#include "OpenGLController.h" #include "callback.h" #include "shader.hpp" #include "Texture.h" #include #include #include #define VERTEX_SHADER "Shader/TextureShader.vert" #define FRAGMENT_SHADER "Shader/TextureShader.frag" ///////////////////////////////////////////////////////////////////////// // public constructor/destructor OpenGLController* OpenGLController::getInstance(int oglMajor, int oglMinor) { static OpenGLController *instace = new OpenGLController(oglMajor, oglMinor); return instace; } OpenGLController::~OpenGLController() { glDeleteBuffers(1, &gluiVertexBufferID); glDeleteVertexArrays(1, &gluiVertexArrayID); glDeleteProgram(gluiShaderPrgmID); glDeleteTextures(1, &gluiSamplerID); glfwTerminate(); deleteVectors(); } ///////////////////////////////////////////////////////////////////////// // private constructor OpenGLController::OpenGLController(int oglMajor, int oglMinor) { // adjust ogl version optional iOglMajorVersion = oglMajor; iOglMinorVersion = oglMinor; // run OGL processInit(); } ///////////////////////////////////////////////////////////////////////// // private functions void OpenGLController::processInit() { startGLFW(); createWindow(); startGLEW(); setCallbackFunctions(); // set background color glClearColor(0.5000f, 0.8000f, 1.0000f, 0.0000f); // enable z-order glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); // draw vertics only from one side glEnable(GL_CULL_FACE); // generate stuff glGenVertexArrays(1, &gluiVertexArrayID); glBindVertexArray(gluiVertexArrayID); glGenBuffers(1, &gluiVertexBufferID); // open attribute position glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID); glVertexAttribPointer(VERTEX_INDEX_XYZ, VERTEX_COMPONENTS_XYZ, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)VERTEX_OFFSET_XYZ); glVertexAttribPointer(VERTEX_INDEX_UV, VERTEX_COMPONENTS_UV, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)VERTEX_OFFSET_UV); glBindBuffer(GL_ARRAY_BUFFER, 0); // enable position, UV and mvp glEnableVertexAttribArray(0); glEnableVertexAttribArray(1); // get the painter ready try { gluiShaderPrgmID = LoadShaders(VERTEX_SHADER, FRAGMENT_SHADER); } catch (std::invalid_argument e) { MessageBox(NULL, e.what(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR); exit(1); } // get some shader IDs gluiMatrixID = glGetUniformLocation(gluiShaderPrgmID, "MVP"); gluiSamplerID = glGetUniformLocation(gluiShaderPrgmID, "textureSampler"); // generate texture glGenTextures(1, &gluiTextureID); glBindTexture(GL_TEXTURE_2D, gluiTextureID); // set some texture parameters glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 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(); while (!cursor->segmLst.empty()) { Segment* segmCuror = cursor->segmLst.back(); cursor->segmLst.pop_back(); delete segmCuror->uv; delete segmCuror->mesh; delete segmCuror->vertex; delete segmCuror; } delete cursor; } while (!vTextures.empty()) { textureData* cursor = vTextures.back(); vTextures.pop_back(); delete cursor->data; delete cursor; } } void OpenGLController::startGLFW() { if (!glfwInit()) { MessageBox(NULL, "Failed to initialize GLFW", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR); exit(0); } glfwWindowHint(GLFW_SAMPLES, iAntiAliasingLevel); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, iOglMajorVersion); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, iOglMinorVersion); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); } void OpenGLController::createWindow() { pWindow = glfwCreateWindow(iWidth, iHeight, sWindowName.c_str(), NULL, NULL); if (pWindow == NULL) { std::string message = "Your GPU does not support OpenGL "; message += std::to_string(iOglMajorVersion); message += "."; message += std::to_string(iOglMinorVersion); message += "\nTry to use an other version"; MessageBox(NULL, message.c_str(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR); glfwTerminate(); exit(0); } glfwSetWindowUserPointer(pWindow, this); glfwMakeContextCurrent(pWindow); } void OpenGLController::startGLEW() { glewExperimental = true; if (glewInit() != GLEW_OK) { MessageBox(NULL, "Failed to initialize GLEW", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR); glfwTerminate(); exit(0); } } void OpenGLController::setCallbackFunctions() { glfwSetMouseButtonCallback(pWindow, mouseButton); glfwSetCursorPosCallback(pWindow, mouseMove); 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) { // Projection glm::mat4 m4x4Projection = glm::perspective(fFOV, float(iWidth) / float(iHeight), fMinView, fMaxView); // View glm::mat4 m4x4View = glm::lookAt( glm::vec3(dTranslationX, dTranslationY, dTranslationZ), glm::vec3(dTranslationX, dTranslationY, dTranslationZ - 1), glm::vec3(0, 1, 0) ); // User controlled rotation glm::mat4 m4x4ModelRot = glm::mat4(1.0f); m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationX, glm::vec3(1, 0, 