removed unused files,
removed unused functions, removed unused variables, reduced dynamic stack memory (there was too much allocated), moved some code around into better place, implemented destructor (there is still a std::_face_node left on the stack when the program is done),
This commit is contained in:
parent
ea07ead94f
commit
a875820f48
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@ -73,10 +73,6 @@ private:
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public:
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std::vector<GLfloat> getVertex() const;
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std::vector<GLfloat> getUV() const;
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std::uint32_t getSize() const;
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std::list<std::string> getTexture() const;
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std::vector<Modl*> getModels() const;
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};
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@ -48,9 +48,6 @@ private:
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// ==============================
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// data
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std::vector<GLfloat> vfVertices;
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std::vector<GLfloat> vfUV;
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std::uint32_t ui32MeshSize;
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std::vector<Modl*> vModels;
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// transformation ===============
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@ -1,7 +0,0 @@
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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();
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extern std::vector<GLfloat> loadUV();
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@ -61,7 +61,11 @@ Object::Object(const char* path)
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Object::~Object()
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{
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//delete Chunk list;
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// clear texture list
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vTextures.clear();
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// clear Model list (don't delete the elements)
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vModls.clear();
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}
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@ -464,7 +468,7 @@ void Object::analyseSegmChunks(Modl * dataDestination, std::list<ChunkHeader*>&
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fsMesh.seekg((*it)->position);
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->meshSize), sizeof(dataDestination->meshSize));
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dataDestination->mesh = new std::uint32_t[dataDestination->meshSize * 3];
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dataDestination->mesh = new std::uint32_t[dataDestination->meshSize];
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for (unsigned int i = 0; i < dataDestination->meshSize; i += 3)
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{
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@ -542,12 +546,8 @@ void Object::readVertex(Modl* dataDestination, std::streampos position)
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dataDestination->vertex = new float[tempSize * 3];
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for (unsigned int i = 0; i < tempSize * 3; i += 3)
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{
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for (unsigned int i = 0; i < tempSize * 3; i++)
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->vertex[i]), sizeof(float));
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->vertex[i + 1]), sizeof(float));
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->vertex[i + 2]), sizeof(float));
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}
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}
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void Object::readUV(Modl* dataDestination, std::streampos position)
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@ -558,92 +558,14 @@ void Object::readUV(Modl* dataDestination, std::streampos position)
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dataDestination->uv = new float[tempSize * 2];
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for (unsigned int i = 0; i < tempSize * 2; i += 2)
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{
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for (unsigned int i = 0; i < tempSize * 2; i++)
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->uv[i]), sizeof(float));
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->uv[i + 1]), sizeof(float));
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}
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}
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/////////////////////////////////////////////////////////////////////////
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// public getter
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std::vector<GLfloat> Object::getVertex() const
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{
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std::vector<GLfloat> tempData;
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for (std::vector<Modl*>::const_iterator it = vModls.begin(); it != vModls.end(); it++)
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{
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if ((*it)->renderFlags == 1)
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continue;
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for (unsigned int i = 0; i < (*it)->meshSize; i++)
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{
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tempData.push_back((GLfloat)(*it)->vertex[(*it)->mesh[i] * 3]);
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tempData.push_back((GLfloat)(*it)->vertex[(*it)->mesh[i] * 3 + 1]);
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tempData.push_back((GLfloat)(*it)->vertex[(*it)->mesh[i] * 3 + 2]);
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}
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}
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return tempData;
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}
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std::vector<GLfloat> Object::getUV() const
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{
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std::vector<GLfloat> tempData;
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for (std::vector<Modl*>::const_iterator it = vModls.begin(); it != vModls.end(); it++)
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{
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if ((*it)->renderFlags == 1)
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continue;
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if ((*it)->uv == NULL)
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{
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for (unsigned int i = 0; i < (*it)->meshSize; i++)
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tempData.push_back(1.0);
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continue;
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}
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for (unsigned int i = 0; i < (*it)->meshSize; i++)
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{
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tempData.push_back((GLfloat)(*it)->uv[(*it)->mesh[i] * 2]);
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tempData.push_back((GLfloat)(*it)->uv[(*it)->mesh[i] * 2 + 1]);
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}
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}
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return tempData;
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}
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std::uint32_t Object::getSize() const
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{
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std::uint32_t tempData(0);
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for (std::vector<Modl*>::const_iterator it = vModls.begin(); it != vModls.end(); it++)
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{
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if ((*it)->renderFlags == 1)
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continue;
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tempData += (*it)->meshSize;
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}
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return tempData;
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}
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std::list<std::string> Object::getTexture() const
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{
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std::list<std::string> tempData;
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for (std::vector<Modl*>::const_iterator it = vModls.begin(); it != vModls.end(); it++)
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{
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if ((*it)->renderFlags == 1)
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continue;
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tempData.push_back((*it)->texture);
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}
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return tempData;
