5 Commits

Author SHA1 Message Date
Anakin
1ab385475b new release version,
Features:
- drag and drop
2016-11-12 12:30:54 +01:00
Anakin
9298d88260 cleaning up before loading new stuff,
next step: calculate best first view position
2016-11-12 12:17:46 +01:00
Anakin
91b65bf6e3 added drag n drop function,
need to clean up before loading the next mesh
2016-11-12 12:14:45 +01:00
Anakin
b4bd314450 clean up code 2016-11-12 12:05:03 +01:00
Anakin
2524971d19 include all parent modelmatrices 2016-11-12 11:54:44 +01:00
10 changed files with 76 additions and 73 deletions

View File

@@ -3,7 +3,6 @@
#include <list>
#include <fstream>
#include <string>
#include <gl\glew.h>
#include <glm\gtc\matrix_transform.hpp>
enum Mtyp {
@@ -22,16 +21,16 @@ struct ChunkHeader {
};
struct Modl {
std::string name;
std::string parent;
Mtyp type;
std::uint32_t renderFlags;
glm::mat4 m4x4Translation;
std::string texture;
float* vertex;
float* uv;
std::uint32_t* mesh;
std::uint32_t meshSize;
std::string name = "";
std::string parent = "";
Mtyp type = null;
std::int32_t renderFlags = -1;
glm::mat4 m4x4Translation = glm::mat4(1.0f);
std::string texture = "";
float* vertex = nullptr;
float* uv = nullptr;
std::uint32_t* mesh = nullptr;
std::uint32_t meshSize = 0;
};
@@ -49,7 +48,6 @@ private:
private:
void setModlDefault(Modl* model);
void loadChunks(std::list<ChunkHeader*> &destination, std::streampos start, const std::uint32_t end);
void analyseMsh2Chunks(std::list<ChunkHeader*> &chunkList);
void analyseMatdChunks(std::list<ChunkHeader*> &chunkList);

View File

@@ -1,11 +1,9 @@
#pragma once
#include <string>
#include <gl\glew.h>
#include <gl\glfw3.h>
#include <glm\glm.hpp>
#include <vector>
#include "Object.h"
#include "Texture.h"
#include <vector>
#define VERTEX_INDEX_XYZ 0
#define VERTEX_INDEX_UV 1
@@ -96,12 +94,14 @@ private:
// private functions
private:
void processInit();
void deleteVectors();
void startGLFW();
void createWindow();
void startGLEW();
void setCallbackFunctions();
glm::mat4 getModelMatrix(unsigned int index);
glm::mat4 getMVPMatrix(unsigned int index);

View File

@@ -8,4 +8,6 @@ extern void mouseMove(GLFWwindow *window, double xpos, double ypos);
extern void mouseWheel(GLFWwindow *window, double xoffset, double yoffset);
extern void keyPress(GLFWwindow *window, int key, int scancode, int action, int mods);
extern void keyPress(GLFWwindow *window, int key, int scancode, int action, int mods);
extern void dragNdrop(GLFWwindow* window, int count, const char** paths);

View File

@@ -1,5 +1,7 @@
#include "Object.h"
#include <iostream>
#define PI (4.0*atan(1.0))
@@ -72,20 +74,6 @@ Object::~Object()
/////////////////////////////////////////////////////////////////////////
// private functions
void Object::setModlDefault(Modl * model)
{
model->name = "";
model->parent = "";
model->type = null;
model->renderFlags = -1;
model->m4x4Translation = glm::mat4(1.0f);
model->texture = "";
model->vertex = NULL;
model->uv = NULL;
model->mesh = NULL;
model->meshSize = 0;
}
void Object::loadChunks(std::list<ChunkHeader*>& destination, std::streampos start, const std::uint32_t end)
{
// jump to first chunk
@@ -170,7 +158,6 @@ void Object::analyseMsh2Chunks(std::list<ChunkHeader*>& chunkList)
if (!strcmp("MODL", (*it)->name))
{
Modl* tempModl = new Modl;
setModlDefault(tempModl);
// get all subchunks
std::list<ChunkHeader*> tempChunks;