0)); m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationY, glm::vec3(0, 1, 0)); m4x4ModelRot = glm::rotate(m4x4ModelRot, fRotationZ, glm::vec3(0, 0, 1)); // Return MVP return m4x4Projection * m4x4View * m4x4ModelRot * getModelMatrix(index); } ///////////////////////////////////////////////////////////////////////// // public getter GLFWwindow * OpenGLController::getWindow() const { return pWindow; } ///////////////////////////////////////////////////////////////////////// // public functions void OpenGLController::resize(int width, int height) { iWidth = width; iHeight = height; } void OpenGLController::addRotX(float value) { fRotationX += value; } void OpenGLController::addRotY(float value) { fRotationY += value; } void OpenGLController::addTransX(double value) { dTranslationX += value; } void OpenGLController::addTransY(double value) { dTranslationY += value; } void OpenGLController::addTransZ(double value) { dTranslationZ += value; } void OpenGLController::resetView() { dTranslationX = 0; dTranslationY = 0; dTranslationZ = 5; fRotationX = 0; fRotationY = 0; fRotationZ = 0; } void OpenGLController::updateScene() { // get new matrices glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // use shader prgm glUseProgram(gluiShaderPrgmID); // bind texture in texture unit 0 glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, gluiTextureID); // tell sampler to use texture unit 0 glUniform1i(gluiSamplerID, 0); int instanceOffset(0); int textureIndex(0); for (unsigned int modelIndex = 0; modelIndex < vModels.size(); modelIndex++) { // skip null, bones, shadowMesh, hidden things (don't increase textrue index!!) if (vModels[modelIndex]->type == null || vModels[modelIndex]->type == bone || vModels[modelIndex]->type == shadowMesh || vModels[modelIndex]->renderFlags == 1) continue; for (auto& segIt : vModels[modelIndex]->segmLst) { // give texture to the shader glTexImage2D( GL_TEXTURE_2D, 0, vTextures[textureIndex]->alpha ? GL_RGBA : GL_RGB, vTextures[textureIndex]->width, vTextures[textureIndex]->height, 0, vTextures[textureIndex]->alpha ? GL_BGRA : GL_BGR, GL_UNSIGNED_BYTE, vTextures[textureIndex]->data->data() ); glGenerateMipmap(GL_TEXTURE_2D); // give the MVP to the shader glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix(modelIndex)[0][0]); glDrawArrays(GL_TRIANGLES, instanceOffset, segIt->meshSize); // recalulate counter instanceOffset += segIt->meshSize; textureIndex++; } } glfwSwapBuffers(pWindow); glfwPollEvents(); } void OpenGLController::loadMsh(const char * path) { // clean up old stuff first deleteVectors(); // get all models try { Object obj(path); vModels = obj.getModels(); } catch (std::invalid_argument e) { MessageBox(NULL, e.what(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR); return; exit(1); } // collect vertex data of all models std::vector tempBufferData; for (auto& modIt : vModels) { // don't draw bones, nulls, shadow mesh and hidden things if (modIt->type == null || modIt->type == bone || modIt->type == shadowMesh || modIt->renderFlags == 1) continue; for (auto& segIt : modIt->segmLst) { for (unsigned int i = 0; i < segIt->meshSize; i++) { Vertex tempVertex; tempVertex.position[0] = (GLfloat)segIt->vertex[segIt->mesh[i] * 3]; tempVertex.position[1] = (GLfloat)segIt->vertex[segIt->mesh[i] * 3 + 1]; tempVertex.position[2] = (GLfloat)segIt->vertex[segIt->mesh[i] * 3 + 2]; if (segIt->uv == NULL) { tempVertex.uv[0] = 1.0; tempVertex.uv[1] = 1.0; } else { tempVertex.uv[0] = (GLfloat)segIt->uv[segIt->mesh[i] * 2]; tempVertex.uv[1] = (GLfloat)segIt->uv[segIt->mesh[i] * 2 + 1]; } tempBufferData.push_back(tempVertex); } } } // fill the buffer glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID); glBufferData( GL_ARRAY_BUFFER, sizeof(Vertex) * tempBufferData.size(), tempBufferData.data(), GL_STATIC_DRAW ); glBindBuffer(GL_ARRAY_BUFFER, 0); // get textures for (auto& modIt : vModels) { // we don't need textures from null, bones, shadowMesh and hidden things, since they are not displayed if (modIt->type == null || modIt->type == bone || modIt->type == shadowMesh || modIt->renderFlags == 1) continue; for (auto& segIt : modIt->segmLst) { textureData* tempData = new textureData; try { if (segIt->texture == "") throw std::invalid_argument("no texture name"); std::string tempPath = path; while (tempPath.back() != '/' && tempPath.back() != '\\') tempPath.pop_back(); TextureTGA tempTex(std::string(tempPath + segIt->texture).c_str()); tempData->alpha = tempTex.hasAlpha(); tempData->width = tempTex.getWidth(); tempData->height = tempTex.getHeight(); tempData->data = new std::vector(tempTex.getData()); } catch (std::invalid_argument e) { GLubyte solidColor[4] = { 0, 0, 255, 255 }; tempData->alpha = true; tempData->width = 1; tempData->height = 1; tempData->data = new std::vector({ 0, 0, 255, 255 }); } vTextures.push_back(tempData); } } }