OpenGLController: moved some code around

shader: throw errors
This commit is contained in:
Anakin
2016-09-08 17:41:26 +02:00
parent d97a917a5e
commit 8955fc91ea
3 changed files with 51 additions and 40 deletions

View File

@@ -99,34 +99,6 @@ void OpenGLController::processInit()
// draw vertics only from one side
glEnable(GL_CULL_FACE);
// generate stuff
glGenVertexArrays(1, &gluiVertexArrayID);
glBindVertexArray(gluiVertexArrayID);
glGenBuffers(1, &gluiVertexBufferID);
glGenBuffers(1, &gluiUVBufferID);
gluiShaderPrgmID = LoadShaders(VERTEX_SHADER, FRAGMENT_SHADER);
gluiMatrixID = glGetUniformLocation(gluiShaderPrgmID, "MVP");
gluiSamplerID = glGetUniformLocation(gluiShaderPrgmID, "textureSampler");
vfVertices = loadData();
vfUV = loadUV();
glGenTextures(1, &gluiTextureID);
glBindTexture(GL_TEXTURE_2D, gluiTextureID);
TextureTGA tempTex(TEXTURE_NAME);
glTexImage2D(GL_TEXTURE_2D, 0, tempTex.hasAlpha() ? GL_RGBA : GL_RGB, tempTex.getWidth(), tempTex.getHeight(), 0, tempTex.hasAlpha() ? GL_BGRA : GL_BGR, GL_UNSIGNED_BYTE, tempTex.getData().data());
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);
loadMsh("");
}
void OpenGLController::startGLFW()
@@ -287,6 +259,40 @@ void OpenGLController::updateScene()
void OpenGLController::loadMsh(const char * path)
{
// generate stuff
glGenVertexArrays(1, &gluiVertexArrayID);
glBindVertexArray(gluiVertexArrayID);
glGenBuffers(1, &gluiVertexBufferID);
glGenBuffers(1, &gluiUVBufferID);
try
{
gluiShaderPrgmID = LoadShaders(VERTEX_SHADER, FRAGMENT_SHADER);
}
catch (std::invalid_argument e)
{
MessageBox(NULL, e.what(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
exit(1);
}
gluiMatrixID = glGetUniformLocation(gluiShaderPrgmID, "MVP");
gluiSamplerID = glGetUniformLocation(gluiShaderPrgmID, "textureSampler");
// get data
vfVertices = loadData();
vfUV = loadUV();
glGenTextures(1, &gluiTextureID);
glBindTexture(GL_TEXTURE_2D, gluiTextureID);
TextureTGA tempTex(TEXTURE_NAME);
glTexImage2D(GL_TEXTURE_2D, 0, tempTex.hasAlpha() ? GL_RGBA : GL_RGB, tempTex.getWidth(), tempTex.getHeight(), 0, tempTex.hasAlpha() ? GL_BGRA : GL_BGR, GL_UNSIGNED_BYTE, tempTex.getData().data());
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);
glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
glBufferData(