added old working project
|
@ -0,0 +1,102 @@
|
|||
#pragma once
|
||||
#include <iostream>
|
||||
#include <gl\glew.h>
|
||||
#include <gl\glfw3.h>
|
||||
#include "setup.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)
|
||||
{
|
||||
monitor.witdh = width;
|
||||
monitor.heigh = 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)
|
||||
{
|
||||
if (mouse.leftHold)
|
||||
{
|
||||
monitor.rotX += static_cast<float>((ypos - mouse.posY) * 0.01 * mouse.speed);
|
||||
monitor.rotY += static_cast<float>((xpos - mouse.posX) * 0.01 * mouse.speed);
|
||||
|
||||
mouse.posX = xpos;
|
||||
mouse.posY = ypos;
|
||||
}
|
||||
|
||||
if (mouse.rightHold)
|
||||
{
|
||||
monitor.transX -= (xpos - mouse.posX) * 0.01 * mouse.speed;
|
||||
monitor.transY += (ypos - mouse.posY) * 0.01 * mouse.speed;
|
||||
|
||||
mouse.posX = xpos;
|
||||
mouse.posY = ypos;
|
||||
}
|
||||
}
|
||||
|
||||
void mouseWheel(GLFWwindow *window, double xoffset, double yoffset)
|
||||
{
|
||||
monitor.transZ -= 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;
|
||||
case GLFW_KEY_A:
|
||||
std::cout << mouse.speed << std::endl;
|
||||
break;
|
||||
default:
|
||||
std::cout << key << " " << scancode << std::endl;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,137 @@
|
|||
#pragma once
|
||||
#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> loadColor()
|
||||
{
|
||||
return std::vector<GLfloat>(
|
||||
{
|
||||
0.583f, 0.771f, 0.014f,
|
||||
0.609f, 0.115f, 0.436f,
|
||||
0.327f, 0.483f, 0.844f,
|
||||
0.822f, 0.569f, 0.201f,
|
||||
0.435f, 0.602f, 0.223f,
|
||||
0.310f, 0.747f, 0.185f,
|
||||
0.597f, 0.770f, 0.761f,
|
||||
0.559f, 0.436f, 0.730f,
|
||||
0.359f, 0.583f, 0.152f,
|
||||
0.483f, 0.596f, 0.789f,
|
||||
0.559f, 0.861f, 0.639f,
|
||||
0.195f, 0.548f, 0.859f,
|
||||
0.014f, 0.184f, 0.576f,
|
||||
0.771f, 0.328f, 0.970f,
|
||||
0.406f, 0.615f, 0.116f,
|
||||
0.676f, 0.977f, 0.133f,
|
||||
0.971f, 0.572f, 0.833f,
|
||||
0.140f, 0.616f, 0.489f,
|
||||
0.997f, 0.513f, 0.064f,
|
||||
0.945f, 0.719f, 0.592f,
|
||||
0.543f, 0.021f, 0.978f,
|
||||
0.279f, 0.317f, 0.505f,
|
||||
0.167f, 0.620f, 0.077f,
|
||||
0.347f, 0.857f, 0.137f,
|
||||
0.055f, 0.953f, 0.042f,
|
||||
0.714f, 0.505f, 0.345f,
|
||||
0.783f, 0.290f, 0.734f,
|
||||
0.722f, 0.645f, 0.174f,
|
||||
0.302f, 0.455f, 0.848f,
|
||||
0.225f, 0.587f, 0.040f,
|
||||
0.517f, 0.713f, 0.338f,
|
||||
0.053f, 0.959f, 0.120f,
|
||||
0.393f, 0.621f, 0.362f,
|
||||
0.673f, 0.211f, 0.457f,
|
||||
0.820f, 0.883f, 0.371f,
|
||||
0.982f, 0.099f, 0.879f
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
);
|
||||
}
|
|
@ -0,0 +1,162 @@
|
|||
#pragma once
|
||||
#include <gl/glew.h>
|
||||
#include <gl/glfw3.h>
|
||||
#include <glm\glm.hpp>
|
||||
#include <glm\gtc\matrix_transform.hpp>
|
||||
#include <Windows.h>
|
||||
#include <vector>
|
||||
#include "shader.h"
|
||||
#include "import.h"
|
||||
#include "texture.h"
|
||||
|
||||
#define OGL_MAJOR_VERSION 4
|
||||
#define OGL_MINOR_VERSION 5
|
||||
#define AA_VALUE 4
|
||||
#define MAINWINDOW_NAME "MeshViewer 2.0 pre-alpha"
|
||||
#define VERTEX_SHADER "Shader/VertexTextureShader.mv2shdr"
|
||||
