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Version_0.
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Version_0.
Author | SHA1 | Date | |
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1ab385475b | ||
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9298d88260 | ||
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91b65bf6e3 | ||
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b4bd314450 | ||
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2524971d19 | ||
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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 |
@@ -3,7 +3,6 @@
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#include <list>
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#include <fstream>
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#include <string>
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#include <gl\glew.h>
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#include <glm\gtc\matrix_transform.hpp>
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enum Mtyp {
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@@ -22,27 +21,16 @@ struct ChunkHeader {
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};
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struct Modl {
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std::string name;
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std::string parent;
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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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std::uint32_t* mesh;
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std::uint32_t meshSize;
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std::string name = "";
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std::string parent = "";
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Mtyp type = null;
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std::int32_t renderFlags = -1;
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glm::mat4 m4x4Translation = glm::mat4(1.0f);
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std::string texture = "";
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float* vertex = nullptr;
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float* uv = nullptr;
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std::uint32_t* mesh = nullptr;
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std::uint32_t meshSize = 0;
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};
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@@ -60,7 +48,6 @@ private:
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private:
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void setModlDefault(Modl* model);
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void loadChunks(std::list<ChunkHeader*> &destination, std::streampos start, const std::uint32_t end);
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void analyseMsh2Chunks(std::list<ChunkHeader*> &chunkList);
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void analyseMatdChunks(std::list<ChunkHeader*> &chunkList);
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|
@@ -1,10 +1,9 @@
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#pragma once
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#include <string>
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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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#include "Object.h"
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#include <vector>
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#define VERTEX_INDEX_XYZ 0
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#define VERTEX_INDEX_UV 1
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@@ -23,6 +22,13 @@ 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 +71,7 @@ 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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@@ -87,12 +94,14 @@ private:
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// private functions
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private:
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void processInit();
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void deleteVectors();
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void startGLFW();
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void createWindow();
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void startGLEW();
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void setCallbackFunctions();
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glm::mat4 getModelMatrix(unsigned int index);
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glm::mat4 getMVPMatrix(unsigned int index);
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|
@@ -8,4 +8,6 @@ extern void mouseMove(GLFWwindow *window, double xpos, double ypos);
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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);
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extern void keyPress(GLFWwindow *window, int key, int scancode, int action, int mods);
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extern void dragNdrop(GLFWwindow* window, int count, const char** paths);
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@@ -1,5 +1,7 @@
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#include "Object.h"
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#include <iostream>
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#define PI (4.0*atan(1.0))
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@@ -72,34 +74,6 @@ Object::~Object()
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/////////////////////////////////////////////////////////////////////////
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// private functions
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void Object::setModlDefault(Modl * model)
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{
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model->name = "";
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model->parent = "";
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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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model->mesh = NULL;
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model->meshSize = 0;
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}
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void Object::loadChunks(std::list<ChunkHeader*>& destination, std::streampos start, const std::uint32_t end)
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{
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// jump to first chunk
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@@ -184,7 +158,6 @@ void Object::analyseMsh2Chunks(std::list<ChunkHeader*>& chunkList)
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if (!strcmp("MODL", (*it)->name))
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{
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Modl* tempModl = new Modl;
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setModlDefault(tempModl);
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// get all subchunks
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std::list<ChunkHeader*> tempChunks;
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@@ -347,16 +320,6 @@ 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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@@ -1,17 +1,14 @@
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#include <gl\glew.h>
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#include <gl\glfw3.h>
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#include <Windows.h>
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#include "OpenGLController.h"
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#include "callback.h"
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#include <glm\gtc\matrix_transform.hpp>
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#include "shader.hpp"
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#include "Texture.h"
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#include <iostream>
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#include <Windows.h>
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#include <string>
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#include <glm\gtc\matrix_transform.hpp>
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#define VERTEX_SHADER "Shader/TextureShader.vert"
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#define FRAGMENT_SHADER "Shader/TextureShader.frag"
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#define MAX_MODEL_COUNT 1000
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/////////////////////////////////////////////////////////////////////////
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// public constructor/destructor
