
||||
int iAntiAliasingLevel;
|
||||
std::string sWindowName;
|
||||
|
||||
GLFWwindow* pWindow;
|
||||
|
||||
int iWidth;
|
||||
int iHeight;
|
||||
|
||||
|
||||
GLuint gluiMatrixID;
|
||||
GLuint gluiSamplerID;
|
||||
|
||||
glm::mat4 m4x4Model;
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||||
glm::mat4 m4x4MVP;
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||||
|
||||
Camera camera;
|
||||
Object* object;
|
||||
|
||||
struct {
|
||||
double posX;
|
||||
double posY;
|
||||
bool leftHold;
|
||||
bool middleHold;
|
||||
bool rightHold;
|
||||
double speed;
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||||
} stcMouse;
|
||||
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||||
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||||
private:
|
||||
void initDefault();
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||||
void processInit();
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||||
void startGLFW();
|
||||
void startGLEW();
|
||||
void createWindow();
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||||
void setCallbackFunctions();
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||||
|
||||
public:
|
||||
glm::mat4 getMVPMatrix();
|
||||
GLFWwindow* getWindow() const;
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||||
|
||||
void resize(int width, int height);
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|
||||
void addRotX(float value);
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||||
void addRotY(float value);
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||||
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||||
void addTransX(double value);
|
||||
void addTransY(double value);
|
||||
void addTransZ(double value);
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||||
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||||
void updateScene();
|
||||
|
||||
};
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|
31
MshViewer/Header/Texture.h
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#pragma once
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||||
#include <vector>
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||||
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||||
|
||||
class TextureTGA
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||||
{
|
||||
public:
|
||||
TextureTGA(const char* filePath);
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||||
~TextureTGA();
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||||
|
||||
private:
|
||||
std::vector<std::uint8_t> vui8Pixels;
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bool bCompressed;
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||||
std::uint32_t ui32IDLength;
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||||
bool bColorTabel;
|
||||
std::uint32_t ui32PicType;
|
||||
std::uint32_t ui32PaletteBegin;
|
||||
std::uint32_t ui32PaletteLength;
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||||
std::uint32_t ui32PaletteBpP;
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||||
std::uint32_t ui32Width;
|
||||
std::uint32_t ui32Height;
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||||
std::uint32_t ui32Size;
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||||
std::uint32_t ui32BpP;
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||||
std::uint32_t ui32Attribut;
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||||
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||||
public:
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||||
std::vector<std::uint8_t> getData() const;
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||||
bool hasAlpha() const;
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||||
std::uint32_t getWidth() const;
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||||
std::uint32_t getHeight() const;
|
||||
};
|
11
MshViewer/Header/callback.h
Normal file
@ -0,0 +1,11 @@
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#pragma once
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||||
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||||
extern void windowResize(GLFWwindow * window, int width, int height);
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||||
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||||
extern void mouseButton(GLFWwindow *window, int button, int action, int mod);
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||||
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||||
extern void mouseMove(GLFWwindow *window, double xpos, double ypos);
|
||||
|
||||
extern void mouseWheel(GLFWwindow *window, double xoffset, double yoffset);
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||||
extern void keyPress(GLFWwindow *window, int key, int scancode, int action, int mods);
|
7
MshViewer/Header/import.h
Normal file
@ -0,0 +1,7 @@
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#pragma once
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||||
#include <vector>
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||||
#include <gl\glew.h>
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||||
|
||||
extern std::vector<GLfloat> loadData();
|
||||
|
||||
extern std::vector<GLfloat> loadUV();
|
6
MshViewer/Header/shader.hpp
Normal file
@ -0,0 +1,6 @@
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||||
#ifndef SHADER_HPP
|
||||
#define SHADER_HPP
|
||||
|
||||
GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path);
|
||||
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||||
#endif
|
12
MshViewer/Shader/FragmentColorShader.mv2shdr
Normal file
@ -0,0 +1,12 @@
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||||
#version 450 core
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||||
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||||
// Input
|
||||
in vec3 fragmentColor;
|
||||
|
||||
// Ouput data
|
||||
out vec3 color;
|
||||
|
||||
void main()
|
||||
{
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||||
color = fragmentColor;
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||||
}
|
14
MshViewer/Shader/FragmentTextureShader.mv2shdr
Normal file
@ -0,0 +1,14 @@
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||||
#version 450 core
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||||
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||||
// Input
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||||
in vec2 UV;
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||||
|
||||
// Ouput data
|
||||
out vec3 color;
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||||
|
||||
uniform sampler2D textureSampler;
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||||
|
||||
void main()
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||||
{
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||||
color = texture(textureSampler, UV).rgb;
|
||||
}
|
20
MshViewer/Shader/VertexColorShader.mv2shdr
Normal file
@ -0,0 +1,20 @@
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#version 450 core
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||||
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||||
// Input vertex data, different for all executions of this shader.