#define FRAGMENT_SHADER "Shader/FragmentTextureShader.mv2shdr"
|
||||
#define TEXTURE_NAME "Textures/dice.tga"
|
||||
|
||||
|
||||
struct oglVariables {
|
||||
GLFWwindow* window; // window
|
||||
GLuint vertexArrayID; // vertex array
|
||||
GLuint vertexBufferID; // vertex buffer
|
||||
GLuint colorBufferID; // color buffer
|
||||
GLuint samplerID; // sampler handler
|
||||
GLuint uvBufferID; // uv buffer
|
||||
GLuint shaderPrgmID; // shader
|
||||
struct {
|
||||
GLuint id; // matrix ID
|
||||
glm::mat4 projection; // projection
|
||||
glm::mat4 view; // view
|
||||
glm::mat4 model; // model
|
||||
glm::mat4 mvp; // mvp
|
||||
} matrix;
|
||||
struct {
|
||||
std::vector<GLfloat> data; // obj data
|
||||
std::vector<GLfloat> color; // obj color
|
||||
std::vector<GLfloat> uv; // obj uv
|
||||
GLuint textureID; // texture data
|
||||
} object;
|
||||
};
|
||||
|
||||
struct {
|
||||
float fov = 45.f;
|
||||
float minView = 0.1f;
|
||||
float maxView = 100.0f;
|
||||
int witdh = 640;
|
||||
int heigh = 480;
|
||||
float rotX = 0;
|
||||
float rotY = 0;
|
||||
float rotZ = 0;
|
||||
double transX = 0.0;
|
||||
double transY = 0.0;
|
||||
double transZ = 5.0;
|
||||
} monitor;
|
||||
|
||||
void setupGLFW()
|
||||
{
|
||||
if (!glfwInit())
|
||||
{
|
||||
MessageBox(NULL, "Failed to initialize GLFW", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
|
||||
exit(0);
|
||||
}
|
||||
|
||||
glfwWindowHint(GLFW_SAMPLES, AA_VALUE); // antialiasing level
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, OGL_MAJOR_VERSION); // OpenGL major version number
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, OGL_MINOR_VERSION); // OpenGL minor verison number
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // something we need for new OGL
|
||||
}
|
||||
|
||||
GLFWwindow* createWindow()
|
||||
{
|
||||
GLFWwindow* window = glfwCreateWindow(monitor.witdh, monitor.heigh, MAINWINDOW_NAME, NULL, NULL);
|
||||
|
||||
if (window == NULL)
|
||||
{
|
||||
char tempMajor[10], tempMinor[10];
|
||||
_itoa_s(OGL_MAJOR_VERSION, tempMajor, 10, 10);
|
||||
_itoa_s(OGL_MINOR_VERSION, tempMinor, 10, 10);
|
||||
|
||||
MessageBox(NULL,
|
||||
(std::string("Your GPU does not support OpenGL ") += std::string(tempMajor) += std::string(".") += std::string(tempMinor)).c_str(),
|
||||
"MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
|
||||
|
||||
glfwTerminate();
|
||||
exit(0);
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
|
||||
return window;
|
||||
}
|
||||
|
||||
void setupGLEW()
|
||||
{
|
||||
glewExperimental = true;
|
||||
|
||||
if (glewInit() != GLEW_OK)
|
||||
{
|
||||
MessageBox(NULL, "Failed to initialize GLEW!", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
|
||||
glfwTerminate();
|
||||
exit(0);
|
||||
}
|
||||
}
|
||||
|
||||
void calcMatrices(oglVariables &scene)
|
||||
{
|
||||
scene.matrix.projection = glm::perspective(monitor.fov, float(monitor.witdh) / float(monitor.heigh), monitor.minView, monitor.maxView);
|
||||
scene.matrix.view = glm::lookAt(
|
||||
glm::vec3(monitor.transX, monitor.transY, monitor.transZ),
|
||||
glm::vec3(monitor.transX, monitor.transY, monitor.transZ - 1),