View File

@@ -1,17 +1,14 @@
#include <gl\glew.h>
#include <gl\glfw3.h>
#include <Windows.h>
#include "OpenGLController.h"
#include "callback.h"
#include <glm\gtc\matrix_transform.hpp>
#include "shader.hpp"
#include "Texture.h"
#include <iostream>
#include <Windows.h>
#include <string>
#include <glm\gtc\matrix_transform.hpp>
#define VERTEX_SHADER "Shader/TextureShader.vert"
#define FRAGMENT_SHADER "Shader/TextureShader.frag"
#define MAX_MODEL_COUNT 1000
/////////////////////////////////////////////////////////////////////////
// public constructor/destructor
@@ -31,24 +28,7 @@ OpenGLController::~OpenGLController()
glDeleteTextures(1, &gluiSamplerID);
glfwTerminate();
while (!vModels.empty())
{
Modl* cursor = vModels.back();
vModels.pop_back();
delete cursor->uv;
delete cursor->mesh;
delete cursor->vertex;
delete cursor;
}
while (!vTextures.empty())
{
textureData* cursor = vTextures.back();
vTextures.pop_back();
delete cursor->data;
delete cursor;
}
deleteVectors();
}
@@ -127,6 +107,28 @@ void OpenGLController::processInit()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
void OpenGLController::deleteVectors()
{
while (!vModels.empty())
{
Modl* cursor = vModels.back();
vModels.pop_back();
delete cursor->uv;
delete cursor->mesh;
delete cursor->vertex;
delete cursor;
}
while (!vTextures.empty())
{
textureData* cursor = vTextures.back();
vTextures.pop_back();
delete cursor->data;
delete cursor;
}
}
void OpenGLController::startGLFW()
{
if (!glfwInit())
@@ -182,6 +184,23 @@ void OpenGLController::setCallbackFunctions()
glfwSetWindowSizeCallback(pWindow, windowResize);
glfwSetScrollCallback(pWindow, mouseWheel);
glfwSetKeyCallback(pWindow, keyPress);
glfwSetDropCallback(pWindow, dragNdrop);
}
glm::mat4 OpenGLController::getModelMatrix(unsigned int index)
{
glm::mat4 tempParentMatrix = glm::mat4(1.0f);
for (unsigned int loop = 0; loop < vModels.size(); loop++)
{
if (!strcmp(vModels[index]->parent.c_str(), vModels[loop]->name.c_str()))
{
tempParentMatrix = getModelMatrix(loop);
break;
}
}
return tempParentMatrix * vModels[index]->m4x4Translation;
}
glm::mat4 OpenGLController::getMVPMatrix(unsigned int index)
@@ -196,10 +215,6 @@ glm::mat4 OpenGLController::getMVPMatrix(unsigned int index)
glm::vec3(0, 1, 0)
);
// Model
//TODO for all
glm::mat4 m4x4Model = vModels[index]->m4x4Translation;
// User controlled rotation
glm::mat4 m4x4ModelRot = glm::mat4(1.0f);
m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationX, glm::vec3(1, 0, 0));
@@ -207,7 +222,7 @@ glm::mat4 OpenGLController::getMVPMatrix(unsigned int index)
m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationZ, glm::vec3(0, 0, 1));
// Return MVP
return m4x4Projection * m4x4View * m4x4ModelRot * m4x4Model;
return m4x4Projection * m4x4View * m4x4ModelRot * getModelMatrix(index);
}
@@ -270,7 +285,7 @@ void OpenGLController::updateScene()
int instanceOffset(0);
for (int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
for (unsigned int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
{
// give texture to the shader
glTexImage2D(GL_TEXTURE_2D,
@@ -300,6 +315,9 @@ void OpenGLController::updateScene()
void OpenGLController::loadMsh(const char * path)
{
// clean up old stuff first
deleteVectors();
// get all models
try
{

View File

@@ -1,7 +1,5 @@
#include "Texture.h"
#include <iostream>
#include <fstream>
#include <Windows.h>
TextureTGA::TextureTGA(const char * filePath)
{

View File

@@ -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]);
}

View File

@@ -3,9 +3,6 @@
#endif // DEBUG
#include "OpenGLController.h"
#include "Object.h"
#include <iostream>
#include <Windows.h>
int main(int argc, char** argv)
{
@@ -20,8 +17,7 @@ int main(int argc, char** argv)
else
scene = OpenGLController::getInstance();
scene->loadMsh("..\\Release\\Msh\\multiModTex.msh");
//scene->loadMsh("..\\Release\\Msh\\cubeTex.msh");
scene->loadMsh("..\\Release\\Msh\\structured.msh");
do {
scene->updateScene();

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