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;
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||||
layout(location = 1) in vec3 vertexColor;
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||||
|
||||
// Output
|
||||
out vec3 fragmentColor;
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||||
|
||||
// Values that stay constant for the whole mesh.
|
||||
uniform mat4 MVP;
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||||
|
||||
void main(){
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||||
|
||||
// Output position of the vertex, in clip space : MVP * position
|
||||
gl_Position = MVP * vec4(vertexPosition_modelspace,1);
|
||||
|
||||
fragmentColor = vertexColor;
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||||
|
||||
}
|
20
MshViewer/Shader/VertexTextureShader.mv2shdr
Normal file
@ -0,0 +1,20 @@
|
||||
#version 450 core
|
||||
|
||||
// Input vertex data, different for all executions of this shader.
|
||||
layout(location = 0) in vec3 vertexPosition_modelspace;
|
||||
layout(location = 1) in vec2 vertexUV;
|
||||
|
||||
// Output
|
||||
out vec2 UV;
|
||||
|
||||
// Values that stay constant for the whole mesh.
|
||||
uniform mat4 MVP;
|
||||
|
||||
void main(){
|
||||
|
||||
// Output position of the vertex, in clip space : MVP * position
|
||||
gl_Position = MVP * vec4(vertexPosition_modelspace,1);
|
||||
|
||||
UV = vertexUV;
|
||||
|
||||
}
|
87
MshViewer/Source/Camera.cpp
Normal file
@ -0,0 +1,87 @@
|
||||
#include "..\header\Camera.h"
|
||||
#include <glm\gtc\matrix_transform.hpp>
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// constructor/destructor
|
||||
|
||||
Camera::Camera(int width, int height):
|
||||
fFOV(45),
|
||||
fMinView(0.1f),
|
||||
fMaxView(100.0f),
|
||||
iWidth(width),
|
||||
iHeight(height),
|
||||
dTranslationX(0),
|
||||
dTranslationY(0),
|
||||
dTranslationZ(5)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
Camera::~Camera()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// private functions
|
||||
|
||||
void Camera::updateMatrices()
|
||||
{
|
||||
m4x4Projection = glm::perspective(fFOV, float(iWidth) / float(iHeight), fMinView, fMaxView);
|
||||
m4x4View = glm::lookAt(
|
||||
glm::vec3(dTranslationX, dTranslationY, dTranslationZ),
|
||||
glm::vec3(dTranslationX, dTranslationY, dTranslationZ - 1),
|
||||
glm::vec3(0, 1, 0)
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// public getter
|
||||
|
||||
glm::mat4 Camera::getMatrix()
|
||||
{
|
||||
updateMatrices();
|
||||
return m4x4Projection * m4x4View;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// public setter
|
||||
|
||||
void Camera::setFOV(float fov)
|
||||
{
|
||||
fFOV = fov;
|
||||
}
|
||||
|
||||
void Camera::setMinView(float distance)
|
||||
{
|
||||
fMinView = distance;
|
||||
}
|
||||
|
||||
void Camera::setMaxView(float distance)
|
||||
{
|
||||
fMaxView = distance;
|
||||
}
|
||||
|
||||
void Camera::setSize(int width, int height)
|
||||
{
|
||||
iWidth = width;
|
||||
iHeight = height;
|
||||
}
|
||||
|
||||
void Camera::add2x(double value)
|
||||
{
|
||||
dTranslationX += value;
|
||||
}
|
||||
|
||||
void Camera::add2y(double value)
|
||||
{
|
||||
dTranslationY += value;
|
||||
}
|
||||
|
||||
void Camera::add2z(double value)
|
||||
{
|
||||
dTranslationZ += value;
|
||||
}
|
145
MshViewer/Source/Object.cpp
Normal file
@ -0,0 +1,145 @@
|
||||
#include <gl\glew.h>
|
||||
#include <gl\glfw3.h>
|
||||
#include <glm\gtc\matrix_transform.hpp>
|
||||
#include "Object.h"
|
||||
#include "shader.hpp"
|
||||
#include "import.h"
|
||||
#include "Texture.h"
|
||||
|
||||
#define VERTEX_SHADER "Shader/VertexTextureShader.mv2shdr"
|
||||
#define FRAGMENT_SHADER "Shader/FragmentTextureShader.mv2shdr"