|
||||
glm::vec3(0, 1, 0)
|
||||
);
|
||||
scene.matrix.model = glm::mat4(1.0f);
|
||||
scene.matrix.model = glm::rotate(scene.matrix.model, monitor.rotX, glm::vec3(1, 0, 0));
|
||||
scene.matrix.model = glm::rotate(scene.matrix.model, monitor.rotY, glm::vec3(0, 1, 0));
|
||||
scene.matrix.model = glm::rotate(scene.matrix.model, monitor.rotZ, glm::vec3(0, 0, 1));
|
||||
|
||||
scene.matrix.mvp = scene.matrix.projection * scene.matrix.view * scene.matrix.model;
|
||||
}
|
||||
|
||||
void initVariables(oglVariables &temp)
|
||||
{
|
||||
glGenVertexArrays(1, &(temp.vertexArrayID));
|
||||
glGenBuffers(1, &temp.vertexBufferID);
|
||||
glGenBuffers(1, &temp.colorBufferID);
|
||||
glGenBuffers(1, &temp.uvBufferID);
|
||||
temp.shaderPrgmID = LoadShaders(VERTEX_SHADER, FRAGMENT_SHADER);
|
||||
|
||||
temp.matrix.id = glGetUniformLocation(temp.shaderPrgmID, "MVP");
|
||||
calcMatrices(temp);
|
||||
|
||||
temp.samplerID = glGetUniformLocation(temp.shaderPrgmID, "textureSampler");
|
||||
|
||||
temp.object.data = loadData();
|
||||
temp.object.color = loadColor();
|
||||
temp.object.uv = loadUV();
|
||||
|
||||
glGenTextures(1, &temp.object.textureID);
|
||||
glBindTexture(GL_TEXTURE_2D, temp.object.textureID);
|
||||
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 cleanUp(oglVariables &scene)
|
||||
{
|
||||
glDeleteBuffers(1, &scene.uvBufferID);
|
||||
glDeleteBuffers(1, &scene.colorBufferID);
|
||||
glDeleteBuffers(1, &scene.vertexBufferID);
|
||||
glDeleteVertexArrays(1, &scene.vertexArrayID);
|
||||
glDeleteProgram(scene.shaderPrgmID);
|
||||
glDeleteTextures(1, &scene.samplerID);
|
||||
glfwTerminate();
|
||||
}
|
|
@ -0,0 +1,4 @@
|
|||
#pragma once
|
||||
#include <gl\glew.h>
|
||||
|
||||
GLuint LoadShaders(const char * vertex_file_path, const char * fragment_file_path);
|
|
@ -0,0 +1,31 @@
|
|||
#pragma once
|
||||
#include <vector>
|
||||
|
||||
|
||||
class TextureTGA
|
||||
{
|
||||
public:
|
||||
TextureTGA(const char* filePath);
|
||||
~TextureTGA();
|
||||
|
||||
private:
|
||||
std::vector<std::uint8_t> vui8Pixels;
|
||||
bool bCompressed;
|
||||
std::uint32_t ui32IDLength;
|
||||
bool bColorTabel;
|
||||
std::uint32_t ui32PicType;
|
||||
std::uint32_t ui32PaletteBegin;
|
||||
std::uint32_t ui32PaletteLength;
|
||||
std::uint32_t ui32PaletteBpP;
|
||||
std::uint32_t ui32Width;
|
||||
std::uint32_t ui32Height;
|
||||
std::uint32_t ui32Size;
|
||||
std::uint32_t ui32BpP;
|
||||
std::uint32_t ui32Attribut;
|
||||
|
||||
public:
|
||||
std::vector<std::uint8_t> getData() const;
|
||||
bool hasAlpha() const;
|
||||
std::uint32_t getWidth() const;
|
||||
std::uint32_t getHeight() const;
|
||||
};
|
|
@ -0,0 +1,135 @@
|
|||
#pragma once
|
||||
#include <vector>
|
||||
#include <gl\glut.h>
|
||||
#include <Windows.h>
|
||||
#include <fstream>
|
||||
|
||||
typedef union PixelInfo
|
||||
{
|
||||
std::uint32_t Colour;
|
||||
struct
|
||||
{
|
||||
std::uint8_t B, G, R, A;
|
||||
};
|
||||
} *PPixelInfo;
|
||||
|
||||
class Tga
|
||||
{
|
||||
private:
|
||||
std::vector<std::uint8_t> Pixels;
|
||||
bool ImageCompressed;
|
||||
std::uint32_t width, height, size, BitsPerPixel;