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}
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std::vector<Modl*> Object::getModels() const
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{
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return vModls;
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@ -6,9 +6,10 @@
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#include <glm\gtc\matrix_transform.hpp>
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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 <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/texture32R.tga"
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glDeleteTextures(1, &gluiSamplerID);
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glfwTerminate();
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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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}
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// draw vertics only from one side
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glEnable(GL_CULL_FACE);
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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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glGenBuffers(1, &gluiUVBufferID);
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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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}
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void OpenGLController::startGLFW()
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void OpenGLController::loadMsh(const char * path)
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{
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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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glGenBuffers(1, &gluiUVBufferID);
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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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// get data
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std::list<std::string> listTextures;
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try
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{
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Object obj(path);
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vModels = obj.getModels();
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//vfVertices = obj.getVertex();
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//vfUV = obj.getUV();
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//listTextures = obj.getTexture();
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//ui32MeshSize = obj.getSize();
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}
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catch (std::invalid_argument e)
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{
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@ -108,6 +108,7 @@ TextureTGA::TextureTGA(const char * filePath)
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TextureTGA::~TextureTGA()
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{
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vui8Pixels.clear();
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}
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std::vector<std::uint8_t> TextureTGA::getData() const
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@ -1,92 +0,0 @@
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#include <vector>
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#include <fstream>
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#include <Windows.h>
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#include <gl\glew.h>
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std::vector<GLfloat> loadData()
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{
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return std::vector<GLfloat>(
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{
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-1.0f, -1.0f, -1.0f, //H5
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-1.0f, -1.0f, 1.0f, //H8
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-1.0f, 1.0f, 1.0f, //H7
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1.0f, 1.0f, -1.0f, //U2
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-1.0f, -1.0f, -1.0f, //U5
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-1.0f, 1.0f, -1.0f, //U6
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1.0f, -1.0f, 1.0f, //L4
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-1.0f, -1.0f, -1.0f, //L5
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1.0f, -1.0f, -1.0f, //L1
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1.0f, 1.0f, -1.0f, //U2
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1.0f, -1.0f, -1.0f, //U1
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-1.0f, -1.0f, -1.0f, //U5
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-1.0f, -1.0f, -1.0f, //H5
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-1.0f, 1.0f, 1.0f, //H7
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-1.0f, 1.0f, -1.0f, //H6
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1.0f, -1.0f, 1.0f, //L4
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-1.0f, -1.0f, 1.0f, //L8
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-1.0f, -1.0f, -1.0f, //L5
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-1.0f, 1.0f, 1.0f, //O7
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-1.0f, -1.0f, 1.0f, //O8
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1.0f, -1.0f, 1.0f, //O4
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1.0f, 1.0f, 1.0f, //V3
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1.0f, -1.0f, -1.0f, //V1
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1.0f, 1.0f, -1.0f, //V2
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1.0f, -1.0f, -1.0f, //V1
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1.0f, 1.0f, 1.0f, //V3
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1.0f, -1.0f, 1.0f, //V4
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1.0f, 1.0f, 1.0f, //R3
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1.0f, 1.0f, -1.0f, //R2
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-1.0f, 1.0f, -1.0f, //R6
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1.0f, 1.0f, 1.0f, //R3
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-1.0f, 1.0f, -1.0f, //R6
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-1.0f, 1.0f, 1.0f, //R7
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1.0f, 1.0f, 1.0f, //O3
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-1.0f, 1.0f, 1.0f, //O7
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1.0f, -1.0f, 1.0f //O4
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}
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);
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}
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std::vector<GLfloat> loadUV()
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{
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return std::vector<float>(
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{
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0.0f, 0.0f,//587 Links
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1.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f,//256 Hinten
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1.0f, 0.0f,
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1.0f, 1.0f,
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1.0f, 1.0f,//451 Unten
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,//215 Hinten
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 0.0f,//576 Links
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1.0f, 1.0f,
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0.0f, 1.0f,
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1.0f, 1.0f,//485 Unten
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0.0f, 1.0f,
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0.0f, 0.0f,
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0.0f, 1.0f,//784 Front
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,//312 Rechts
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1.0f, 0.0f,
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1.0f, 1.0f,
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1.0f, 0.0f,//134 Rechts
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,//326 Oben
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1.0f, 1.0f,
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0.0f, 1.0f,
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1.0f, 0.0f,//367 Oben
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0.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 1.0f,//374 Front
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0.0f, 1.0f,
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1.0f, 0.0f
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}
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);
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}
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@ -11,7 +11,7 @@ using namespace std;
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#include "shader.hpp"
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GLuint LoadShaders(const char * vertex_file_path,const char * fragment_file_path){
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GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path){
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// Create the shaders
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GLuint VertexShaderID = glCreateShader(GL_VERTEX_SHADER);
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