|
||||
#define TEXTURE_NAME "Textures/dice.tga"
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// public constructor/destructor
|
||||
|
||||
Object::Object(const char* path) :
|
||||
fRotationX(0),
|
||||
fRotationY(0),
|
||||
fRotationZ(0)
|
||||
{
|
||||
m4x4Model = glm::mat4(1.0f);
|
||||
|
||||
glGenVertexArrays(1, &gluiVertexArrayID);
|
||||
|
||||
glGenBuffers(1, &gluiVertexBufferID);
|
||||
glGenBuffers(1, &gluiUVBufferID);
|
||||
|
||||
gluiShaderPrgmID = LoadShaders(VERTEX_SHADER, FRAGMENT_SHADER);
|
||||
|
||||
vfVertices = loadData();
|
||||
vfUV = loadUV();
|
||||
|
||||
processTexture();
|
||||
loadMesh2OGL();
|
||||
}
|
||||
|
||||
Object::~Object()
|
||||
{
|
||||
glDeleteBuffers(1, &gluiUVBufferID);
|
||||
glDeleteBuffers(1, &gluiVertexBufferID);
|
||||
glDeleteVertexArrays(1, &gluiVertexArrayID);
|
||||
glDeleteProgram(gluiShaderPrgmID);
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// private functions
|
||||
|
||||
void Object::processTexture()
|
||||
{
|
||||
glGenTextures(1, &gluiTextureID);
|
||||
glBindTexture(GL_TEXTURE_2D, gluiTextureID);
|
||||
|
||||
TextureTGA tempTex(TEXTURE_NAME);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tempTex.getWidth(), tempTex.getHeight(), 0, GL_BGR, GL_UNSIGNED_BYTE, tempTex.getData().data());
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
void Object::calcMatrix()
|
||||
{
|
||||
m4x4Model = glm::rotate(m4x4Model, fRotationX, glm::vec3(1, 0, 0));
|
||||
m4x4Model = glm::rotate(m4x4Model, fRotationY, glm::vec3(0, 1, 0));
|
||||
m4x4Model = glm::rotate(m4x4Model, fRotationZ, glm::vec3(0, 0, 1));
|
||||
}
|
||||
|
||||
void Object::loadMesh2OGL()
|
||||
{
|
||||
// load object to OGL
|
||||
glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER,
|
||||
sizeof(vfVertices) * vfVertices.size(),
|
||||
vfVertices.data(),
|
||||
GL_STATIC_DRAW
|
||||
);
|
||||
|
||||
// load UV to OGL
|
||||
glBindBuffer(GL_ARRAY_BUFFER, gluiUVBufferID);
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER,
|
||||
sizeof(vfUV) * vfUV.size(),
|
||||
vfUV.data(),
|
||||
GL_STATIC_DRAW
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// public getter
|
||||
|
||||
glm::mat4 Object::getMatrix()
|
||||
{
|
||||
calcMatrix();
|
||||
return m4x4Model;
|
||||
}
|
||||
|
||||
GLuint Object::getShader() const
|
||||
{
|
||||
return gluiShaderPrgmID;
|
||||
}
|
||||
|
||||
GLuint Object::getTextureID() const
|
||||
{
|
||||
return gluiTextureID;
|
||||
}
|
||||
|
||||
GLuint Object::getVertexBufferID() const
|
||||
{
|
||||
return gluiVertexBufferID;
|
||||
}
|
||||
|
||||
GLuint Object::getUVBufferID() const
|
||||
{
|
||||
return gluiUVBufferID;
|
||||
}
|
||||
|
||||
int Object::getVertexNumber() const
|
||||
{
|
||||
return 12*3;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// public functions
|
||||
|
||||
void Object::add2x(float value)
|
||||
{
|
||||
fRotationX += value;
|
||||
}
|
||||
|
||||
void Object::add2y(float value)
|
||||
{
|
||||
fRotationY += value;
|
||||
}
|
||||
|
||||
void Object::add2z(float value)
|
||||
{
|
||||
fRotationZ += value;
|
||||
}
|
223
MshViewer/Source/OpenGlController.cpp
Normal file
@ -0,0 +1,223 @@
|
||||
#include <gl\glew.h>
|
||||
#include <gl\glfw3.h>
|
||||
#include <Windows.h>
|
||||
#include "OpenGLController.h"
|
||||
#include "callback.h"
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// public constructor/destructor
|
||||
|
||||
OpenGLController::OpenGLController() :
|
||||
iWidth(640),
|
||||
iHeight(480),
|
||||
camera(iWidth, iHeight)
|
||||
{
|
||||
initDefault();
|
||||
processInit();
|
||||
}
|
||||
|
||||
OpenGLController::OpenGLController(int oglMajor, int oglMinor) :
|
||||
iWidth(640),
|
||||
iHeight(480),
|
||||
camera(iWidth, iHeight)