|
||||
|
||||
public:
|
||||
Tga(const char* FilePath);
|
||||
std::vector<std::uint8_t> GetPixels() { return this->Pixels; }
|
||||
std::uint32_t GetWidth() const { return this->width; }
|
||||
std::uint32_t GetHeight() const { return this->height; }
|
||||
bool HasAlphaChannel() { return BitsPerPixel == 32; }
|
||||
};
|
||||
|
||||
Tga::Tga(const char* FilePath)
|
||||
{
|
||||
std::fstream hFile(FilePath, std::ios::in | std::ios::binary);
|
||||
if (!hFile.is_open()) { throw std::invalid_argument("File Not Found."); }
|
||||
|
||||
std::uint8_t Header[18] = { 0 };
|
||||
std::vector<std::uint8_t> ImageData;
|
||||
static std::uint8_t DeCompressed[12] = { 0x0, 0x0, 0x2, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0 };
|
||||
static std::uint8_t IsCompressed[12] = { 0x0, 0x0, 0xA, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0 };
|
||||
|
||||
hFile.read(reinterpret_cast<char*>(&Header), sizeof(Header));
|
||||
|
||||
if (!std::memcmp(DeCompressed, &Header, sizeof(DeCompressed)))
|
||||
{
|
||||
BitsPerPixel = Header[16];
|
||||
width = Header[13] * 0xFF + Header[12];
|
||||
height = Header[15] * 0xFF + Header[14];
|
||||
size = ((width * BitsPerPixel + 31) / 32) * 4 * height;
|
||||
|
||||
if ((BitsPerPixel != 24) && (BitsPerPixel != 32))
|
||||
{
|
||||
hFile.close();
|
||||
throw std::invalid_argument("Invalid File Format. Required: 24 or 32 Bit Image.");
|
||||
}
|
||||
|
||||
ImageData.resize(size);
|
||||
ImageCompressed = false;
|
||||
hFile.read(reinterpret_cast<char*>(ImageData.data()), size);
|
||||
}
|
||||
else if (!std::memcmp(IsCompressed, &Header, sizeof(IsCompressed)))
|
||||
{
|
||||
BitsPerPixel = Header[16];
|
||||
width = Header[13] * 0xFF + Header[12];
|
||||
height = Header[15] * 0xFF + Header[14];
|
||||
size = ((width * BitsPerPixel + 31) / 32) * 4 * height;
|
||||
|
||||
if ((BitsPerPixel != 24) && (BitsPerPixel != 32))
|
||||
{
|
||||
hFile.close();
|
||||
throw std::invalid_argument("Invalid File Format. Required: 24 or 32 Bit Image.");
|
||||
}
|
||||
|
||||
PixelInfo Pixel = { 0 };
|
||||
int CurrentByte = 0;
|
||||
std::size_t CurrentPixel = 0;
|
||||
ImageCompressed = true;
|
||||
std::uint8_t ChunkHeader = { 0 };
|
||||
int BytesPerPixel = (BitsPerPixel / 8);
|
||||
ImageData.resize(width * height * sizeof(PixelInfo));
|
||||
|
||||
do
|
||||
{
|
||||
hFile.read(reinterpret_cast<char*>(&ChunkHeader), sizeof(ChunkHeader));
|
||||
|
||||
if (ChunkHeader < 128)
|
||||
{
|
||||
++ChunkHeader;
|
||||
for (int I = 0; I < ChunkHeader; ++I, ++CurrentPixel)
|
||||
{
|
||||
hFile.read(reinterpret_cast<char*>(&Pixel), BytesPerPixel);
|
||||
|
||||
ImageData[CurrentByte++] = Pixel.B;
|
||||
ImageData[CurrentByte++] = Pixel.G;
|
||||
ImageData[CurrentByte++] = Pixel.R;
|
||||
if (BitsPerPixel > 24) ImageData[CurrentByte++] = Pixel.A;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ChunkHeader -= 127;
|
||||
hFile.read(reinterpret_cast<char*>(&Pixel), BytesPerPixel);
|
||||
|
||||
for (int I = 0; I < ChunkHeader; ++I, ++CurrentPixel)
|
||||
{
|
||||
ImageData[CurrentByte++] = Pixel.B;
|
||||
ImageData[CurrentByte++] = Pixel.G;
|
||||