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@@ -31,16 +28,7 @@ OpenGLController::~OpenGLController()
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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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deleteVectors();
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}
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@@ -104,8 +92,41 @@ 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::deleteVectors()
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{
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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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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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void OpenGLController::startGLFW()
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@@ -163,6 +184,23 @@ void OpenGLController::setCallbackFunctions()
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glfwSetWindowSizeCallback(pWindow, windowResize);
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glfwSetScrollCallback(pWindow, mouseWheel);
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glfwSetKeyCallback(pWindow, keyPress);
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glfwSetDropCallback(pWindow, dragNdrop);
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}
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glm::mat4 OpenGLController::getModelMatrix(unsigned int index)
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{
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glm::mat4 tempParentMatrix = glm::mat4(1.0f);
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for (unsigned int loop = 0; loop < vModels.size(); loop++)
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{
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if (!strcmp(vModels[index]->parent.c_str(), vModels[loop]->name.c_str()))
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{
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tempParentMatrix = getModelMatrix(loop);
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break;
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}
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}
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return tempParentMatrix * vModels[index]->m4x4Translation;
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}
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glm::mat4 OpenGLController::getMVPMatrix(unsigned int index)
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@@ -177,10 +215,6 @@ glm::mat4 OpenGLController::getMVPMatrix(unsigned int index)
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glm::vec3(0, 1, 0)
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);
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// Model
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//TODO for all
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glm::mat4 m4x4Model = vModels[index]->m4x4Translation;
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// User controlled rotation
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glm::mat4 m4x4ModelRot = glm::mat4(1.0f);
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m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationX, glm::vec3(1, 0, 0));
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@@ -188,7 +222,7 @@ glm::mat4 OpenGLController::getMVPMatrix(unsigned int index)
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m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationZ, glm::vec3(0, 0, 1));
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// Return MVP
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return m4x4Projection * m4x4View * m4x4ModelRot * m4x4Model;
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return m4x4Projection * m4x4View * m4x4ModelRot * getModelMatrix(index);
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}
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@@ -251,8 +285,23 @@ void OpenGLController::updateScene()
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int instanceOffset(0);
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for (int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
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for (unsigned 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 +315,10 @@ 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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// clean up old stuff first
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deleteVectors();
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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 +330,9 @@ 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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|
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|
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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 +357,7 @@ 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 +367,37 @@ void OpenGLController::loadMsh(const char * path)
|
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);
|
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glBindBuffer(GL_ARRAY_BUFFER, 0);
|
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|
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|
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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
|
||||
{
|
||||
if (it->texture == "")
|
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throw std::invalid_argument("no texture name");
|
||||
|
||||
std::string tempPath = path;
|
||||
|
||||
while (tempPath.back() != '/' && tempPath.back() != '\\')
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tempPath.pop_back();
|
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|
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TextureTGA tempTex(std::string(tempPath + it->texture).c_str());
|
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|
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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());
|
||||
}
|
||||
catch (std::invalid_argument e)
|
||||
{
|
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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;
|
||||
tempData->height = 1;
|
||||
tempData->data = new std::vector<std::uint8_t>({ 0, 0, 255, 255 });
|
||||
}
|
||||
|
||||
vTextures.push_back(tempData);
|
||||
}
|
||||
}
|
||||
|
@@ -1,7 +1,5 @@
|
||||
#include "Texture.h"
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <Windows.h>
|
||||
|
||||
TextureTGA::TextureTGA(const char * filePath)
|
||||
{
|
||||
|
@@ -1,6 +1,3 @@
|
||||
//#include "callback.h"
|
||||
#include <gl\glew.h>
|
||||
#include <gl\glfw3.h>
|
||||
#include "OpenGLController.h"
|
||||
|
||||
|
||||
@@ -101,3 +98,10 @@ void keyPress(GLFWwindow *window, int key, int scancode, int action, int mods)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void dragNdrop(GLFWwindow* window, int count, const char** paths)
|
||||
{
|
||||
OpenGLController* controller = reinterpret_cast<OpenGLController*>(glfwGetWindowUserPointer(window));
|
||||
if(count > 0)
|
||||
controller->loadMsh(paths[0]);
|
||||
}
|
||||
|
@@ -3,9 +3,6 @@
|
||||
#endif // DEBUG
|
||||
|
||||
#include "OpenGLController.h"
|
||||
#include "Object.h"
|
||||
#include <iostream>
|
||||
#include <Windows.h>
|
||||
|
||||
int main(int argc, char** argv)
|
||||
{
|
||||
@@ -20,25 +17,7 @@ int main(int argc, char** argv)
|
||||
else
|
||||
scene = OpenGLController::getInstance();
|
||||
|
||||
|
||||
goto openGL;
|
||||
|
||||
try {
|
||||
Object obj("..\\Release\\Msh\\cubeTex.msh");
|
||||
}
|
||||
catch (std::invalid_argument e)
|
||||
{
|
||||
std::cout << e.what() << std::endl;
|
||||
}
|
||||
|
||||
system("pause");
|
||||
|
||||
|
||||
return 0;
|
||||
|
||||
openGL:
|
||||
|
||||
scene->loadMsh("..\\Release\\Msh\\multipleModels.msh");
|
||||
scene->loadMsh("..\\Release\\Msh\\structured.msh");
|
||||
|
||||
do {
|
||||
scene->updateScene();
|
||||
|
@@ -13,7 +13,6 @@ Feel free to use my code the way you like. But remember i used some public libra
|
||||
licence, too.
|
||||
|
||||
### To Do
|
||||
- draw multiple models of one mesh,
|
||||
- crashing sometimes - no idea why,
|
||||
- bones are not triangulated,
|
||||
- nulls are not triangulated,
|
||||
|
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
BIN
Release/Msh/128x128Grau.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 48 KiB |
BIN
Release/Msh/128x128Gruen.tga
Normal file
BIN
Release/Msh/128x128Gruen.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 48 KiB |
BIN
Release/Msh/128x128Rot.tga
Normal file
BIN
Release/Msh/128x128Rot.tga
Normal file
Binary file not shown.
After Width: | Height: | Size: 48 KiB |
BIN
Release/Msh/multiModTex.msh
Normal file
BIN
Release/Msh/multiModTex.msh
Normal file
Binary file not shown.
BIN
Release/Msh/structured.msh
Normal file
BIN
Release/Msh/structured.msh
Normal file
Binary file not shown.
Binary file not shown.
Reference in New Issue
Block a user