|
||||
{
|
||||
initDefault();
|
||||
iOglMajorVersion = oglMajor;
|
||||
iOglMinorVersion = oglMinor;
|
||||
processInit();
|
||||
}
|
||||
|
||||
OpenGLController::~OpenGLController()
|
||||
{
|
||||
glDeleteTextures(1, &gluiSamplerID);
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// private functions
|
||||
|
||||
void OpenGLController::initDefault()
|
||||
{
|
||||
iOglMajorVersion = 4;
|
||||
iOglMinorVersion = 5;
|
||||
iAntiAliasingLevel = 4;
|
||||
sWindowName = "MeshViewer 2.0 pre-alpha";
|
||||
|
||||
stcMouse.leftHold = false;
|
||||
stcMouse.rightHold = false;
|
||||
stcMouse.middleHold = false;
|
||||
stcMouse.posX = 0;
|
||||
stcMouse.posY = 0;
|
||||
stcMouse.speed = 1;
|
||||
}
|
||||
|
||||
void OpenGLController::processInit()
|
||||
{
|
||||
startGLFW();
|
||||
createWindow();
|
||||
startGLEW();
|
||||
object = new Object("");
|
||||
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);
|
||||
|
||||
|
||||
gluiMatrixID = glGetUniformLocation(object->getShader(), "MVP"); //TODO: color shader
|
||||
gluiSamplerID = glGetUniformLocation(object->getShader(), "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::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::createWindow()
|
||||
{
|
||||
pWindow = glfwCreateWindow(iWidth, iHeight, sWindowName.c_str(), NULL, NULL);
|
||||
|
||||
if (pWindow == NULL)
|
||||
{
|
||||
std::string message = "Your GPU does not support OpenGL ";
|
||||
message += iOglMajorVersion;
|
||||
message += ".";
|
||||
message += iOglMinorVersion;
|
||||
message += "\nTry to use older version";
|
||||
|
||||
MessageBox(NULL, message.c_str(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
|
||||
|
||||
glfwTerminate();
|
||||
exit(0);
|
||||
}
|
||||
|
||||
glfwSetWindowUserPointer(pWindow, this);
|
||||
|
||||
glfwMakeContextCurrent(pWindow);
|
||||
}
|
||||
|
||||
void OpenGLController::setCallbackFunctions()
|
||||
{
|
||||
glfwSetMouseButtonCallback(pWindow, mouseButton);
|
||||
glfwSetCursorPosCallback(pWindow, mouseMove);
|
||||
glfwSetWindowSizeCallback(pWindow, windowResize);
|
||||
glfwSetScrollCallback(pWindow, mouseWheel);
|
||||
glfwSetKeyCallback(pWindow, keyPress);
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// public getter
|
||||
|
||||
glm::mat4 OpenGLController::getMVPMatrix()
|
||||
{
|
||||
return camera.getMatrix() * object->getMatrix();
|
||||
}
|
||||
|
||||
GLFWwindow * OpenGLController::getWindow() const
|
||||
{
|
||||
return pWindow;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// public functions
|
||||
|
||||
void OpenGLController::resize(int width, int height)
|
||||
{
|
||||
camera.setSize(width, height);
|
||||
}
|
||||
|
||||
void OpenGLController::addRotX(float value)
|
||||
{
|
||||
object->add2x(value);
|
||||
}
|
||||
|
||||
void OpenGLController::addRotY(float value)
|
||||
{
|
||||
object->add2y(value);
|
||||
}
|
||||
|
||||
void OpenGLController::addTransX(double value)
|
||||
{
|
||||
camera.add2x(value);
|
||||
}
|
||||
|
||||
void OpenGLController::addTransY(double value)
|
||||
{
|
||||
camera.add2y(value);
|
||||
}
|
||||
|
||||
void OpenGLController::addTransZ(double value)
|
||||
{
|
||||
camera.add2z(value);
|
||||
}
|
||||
|
||||
void OpenGLController::updateScene()
|
||||
{
|
||||
// get new matrices
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// use shader prgm
|
||||
glUseProgram(object->getShader());
|
||||
|
||||
// tell shader transformation
|
||||
glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &object->getMatrix()[0][0]);
|
||||
|
||||
// bind texture in texture unit 0
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, object->getTextureID());
|
||||
// tell sampler to use texture unit 0
|
||||
glUniform1i(gluiSamplerID, 0);