ImageData[CurrentByte++] = Pixel.R;
|
||||
if (BitsPerPixel > 24) ImageData[CurrentByte++] = Pixel.A;
|
||||
}
|
||||
}
|
||||
} while (CurrentPixel < (width * height));
|
||||
}
|
||||
else
|
||||
{
|
||||
hFile.close();
|
||||
throw std::invalid_argument("Invalid File Format. Required: 24 or 32 Bit TGA File.");
|
||||
}
|
||||
|
||||
//fix color mix
|
||||
std::uint8_t temp;
|
||||
unsigned int it = 0;
|
||||
while (1)
|
||||
{
|
||||
temp = ImageData[it];
|
||||
ImageData[it] = ImageData[it + 2];
|
||||
ImageData[it + 2] = temp;
|
||||
BitsPerPixel == 32 ? it += 2 : it += 3;
|
||||
|
||||
if (it + 2 >= size)
|
||||
break;
|
||||
}
|
||||
|
||||
hFile.close();
|
||||
this->Pixels = ImageData;
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
#version 450 core
|
||||
|
||||
// Input
|
||||
in vec3 fragmentColor;
|
||||
|
||||
// Ouput data
|
||||
out vec3 color;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = fragmentColor;
|
||||
}
|
|
@ -0,0 +1,14 @@
|
|||
#version 450 core
|
||||
|
||||
// Input
|
||||
in vec2 UV;
|
||||
|
||||
// Ouput data
|
||||
out vec3 color;
|
||||
|
||||
uniform sampler2D textureSampler;
|
||||
|
||||
void main()
|
||||
{
|
||||
color = texture(textureSampler, UV).rgb;
|
||||
}
|
|
@ -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 vec3 vertexColor;
|
||||
|
||||
// Output
|
||||
out vec3 fragmentColor;
|
||||
|
||||
// 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);
|
||||
|
||||
fragmentColor = vertexColor;
|
||||
|
||||
}
|
|
@ -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;
|
||||
|
||||
}
|
|
@ -0,0 +1,111 @@
|
|||
#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.h"
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
|
|
@ -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;
|
||||
}
|
After Width: | Height: | Size: 3.0 KiB |
After Width: | Height: | Size: 344 B |
After Width: | Height: | Size: 192 KiB |
After Width: | Height: | Size: 76 B |
After Width: | Height: | Size: 768 KiB |
After Width: | Height: | Size: 128 KiB |
After Width: | Height: | Size: 192 KiB |
After Width: | Height: | Size: 256 KiB |
After Width: | Height: | Size: 768 KiB |
|
@ -0,0 +1,115 @@
|
|||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#ifndef _DEBUG
|
||||
#pragma comment( linker, "/subsystem:\"windows\" /entry:\"mainCRTStartup\"" )
|
||||
#endif // DEBUG
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include "setup.h"
|
||||
#include "callback.h"
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
oglVariables scene;
|
||||
|
||||
// init everything
|
||||
setupGLFW();
|
||||
scene.window = createWindow();
|
||||
setupGLEW();
|
||||
initVariables(scene);
|
||||
glBindVertexArray(scene.vertexArrayID);
|
||||
|
||||
// Set callback functions
|
||||
glfwSetMouseButtonCallback(scene.window, mouseButton);
|
||||
glfwSetCursorPosCallback(scene.window, mouseMove);
|
||||
glfwSetWindowSizeCallback(scene.window, windowResize);
|
||||
glfwSetScrollCallback(scene.window, mouseWheel);
|
||||
glfwSetKeyCallback(scene.window, keyPress);
|
||||
|
||||
// set background color 0,5 0,8 1,0
|
||||
glClearColor(0.0000f, 0.0000f, 0.4000f, 0.0000f);
|
||||
|
