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Version_0.
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Version_0.
Author | SHA1 | Date | |
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15743e11fa | ||
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6107b648f9 | ||
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ee8989b098 | ||
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2f83d37e12 | ||
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b4b2538ea6 | ||
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e5490b9451 | ||
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9c7691df85 | ||
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0fd3a7f9c8 |
@@ -27,17 +27,6 @@ struct Modl {
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Mtyp type;
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std::uint32_t renderFlags;
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glm::mat4 m4x4Translation;
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struct {
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float scale[3];
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float rotation[4];
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float translation[3];
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} tran;
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struct {
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std::uint32_t type;
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float data1;
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float data2;
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float data3;
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} swci;
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std::string texture;
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float* vertex;
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float* uv;
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@@ -5,6 +5,7 @@
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#include <glm\glm.hpp>
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#include <vector>
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#include "Object.h"
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#include "Texture.h"
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#define VERTEX_INDEX_XYZ 0
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#define VERTEX_INDEX_UV 1
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@@ -23,6 +24,13 @@ struct Vertex {
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GLfloat uv[2];
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};
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struct textureData {
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bool alpha;
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std::uint32_t width;
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std::uint32_t height;
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std::vector<std::uint8_t>* data;
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};
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class OpenGLController
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{
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////////////////////////////////////////////////////////////////////////////////////////////
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@@ -65,6 +73,7 @@ private:
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// data
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std::vector<Modl*> vModels;
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std::vector<textureData*> vTextures;
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// transformation =========================
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//values
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@@ -79,20 +79,6 @@ void Object::setModlDefault(Modl * model)
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model->type = null;
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model->renderFlags = -1;
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model->m4x4Translation = glm::mat4(1.0f);
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model->tran.scale[0] = 0;
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model->tran.scale[1] = 0;
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model->tran.scale[2] = 0;
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model->tran.rotation[0] = 0;
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model->tran.rotation[1] = 0;
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model->tran.rotation[2] = 0;
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model->tran.rotation[3] = 0;
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model->tran.translation[0] = 0;
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model->tran.translation[1] = 0;
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model->tran.translation[2] = 0;
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model->swci.type = -1;
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model->swci.data1 = -1;
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model->swci.data2 = -1;
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model->swci.data3 = -1;
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model->texture = "";
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model->vertex = NULL;
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model->uv = NULL;
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@@ -347,16 +333,6 @@ void Object::analyseModlChunks(Modl* dataDestination, std::list<ChunkHeader*>& c
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continue;
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}
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if (!strcmp("SWCI", (*it)->name))
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{
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fsMesh.seekg((*it)->position);
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->swci.type), sizeof(dataDestination->swci.type));
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->swci.data1), sizeof(dataDestination->swci.data1));
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->swci.data2), sizeof(dataDestination->swci.data2));
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fsMesh.read(reinterpret_cast<char*>(&dataDestination->swci.data3), sizeof(dataDestination->swci.data3));
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continue;
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}
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}
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}
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@@ -41,6 +41,14 @@ OpenGLController::~OpenGLController()
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delete cursor->vertex;
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delete cursor;
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}
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while (!vTextures.empty())
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{
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textureData* cursor = vTextures.back();
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vTextures.pop_back();
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delete cursor->data;
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delete cursor;
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}
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}
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@@ -104,8 +112,19 @@ void OpenGLController::processInit()
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exit(1);
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}
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// get some shader IDs
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gluiMatrixID = glGetUniformLocation(gluiShaderPrgmID, "MVP");
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gluiSamplerID = glGetUniformLocation(gluiShaderPrgmID, "textureSampler");
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// generate texture
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glGenTextures(1, &gluiTextureID);
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glBindTexture(GL_TEXTURE_2D, gluiTextureID);
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// set some texture parameters
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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}
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void OpenGLController::startGLFW()
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@@ -253,6 +272,21 @@ void OpenGLController::updateScene()
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for (int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
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{
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// give texture to the shader
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glTexImage2D(GL_TEXTURE_2D,
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0,
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vTextures[modelIndex]->alpha ? GL_RGBA : GL_RGB,
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vTextures[modelIndex]->width,
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vTextures[modelIndex]->height,
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0,
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vTextures[modelIndex]->alpha ? GL_BGRA : GL_BGR,
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GL_UNSIGNED_BYTE,
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vTextures[modelIndex]->data->data()
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);
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glGenerateMipmap(GL_TEXTURE_2D);
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// give the MVP to the shader