|
||||
|
||||
// open attribute position
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, object->getVertexBufferID());
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
|
||||
// open attribute uv
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, object->getUVBufferID());
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
|
||||
//draw objects
|
||||
glDrawArrays(GL_TRIANGLES, 0, object->getVertexNumber());
|
||||
|
||||
//close attributes
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
|
||||
}
|
||||
|
||||
|
106
MshViewer/Source/Texture.cpp
Normal file
@ -0,0 +1,106 @@
|
||||
#include "Texture.h"
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <Windows.h>
|
||||
|
||||
TextureTGA::TextureTGA(const char * filePath)
|
||||
{
|
||||
// open the file
|
||||
std::fstream fsPicture(filePath, std::ios::in | std::ios::binary);
|
||||
|
||||
if (!fsPicture.is_open())
|
||||
throw std::invalid_argument(std::string("file not found: ") += filePath);
|
||||
|
||||
// read in the header
|
||||
std::uint8_t ui8x18Header[18] = { 0 };
|
||||
fsPicture.read(reinterpret_cast<char*>(&ui8x18Header), sizeof(ui8x18Header));
|
||||
|
||||
// extract all information from header
|
||||
ui32IDLength = ui8x18Header[0];
|
||||
bColorTabel = ui8x18Header[1] == 1;
|
||||
ui32PicType = ui8x18Header[2];
|
||||
ui32PaletteBegin = ui8x18Header[4] * 0x100 + ui8x18Header[3];
|
||||
ui32PaletteLength = ui8x18Header[6] * 0x100 + ui8x18Header[5];
|
||||
ui32PaletteBpP = ui8x18Header[7];
|
||||
ui32Width = ui8x18Header[13] * 0x100 + ui8x18Header[12];
|
||||
ui32Height = ui8x18Header[15] * 0x100 + ui8x18Header[14];
|
||||
ui32BpP = ui8x18Header[16];
|
||||
ui32Attribut = ui8x18Header[17];
|
||||
|
||||
// calculate some more information
|
||||
ui32Size = ui32Width * ui32Height * ui32BpP/8;
|
||||
bCompressed = ui32PicType == 9 || ui32PicType == 10;
|
||||
vui8Pixels.resize(ui32Size);
|
||||
|
||||
/* consol output of the header
|
||||
std::cout << "Header\n"
|
||||
<< "ID länge: " << ui32IDLength << std::endl
|
||||
<< "Farbtabelle: " << (int)bColorTabel << std::endl
|
||||
<< "Bildtype: " << ui32PicType << std::endl
|
||||
<< "Palletenbegin: " << ui32PaletteBegin << std::endl
|
||||
<< "Palletenlängen: " << ui32PaletteLength << std::endl
|
||||
<< "Bits pro Palleteneintrag: " << ui32PaletteBpP << std::endl
|
||||
<< "Breite: " << ui32Width << std::endl
|
||||
<< "Höhe: " << ui32Height << std::endl
|
||||
<< "Bit pro Pixel: " << ui32BpP << std::endl
|
||||
<< "Bild Attribute: " << ui32Attribut << std::endl;*/
|
||||
|
||||
// jump to the data block
|
||||
fsPicture.seekg(ui32IDLength + ui32PaletteLength, std::ios_base::cur);
|
||||
|
||||
// If not compressed 24 or 32 bit
|
||||
if (ui32PicType == 2 && (ui32BpP == 24 || ui32BpP == 32))
|
||||
{
|
||||
fsPicture.read(reinterpret_cast<char*>(vui8Pixels.data()), ui32Size);
|
||||
}
|
||||
// else if compressed 24 or 32 bit
|
||||
else if (ui32PicType == 10 && (ui32BpP == 24 || ui32BpP == 32)) // compressed
|
||||
{
|
||||
throw std::invalid_argument("Invaild File Format! Don't compress the image.");
|
||||
}
|
||||
// not useable format
|
||||
else
|
||||
{
|
||||
fsPicture.close();
|
||||
throw std::invalid_argument("Invaild File Format! Required 24 or 31 Bit Image.");
|
||||
}
|
||||
|
||||
|
||||
//fix color mix
|
||||
/*std::uint8_t temp;
|
||||
std::uint32_t it = 0;
|
||||
|
||||
while (it + 2 < ui32Size)
|
||||
{
|
||||
temp = vui8Pixels[it];
|
||||
vui8Pixels[it] = vui8Pixels[it + 2];
|
||||
vui8Pixels[it + 2] = temp;
|
||||
ui32BpP == 32 ? it += 4 : it += 3;
|
||||
}*/
|
||||
|
||||
fsPicture.close();
|
||||
}
|
||||
|
||||
TextureTGA::~TextureTGA()
|
||||
{
|
||||
}
|
||||
|
||||
std::vector<std::uint8_t> TextureTGA::getData() const
