#pragma once #include #include #include "Object.h" #include #define VERTEX_INDEX_XYZ 0 #define VERTEX_INDEX_UV 1 #define VERTEX_COMPONENTS_XYZ 3 #define VERTEX_COMPONENTS_UV 2 #define VERTEX_SIZE_XYZ (sizeof(float) * VERTEX_COMPONENTS_XYZ) #define VERTEX_SIZE_UV (sizeof(float) * VERTEX_COMPONENTS_UV) #define VERTEX_OFFSET_XYZ 0 #define VERTEX_OFFSET_UV (VERTEX_SIZE_XYZ) struct Vertex { GLfloat position[3]; GLfloat uv[2]; }; struct textureData { bool alpha; std::uint32_t width; std::uint32_t height; std::vector* data; }; class OpenGLController { //////////////////////////////////////////////////////////////////////////////////////////// // constructor/destructor public: static OpenGLController* getInstance(int oglMajor = 4, int oglMinor = 5); ~OpenGLController(); private: OpenGLController() {}; OpenGLController(int oglMajor, int oglMinor); //////////////////////////////////////////////////////////////////////////////////////////// // member private: // window GLFWwindow* pWindow = NULL; std::string sWindowName = "MeshViewer 2.0 pre-alpha"; int iWidth = 640; int iHeight = 480; // init glfw int iOglMajorVersion = 4; int iOglMinorVersion = 5; int iAntiAliasingLevel = 4; // IDs ==================================== //object data GLuint gluiVertexArrayID = 0; GLuint gluiVertexBufferID = 0; //obj color GLuint gluiTextureID = 0; GLuint gluiShaderPrgmID = 0; GLuint gluiSamplerID = 0; //obj transformation GLuint gluiMatrixID = 0; // ======================================== // data std::vector* vModels = NULL; std::vector vTextures; Bbox sceneBoundingBox; // transformation ========================= //values float fRotationX = 0; float fRotationY = 0; float fRotationZ = 0; double dTranslationX = 0; double dTranslationY = 0; double dTranslationZ = 3; // ======================================== // camera float fFOV = 45.0f; float fMinView = 0.1f; float fMaxView = 100.0f; //////////////////////////////////////////////////////////////////////////////////////////// // 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); //////////////////////////////////////////////////////////////////////////////////////////// // public functions public: // callback void resize(int width, int height); void addRotX(float value); void addRotY(float value); void addTransX(double value); void addTransY(double value); void addTransZ(double value); void resetView(); // main routine GLFWwindow* getWindow() const; void updateScene(); void loadMsh(const char* path); };