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glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]);
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glDrawArrays(GL_TRIANGLES, instanceOffset, vModels[modelIndex]->meshSize);
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@@ -266,7 +300,7 @@ void OpenGLController::updateScene()
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void OpenGLController::loadMsh(const char * path)
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{
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// get data
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// get all models
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try
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{
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Object obj(path);
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@@ -278,55 +312,9 @@ void OpenGLController::loadMsh(const char * path)
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exit(1);
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}
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glGenTextures(1, &gluiTextureID);
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glBindTexture(GL_TEXTURE_2D, gluiTextureID);
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try
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{
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////TODO: for all
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if (vModels.front()->texture == "")
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throw std::invalid_argument("no texture name");
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std::string tempPath = path;
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while (tempPath.back() != '/' && tempPath.back() != '\\')
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tempPath.pop_back();
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TextureTGA tempTex(std::string(tempPath + vModels.front()->texture).c_str());
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glTexImage2D(GL_TEXTURE_2D,
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0,
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tempTex.hasAlpha() ? GL_RGBA : GL_RGB,
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tempTex.getWidth(),
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tempTex.getHeight(),
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0, tempTex.hasAlpha() ? GL_BGRA : GL_BGR,
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GL_UNSIGNED_BYTE,
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tempTex.getData().data()
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);
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}
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catch (std::invalid_argument e)
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{
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GLubyte solidColor[4] = { 255, 0, 0, 255};
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA,
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1,
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1,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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(const GLvoid*)solidColor
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);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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////TODO: for all
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// collect vertex data of all models
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std::vector<Vertex> tempBufferData;
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for (auto& it : vModels)
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{
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for (unsigned int i = 0; i < it->meshSize; i++)
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@@ -351,6 +339,7 @@ void OpenGLController::loadMsh(const char * path)
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}
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}
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// fill the buffer
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glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
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glBufferData(
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GL_ARRAY_BUFFER,
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@@ -360,4 +349,37 @@ void OpenGLController::loadMsh(const char * path)
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);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// get textures
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for (auto& it : vModels)
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{
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textureData* tempData = new textureData;
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try
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{
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if (it->texture == "")
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throw std::invalid_argument("no texture name");
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std::string tempPath = path;
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while (tempPath.back() != '/' && tempPath.back() != '\\')
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tempPath.pop_back();
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TextureTGA tempTex(std::string(tempPath + it->texture).c_str());
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tempData->alpha = tempTex.hasAlpha();
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tempData->width = tempTex.getWidth();
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tempData->height = tempTex.getHeight();
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tempData->data = new std::vector<std::uint8_t>(tempTex.getData());
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}
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catch (std::invalid_argument e)
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{
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GLubyte solidColor[4] = { 0, 0, 255, 255 };
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tempData->alpha = true;
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tempData->width = 1;
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tempData->height = 1;
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tempData->data = new std::vector<std::uint8_t>({ 0, 0, 255, 255 });
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}
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vTextures.push_back(tempData);
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}
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}
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@@ -20,25 +20,8 @@ int main(int argc, char** argv)
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else
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scene = OpenGLController::getInstance();
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goto openGL;
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try {
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Object obj("..\\Release\\Msh\\cubeTex.msh");
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}
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catch (std::invalid_argument e)
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{
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std::cout << e.what() << std::endl;
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}
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system("pause");
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return 0;
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openGL:
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scene->loadMsh("..\\Release\\Msh\\multipleModels.msh");
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scene->loadMsh("..\\Release\\Msh\\multiModTex.msh");
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//scene->loadMsh("..\\Release\\Msh\\cubeTex.msh");
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do {
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scene->updateScene();
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@@ -13,7 +13,6 @@ Feel free to use my code the way you like. But remember i used some public libra
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licence, too.
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### To Do
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- draw multiple models of one mesh,
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- crashing sometimes - no idea why,
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- bones are not triangulated,
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- nulls are not triangulated,
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BIN
Release/Msh/128x128Braun.tga
Normal file
BIN
Release/Msh/128x128Braun.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 48 KiB |
BIN
Release/Msh/128x128Grau.tga
Normal file
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Release/Msh/128x128Grau.tga
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Binary file not shown.
After Width: | Height: | Size: 48 KiB |
BIN
Release/Msh/128x128Gruen.tga
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Release/Msh/128x128Gruen.tga
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After Width: | Height: | Size: 48 KiB |
BIN
Release/Msh/128x128Rot.tga
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Release/Msh/128x128Rot.tga
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Binary file not shown.
After Width: | Height: | Size: 48 KiB |
BIN
Release/Msh/multiModTex.msh
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BIN
Release/Msh/multiModTex.msh
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Binary file not shown.
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Block a user