|
||||
{
|
||||
return vui8Pixels;
|
||||
}
|
||||
|
||||
bool TextureTGA::hasAlpha() const
|
||||
{
|
||||
return ui32BpP == 32;
|
||||
}
|
||||
|
||||
std::uint32_t TextureTGA::getWidth() const
|
||||
{
|
||||
return ui32Width;
|
||||
}
|
||||
|
||||
std::uint32_t TextureTGA::getHeight() const
|
||||
{
|
||||
return ui32Height;
|
||||
}
|
103
MshViewer/Source/callback.cpp
Normal file
@ -0,0 +1,103 @@
|
||||
//#include "callback.h"
|
||||
#include <gl\glew.h>
|
||||
#include <gl\glfw3.h>
|
||||
#include "OpenGLController.h"
|
||||
|
||||
|
||||
#define GLFW_KEY_PLUS_GER GLFW_KEY_RIGHT_BRACKET
|
||||
#define GLFW_KEY_MINUS_GER GLFW_KEY_SLASH
|
||||
|
||||
struct {
|
||||
double posX;
|
||||
double posY;
|
||||
bool leftHold;
|
||||
bool middleHold;
|
||||
bool rightHold;
|
||||
double speed = 1;
|
||||
} mouse;
|
||||
|
||||
|
||||
void windowResize(GLFWwindow * window, int width, int height)
|
||||
{
|
||||
OpenGLController* controller = reinterpret_cast<OpenGLController*>(glfwGetWindowUserPointer(window));
|
||||
|
||||
controller->resize(width, height);
|
||||
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
void mouseButton(GLFWwindow *window, int button, int action, int mod)
|
||||
{
|
||||
if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_PRESS)
|
||||
{
|
||||
mouse.leftHold = true;
|
||||
glfwGetCursorPos(window, &mouse.posX, &mouse.posY);
|
||||
}
|
||||
else if (button == GLFW_MOUSE_BUTTON_LEFT && action == GLFW_RELEASE)
|
||||
{
|
||||
mouse.leftHold = false;
|
||||
}
|
||||
|
||||
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS)
|
||||
{
|
||||
mouse.rightHold = true;
|
||||
glfwGetCursorPos(window, &mouse.posX, &mouse.posY);
|
||||
}
|
||||
else if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_RELEASE)
|
||||
{
|
||||
mouse.rightHold = false;
|
||||
}
|
||||
}
|
||||
|
||||
void mouseMove(GLFWwindow *window, double xpos, double ypos)
|
||||
{
|
||||
OpenGLController* controller = reinterpret_cast<OpenGLController*>(glfwGetWindowUserPointer(window));
|
||||
|
||||
if (mouse.leftHold)
|
||||
{
|
||||
controller->addRotX(static_cast<float>((ypos - mouse.posY) * 0.01 * mouse.speed));
|
||||
controller->addRotY(static_cast<float>((xpos - mouse.posX) * 0.01 * mouse.speed));
|
||||
|
||||
mouse.posX = xpos;
|
||||
mouse.posY = ypos;
|
||||
}
|
||||
|
||||
if (mouse.rightHold)
|
||||
{
|
||||
controller->addTransX(-(xpos - mouse.posX) * 0.01 * mouse.speed);
|
||||
controller->addTransY((ypos - mouse.posY) * 0.01 * mouse.speed);
|
||||
|
||||
mouse.posX = xpos;
|
||||
mouse.posY = ypos;
|
||||
}
|
||||
}
|
||||
|
||||
void mouseWheel(GLFWwindow *window, double xoffset, double yoffset)
|
||||
{
|
||||
OpenGLController* controller = reinterpret_cast<OpenGLController*>(glfwGetWindowUserPointer(window));
|
||||
|
||||
controller->addTransZ(-yoffset * 0.5 * mouse.speed);
|
||||
}
|
||||
|
||||
void keyPress(GLFWwindow *window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (action == GLFW_PRESS || action == GLFW_REPEAT)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case GLFW_KEY_ESCAPE:
|
||||
glfwSetWindowShouldClose(window, GLFW_TRUE);
|
||||
break;
|
||||
case GLFW_KEY_MINUS_GER: case GLFW_KEY_KP_SUBTRACT:
|
||||
mouse.speed -= 0.1;
|
||||
if (mouse.speed < 0.1)
|
||||
mouse.speed = 0;
|
||||
break;
|
||||
case GLFW_KEY_PLUS_GER: case GLFW_KEY_KP_ADD:
|
||||
mouse.speed += 0.1;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
92
MshViewer/Source/import.cpp
Normal file
@ -0,0 +1,92 @@
|
||||
#include <vector>
|
||||
#include <fstream>
|
||||
#include <Windows.h>
|
||||
#include <gl\glew.h>
|
||||
|
||||
std::vector<GLfloat> loadData()
|
||||
{
|
||||
return std::vector<GLfloat>(
|
||||
{
