#include #include #include #include "OpenGLController.h" #include "callback.h" #include #include "shader.hpp" #include "import.h" #include "Texture.h" #define VERTEX_SHADER "Shader/VertexTextureShader.mv2shdr" #define FRAGMENT_SHADER "Shader/FragmentTextureShader.mv2shdr" #define TEXTURE_NAME "Textures/dice.tga" ///////////////////////////////////////////////////////////////////////// // public constructor/destructor OpenGLController& OpenGLController::getInstance(int oglMajor, int oglMinor) { static OpenGLController instace(oglMajor, oglMinor); return instace; } OpenGLController::~OpenGLController() { glDeleteTextures(1, &gluiSamplerID); glfwTerminate(); } ///////////////////////////////////////////////////////////////////////// // private constructor OpenGLController::OpenGLController(int oglMajor, int oglMinor) { // init variables initDefault(); iOglMajorVersion = oglMajor; iOglMinorVersion = oglMinor; // run OGL processInit(); } ///////////////////////////////////////////////////////////////////////// // private functions void OpenGLController::initDefault() { pWindow = NULL; sWindowName = "MeshViewer 2.0 pre-alpha"; iWidth = 640; iHeight = 480; iAntiAliasingLevel = 4; gluiUVBufferID = 0; gluiTextureID = 0; gluiShaderPrgmID = 0; gluiSamplerID = 0; gluiMatrixID = 0; fRotationX = 0; fRotationY = 0; fRotationZ = 0; dTranslationX = 0; dTranslationY = 0; dTranslationZ = 5; m4x4Model = glm::mat4(1.0f); m4x4View = glm::mat4(1.0f); m4x4Projection = glm::mat4(1.f); fFOV = 45.0f; fMinView = 0.1f; fMaxView = 100.0f; } 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); glGenBuffers(1, &gluiUVBufferID); gluiShaderPrgmID = LoadShaders(VERTEX_SHADER, FRAGMENT_SHADER); gluiMatrixID = glGetUniformLocation(gluiShaderPrgmID, "MVP"); gluiSamplerID = glGetUniformLocation(gluiShaderPrgmID, "textureSampler"); vfVertices = loadData(); vfUV = loadUV(); glGenTextures(1, &gluiTextureID); glBindTexture(GL_TEXTURE_2D, gluiTextureID); TextureTGA tempTex(TEXTURE_NAME); glTexImage2D(GL_TEXTURE_2D, 0, tempTex.hasAlpha() ? GL_RGBA : GL_RGB, tempTex.getWidth(), tempTex.getHeight(), 0, tempTex.hasAlpha() ? GL_BGRA : GL_BGR, GL_UNSIGNED_BYTE, tempTex.getData().data()); 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); glGenerateMipmap(GL_TEXTURE_2D); } 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 += iOglMajorVersion; message += "."; message += iOglMinorVersion; message += "\nTry to use older 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); } glm::mat4 OpenGLController::getMVPMatrix() { m4x4Projection = glm::perspective(fFOV, float(iWidth) / float(iHeight), fMinView, fMaxView); m4x4View = glm::lookAt( glm::vec3(dTranslationX, dTranslationY, dTranslationZ), glm::vec3(dTranslationX, dTranslationY, dTranslationZ - 1), glm::vec3(0, 1, 0) ); m4x4Model = glm::mat4(1.0f); m4x4Model = glm::rotate(m4x4Model, fRotationX, glm::vec3(1, 0, 0)); m4x4Model = glm::rotate(m4x4Model, fRotationY, glm::vec3(0, 1, 0)); m4x4Model = glm::rotate(m4x4Model, fRotationZ, glm::vec3(0, 0, 1)); return m4x4Projection * m4x4View * m4x4Model; } ///////////////////////////////////////////////////////////////////////// // 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::updateScene() { // get new matrices glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // use shader prgm glUseProgram(gluiShaderPrgmID); // tell shader transformation glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix()[0][0]); // bind texture in texture unit 0 glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, gluiTextureID); // tell sampler to use texture unit 0 glUniform1i(gluiSamplerID, 0); // open attribute position glEnableVertexAttribArray(0); glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0); // open attribute uv glEnableVertexAttribArray(1); glBindBuffer(GL_ARRAY_BUFFER, gluiUVBufferID); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0); //draw objects glDrawArrays(GL_TRIANGLES, 0, 12 * 3); //close attributes glDisableVertexAttribArray(0); glDisableVertexAttribArray(1); glfwSwapBuffers(pWindow); glfwPollEvents(); } void OpenGLController::loadMsh(const char * path) { glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID); glBufferData( GL_ARRAY_BUFFER, sizeof(vfVertices) * vfVertices.size(), vfVertices.data(), GL_STATIC_DRAW ); glBindBuffer(GL_ARRAY_BUFFER, gluiUVBufferID); glBufferData( GL_ARRAY_BUFFER, sizeof(vfUV) * vfUV.size(), vfUV.data(), GL_STATIC_DRAW ); }