||||
// enable z-order
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LESS);
|
||||
glEnable(GL_CULL_FACE);
|
||||
|
||||
// load object to OGL
|
||||
glBindBuffer(GL_ARRAY_BUFFER, scene.vertexBufferID);
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER,
|
||||
sizeof(scene.object.data) * scene.object.data.size(),
|
||||
scene.object.data.data(),
|
||||
GL_STATIC_DRAW
|
||||
);
|
||||
|
||||
/*/ load color to OGL
|
||||
glBindBuffer(GL_ARRAY_BUFFER, scene.colorBufferID);
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER,
|
||||
sizeof(scene.object.color) * scene.object.color.size(),
|
||||
scene.object.color.data(),
|
||||
GL_STATIC_DRAW
|
||||
);*/
|
||||
|
||||
// load UV to OGL
|
||||
glBindBuffer(GL_ARRAY_BUFFER, scene.uvBufferID);
|
||||
glBufferData(
|
||||
GL_ARRAY_BUFFER,
|
||||
sizeof(scene.object.uv) * scene.object.uv.size(),
|
||||
scene.object.uv.data(),
|
||||
GL_STATIC_DRAW
|
||||
);
|
||||
|
||||
// Main loop
|
||||
do {
|
||||
//processInteraction(scene.window);
|
||||
calcMatrices(scene);
|
||||
|
||||
// clear the scene
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
// use shader prgram
|
||||
glUseProgram(scene.shaderPrgmID);
|
||||
|
||||
// tell shader transformation
|
||||
glUniformMatrix4fv(scene.matrix.id, 1, GL_FALSE, &scene.matrix.mvp[0][0]);
|
||||
|
||||
// bind texture in texture unit 0
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, scene.object.textureID);
|
||||
// tell sampler to use texture unit 0
|
||||
glUniform1i(scene.samplerID, 0);
|
||||
|
||||
// open attribute position
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, scene.vertexBufferID);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
|
||||
/*/ open attribute color
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, scene.colorBufferID);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 0, 0);*/
|
||||
|
||||
// open attribute uv
|
||||
glEnableVertexAttribArray(1);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, scene.uvBufferID);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
|
||||
// draw object
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3*12);
|
||||
|
||||
// close attributes
|
||||
glDisableVertexAttribArray(0);
|
||||
glDisableVertexAttribArray(1);
|
||||
|
||||
glfwSwapBuffers(scene.window);
|
||||
glfwPollEvents();
|
||||
}
|
||||
while (!glfwWindowShouldClose(scene.window));
|
||||
|
||||
cleanUp(scene);
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -179,10 +179,6 @@ void OpenGLController::setCallbackFunctions()
|
|||
glfwSetKeyCallback(pWindow, keyPress);
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// public getter
|
||||
|
||||
glm::mat4 OpenGLController::getMVPMatrix()
|
||||
{
|
||||
m4x4Projection = glm::perspective(fFOV, float(iWidth) / float(iHeight), fMinView, fMaxView);
|
||||
|
@ -199,6 +195,10 @@ glm::mat4 OpenGLController::getMVPMatrix()
|
|||
return m4x4Projection * m4x4View * m4x4Model;
|
||||
}
|
||||
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////
|
||||
// public getter
|
||||
|
||||
GLFWwindow * OpenGLController::getWindow() const
|
||||
{
|
||||
return pWindow;
|
||||
|
|