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, -1.0f,
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
1.0f, -1.0f, 1.0f,
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
1.0f, 1.0f, -1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
1.0f, -1.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
-1.0f, -1.0f, -1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
1.0f, 1.0f, -1.0f,
|
||||
1.0f, -1.0f, -1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, -1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f, -1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
1.0f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 1.0f
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
std::vector<GLfloat> loadUV()
|
||||
{
|
||||
return std::vector<float>(
|
||||
{
|
||||
0.000059f, 1.0f - 0.000004f,
|
||||
0.000103f, 1.0f - 0.336048f,
|
||||
0.335973f, 1.0f - 0.335903f,
|
||||
1.000023f, 1.0f - 0.000013f,
|
||||
0.667979f, 1.0f - 0.335851f,
|
||||
0.999958f, 1.0f - 0.336064f,
|
||||
0.667979f, 1.0f - 0.335851f,
|
||||
0.336024f, 1.0f - 0.671877f,
|
||||
0.667969f, 1.0f - 0.671889f,
|
||||
1.000023f, 1.0f - 0.000013f,
|
||||
0.668104f, 1.0f - 0.000013f,
|
||||
0.667979f, 1.0f - 0.335851f,
|
||||
0.000059f, 1.0f - 0.000004f,
|
||||
0.335973f, 1.0f - 0.335903f,
|
||||
0.336098f, 1.0f - 0.000071f,
|
||||
0.667979f, 1.0f - 0.335851f,
|
||||
0.335973f, 1.0f - 0.335903f,
|
||||
0.336024f, 1.0f - 0.671877f,
|
||||
1.000004f, 1.0f - 0.671847f,
|
||||
0.999958f, 1.0f - 0.336064f,
|
||||
0.667979f, 1.0f - 0.335851f,
|
||||
0.668104f, 1.0f - 0.000013f,
|
||||
0.335973f, 1.0f - 0.335903f,
|
||||
0.667979f, 1.0f - 0.335851f,
|
||||
0.335973f, 1.0f - 0.335903f,
|
||||
0.668104f, 1.0f - 0.000013f,
|
||||
0.336098f, 1.0f - 0.000071f,
|
||||
0.000103f, 1.0f - 0.336048f,
|
||||
0.000004f, 1.0f - 0.671870f,
|
||||
0.336024f, 1.0f - 0.671877f,
|
||||
0.000103f, 1.0f - 0.336048f,
|
||||
0.336024f, 1.0f - 0.671877f,
|
||||
0.335973f, 1.0f - 0.335903f,
|
||||
0.667969f, 1.0f - 0.671889f,
|
||||
1.000004f, 1.0f - 0.671847f,
|
||||
0.667979f, 1.0f - 0.335851f
|
||||
}
|
||||
);
|
||||
}
|
110
MshViewer/Source/shader.cpp
Normal file
@ -0,0 +1,110 @@
|
||||
#include <stdio.h>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <algorithm>
|
||||
using namespace std;
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#include "shader.hpp"
|
||||
|
||||
GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){
|
||||
|
||||
// Create the shaders
|
||||
GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
|
||||
GLuint FragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
// Read the Vertex Shader code from the file
|
||||
std::string VertexShaderCode;
|
||||
std::ifstream VertexShaderStream(vertex_file_path, std::ios::in);
|
||||
if(VertexShaderStream.is_open()){
|
||||
std::string Line = "";
|
||||
while(getline(VertexShaderStream, Line))
|
||||
VertexShaderCode += "\n" + Line;
|
||||
VertexShaderStream.close();
|
||||
}else{
|
||||
printf("Impossible to open %s. Are you in the right directory ? Don't forget to read the FAQ !\n", vertex_file_path);
|
||||
getchar();
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Read the Fragment Shader code from the file
|
||||
std::string FragmentShaderCode;
|
||||
std::ifstream FragmentShaderStream(fragment_file_path, std::ios::in);
|
||||
if(FragmentShaderStream.is_open()){
|
||||
std::string Line = "";
|
||||
while(getline(FragmentShaderStream, Line))
|
||||
FragmentShaderCode += "\n" + Line;
|
||||
FragmentShaderStream.close();
|
||||
}
|
||||
|
||||
GLint Result = GL_FALSE;
|
||||
int InfoLogLength;
|
||||
|
||||
|
||||
// Compile Vertex Shader
|
||||
printf("Compiling shader : %s\n", vertex_file_path);
|
||||
char const * VertexSourcePointer = VertexShaderCode.c_str();
