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5 Commits
Version_0.
...
Version_0.
Author | SHA1 | Date | |
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![]() |
1ab385475b | ||
![]() |
9298d88260 | ||
![]() |
91b65bf6e3 | ||
![]() |
b4bd314450 | ||
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2524971d19 |
@@ -3,7 +3,6 @@
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#include <list>
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#include <list>
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#include <fstream>
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#include <fstream>
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#include <string>
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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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#include <glm\gtc\matrix_transform.hpp>
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enum Mtyp {
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enum Mtyp {
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@@ -22,16 +21,16 @@ struct ChunkHeader {
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};
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};
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struct Modl {
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struct Modl {
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std::string name;
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std::string name = "";
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std::string parent;
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std::string parent = "";
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Mtyp type;
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Mtyp type = null;
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std::uint32_t renderFlags;
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std::int32_t renderFlags = -1;
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glm::mat4 m4x4Translation;
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glm::mat4 m4x4Translation = glm::mat4(1.0f);
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std::string texture;
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std::string texture = "";
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float* vertex;
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float* vertex = nullptr;
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float* uv;
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float* uv = nullptr;
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std::uint32_t* mesh;
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std::uint32_t* mesh = nullptr;
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std::uint32_t meshSize;
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std::uint32_t meshSize = 0;
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};
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};
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@@ -49,7 +48,6 @@ private:
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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 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 analyseMsh2Chunks(std::list<ChunkHeader*> &chunkList);
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void analyseMatdChunks(std::list<ChunkHeader*> &chunkList);
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void analyseMatdChunks(std::list<ChunkHeader*> &chunkList);
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@@ -1,11 +1,9 @@
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#pragma once
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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\glew.h>
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#include <gl\glfw3.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 "Object.h"
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#include "Texture.h"
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#include <vector>
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#define VERTEX_INDEX_XYZ 0
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#define VERTEX_INDEX_XYZ 0
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#define VERTEX_INDEX_UV 1
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#define VERTEX_INDEX_UV 1
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@@ -96,12 +94,14 @@ private:
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// private functions
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// private functions
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private:
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private:
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void processInit();
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void processInit();
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void deleteVectors();
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void startGLFW();
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void startGLFW();
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void createWindow();
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void createWindow();
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void startGLEW();
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void startGLEW();
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void setCallbackFunctions();
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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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glm::mat4 getMVPMatrix(unsigned int index);
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@@ -9,3 +9,5 @@ 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 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 "Object.h"
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#include <iostream>
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#include <iostream>
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#define PI (4.0*atan(1.0))
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#define PI (4.0*atan(1.0))
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@@ -72,20 +74,6 @@ Object::~Object()
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/////////////////////////////////////////////////////////////////////////
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/////////////////////////////////////////////////////////////////////////
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// private functions
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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->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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void Object::loadChunks(std::list<ChunkHeader*>& destination, std::streampos start, const std::uint32_t end)
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{
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{
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// jump to first chunk
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// jump to first chunk
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@@ -170,7 +158,6 @@ void Object::analyseMsh2Chunks(std::list<ChunkHeader*>& chunkList)
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if (!strcmp("MODL", (*it)->name))
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if (!strcmp("MODL", (*it)->name))
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{
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{
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Modl* tempModl = new Modl;
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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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// get all subchunks
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std::list<ChunkHeader*> tempChunks;
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std::list<ChunkHeader*> tempChunks;
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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 "OpenGLController.h"
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#include "callback.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 "shader.hpp"
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#include "Texture.h"
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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 VERTEX_SHADER "Shader/TextureShader.vert"
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#define FRAGMENT_SHADER "Shader/TextureShader.frag"
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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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/////////////////////////////////////////////////////////////////////////
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// public constructor/destructor
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// public constructor/destructor
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@@ -31,24 +28,7 @@ OpenGLController::~OpenGLController()
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glDeleteTextures(1, &gluiSamplerID);
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glDeleteTextures(1, &gluiSamplerID);
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glfwTerminate();
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glfwTerminate();
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while (!vModels.empty())
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deleteVectors();
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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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}
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@@ -127,6 +107,28 @@ void OpenGLController::processInit()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_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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}
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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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void OpenGLController::startGLFW()
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{
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{
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if (!glfwInit())
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if (!glfwInit())
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@@ -182,6 +184,23 @@ void OpenGLController::setCallbackFunctions()
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glfwSetWindowSizeCallback(pWindow, windowResize);
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glfwSetWindowSizeCallback(pWindow, windowResize);
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glfwSetScrollCallback(pWindow, mouseWheel);
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glfwSetScrollCallback(pWindow, mouseWheel);
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glfwSetKeyCallback(pWindow, keyPress);
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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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}
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glm::mat4 OpenGLController::getMVPMatrix(unsigned int index)
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glm::mat4 OpenGLController::getMVPMatrix(unsigned int index)
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@@ -196,10 +215,6 @@ glm::mat4 OpenGLController::getMVPMatrix(unsigned int index)
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glm::vec3(0, 1, 0)
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glm::vec3(0, 1, 0)
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);
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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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// User controlled rotation
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glm::mat4 m4x4ModelRot = glm::mat4(1.0f);
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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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m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationX, glm::vec3(1, 0, 0));
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@@ -207,7 +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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m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationZ, glm::vec3(0, 0, 1));
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// Return MVP
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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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}
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@@ -270,7 +285,7 @@ void OpenGLController::updateScene()
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int instanceOffset(0);
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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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{
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// give texture to the shader
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// give texture to the shader
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glTexImage2D(GL_TEXTURE_2D,
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glTexImage2D(GL_TEXTURE_2D,
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@@ -300,6 +315,9 @@ void OpenGLController::updateScene()
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void OpenGLController::loadMsh(const char * path)
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void OpenGLController::loadMsh(const char * path)
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{
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{
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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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// get all models
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try
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try
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{
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{
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@@ -1,7 +1,5 @@
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#include "Texture.h"
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#include "Texture.h"
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#include <iostream>
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#include <fstream>
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#include <fstream>
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#include <Windows.h>
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TextureTGA::TextureTGA(const char * filePath)
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TextureTGA::TextureTGA(const char * filePath)
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{
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{
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@@ -1,6 +1,3 @@
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//#include "callback.h"
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#include <gl\glew.h>
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#include <gl\glfw3.h>
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#include "OpenGLController.h"
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#include "OpenGLController.h"
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@@ -101,3 +98,10 @@ void keyPress(GLFWwindow *window, int key, int scancode, int action, int mods)
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}
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}
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}
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}
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}
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}
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void dragNdrop(GLFWwindow* window, int count, const char** paths)
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{
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OpenGLController* controller = reinterpret_cast<OpenGLController*>(glfwGetWindowUserPointer(window));
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if(count > 0)
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controller->loadMsh(paths[0]);
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}
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@@ -3,9 +3,6 @@
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#endif // DEBUG
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#endif // DEBUG
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#include "OpenGLController.h"
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#include "OpenGLController.h"
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#include "Object.h"
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#include <iostream>
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#include <Windows.h>
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int main(int argc, char** argv)
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int main(int argc, char** argv)
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{
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{
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@@ -20,8 +17,7 @@ int main(int argc, char** argv)
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else
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else
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scene = OpenGLController::getInstance();
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scene = OpenGLController::getInstance();
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scene->loadMsh("..\\Release\\Msh\\multiModTex.msh");
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scene->loadMsh("..\\Release\\Msh\\structured.msh");
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//scene->loadMsh("..\\Release\\Msh\\cubeTex.msh");
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do {
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do {
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scene->updateScene();
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scene->updateScene();
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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