|
||||
glShaderSource(VertexShaderID, 1, &VertexSourcePointer , NULL);
|
||||
glCompileShader(VertexShaderID);
|
||||
|
||||
// Check Vertex Shader
|
||||
glGetShaderiv(VertexShaderID, GL_COMPILE_STATUS, &Result);
|
||||
glGetShaderiv(VertexShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
if ( InfoLogLength > 0 ){
|
||||
std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
|
||||
glGetShaderInfoLog(VertexShaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
|
||||
printf("%s\n", &VertexShaderErrorMessage[0]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Compile Fragment Shader
|
||||
printf("Compiling shader : %s\n", fragment_file_path);
|
||||
char const * FragmentSourcePointer = FragmentShaderCode.c_str();
|
||||
glShaderSource(FragmentShaderID, 1, &FragmentSourcePointer , NULL);
|
||||
glCompileShader(FragmentShaderID);
|
||||
|
||||
// Check Fragment Shader
|
||||
glGetShaderiv(FragmentShaderID, GL_COMPILE_STATUS, &Result);
|
||||
glGetShaderiv(FragmentShaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
if ( InfoLogLength > 0 ){
|
||||
std::vector<char> FragmentShaderErrorMessage(InfoLogLength+1);
|
||||
glGetShaderInfoLog(FragmentShaderID, InfoLogLength, NULL, &FragmentShaderErrorMessage[0]);
|
||||
printf("%s\n", &FragmentShaderErrorMessage[0]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Link the program
|
||||
printf("Linking program\n");
|
||||
GLuint ProgramID = glCreateProgram();
|
||||
glAttachShader(ProgramID, VertexShaderID);
|
||||
glAttachShader(ProgramID, FragmentShaderID);
|
||||
glLinkProgram(ProgramID);
|
||||
|
||||
// Check the program
|
||||
glGetProgramiv(ProgramID, GL_LINK_STATUS, &Result);
|
||||
glGetProgramiv(ProgramID, GL_INFO_LOG_LENGTH, &InfoLogLength);
|
||||
if ( InfoLogLength > 0 ){
|
||||
std::vector<char> ProgramErrorMessage(InfoLogLength+1);
|
||||
glGetProgramInfoLog(ProgramID, InfoLogLength, NULL, &ProgramErrorMessage[0]);
|
||||
printf("%s\n", &ProgramErrorMessage[0]);
|
||||
}
|
||||
|
||||
|
||||
glDetachShader(ProgramID, VertexShaderID);
|
||||
glDetachShader(ProgramID, FragmentShaderID);
|
||||
|
||||
glDeleteShader(VertexShaderID);
|
||||
glDeleteShader(FragmentShaderID);
|
||||
|
||||
return ProgramID;
|
||||
}
|
||||
|
||||
|
BIN
MshViewer/Textures/10x10H.tga
Normal file
After Width: | Height: | Size: 3.0 KiB |
BIN
MshViewer/Textures/10x10V.tga
Normal file
After Width: | Height: | Size: 344 B |
BIN
MshViewer/Textures/256x256H.tga
Normal file
After Width: | Height: | Size: 192 KiB |
BIN
MshViewer/Textures/4x4H16.tga
Normal file
After Width: | Height: | Size: 76 B |
BIN
MshViewer/Textures/dice.tga
Normal file
After Width: | Height: | Size: 768 KiB |
BIN
MshViewer/Textures/texture16.tga
Normal file
After Width: | Height: | Size: 128 KiB |
BIN
MshViewer/Textures/texture24.tga
Normal file
After Width: | Height: | Size: 192 KiB |
BIN
MshViewer/Textures/texture24R.tga
Normal file
BIN
MshViewer/Textures/texture32.tga
Normal file
After Width: | Height: | Size: 256 KiB |
BIN
MshViewer/Textures/texture32R.tga
Normal file
BIN
MshViewer/Textures/uvtemplate.DDS
Normal file
BIN
MshViewer/Textures/uvtemplate.tga
Normal file
After Width: | Height: | Size: 768 KiB |
20
MshViewer/main.cpp
Normal file
@ -0,0 +1,20 @@
|
||||
#ifndef _DEBUG
|
||||
#pragma comment( linker, "/subsystem:\"windows\" /entry:\"mainCRTStartup\"" )
|
||||
#endif // DEBUG
|
||||
|
||||
#include "OpenGLController.h"
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
OpenGLController scene;
|
||||
|
||||
do {
|
||||
|
||||
scene.updateScene();
|
||||
|
||||
glfwSwapBuffers(scene.getWindow());
|
||||
glfwPollEvents();
|
||||
} while (!glfwWindowShouldClose(scene.getWindow()));
|
||||
|
||||
return 0;
|
||||
}
|