340 lines
7.8 KiB
C++
340 lines
7.8 KiB
C++
#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 "callback.h"
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#include <glm\gtc\matrix_transform.hpp>
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#include "shader.hpp"
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#include "import.h"
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#include "Texture.h"
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#include "Object.h"
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#define VERTEX_SHADER "Shader/VertexTextureShader.mv2shdr"
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#define FRAGMENT_SHADER "Shader/FragmentTextureShader.mv2shdr"
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#define TEXTURE_NAME "Textures/texture32R.tga"
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/////////////////////////////////////////////////////////////////////////
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// public constructor/destructor
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OpenGLController* OpenGLController::getInstance(int oglMajor, int oglMinor)
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{
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static OpenGLController *instace = new OpenGLController(oglMajor, oglMinor);
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return instace;
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}
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OpenGLController::~OpenGLController()
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{
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glDeleteBuffers(1, &gluiUVBufferID);
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glDeleteBuffers(1, &gluiVertexBufferID);
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glDeleteVertexArrays(1, &gluiVertexArrayID);
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glDeleteProgram(gluiShaderPrgmID);
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glDeleteTextures(1, &gluiSamplerID);
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glfwTerminate();
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}
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/////////////////////////////////////////////////////////////////////////
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// private constructor
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OpenGLController::OpenGLController(int oglMajor, int oglMinor)
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{
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// init variables
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initDefault();
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iOglMajorVersion = oglMajor;
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iOglMinorVersion = oglMinor;
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// run OGL
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processInit();
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}
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/////////////////////////////////////////////////////////////////////////
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// private functions
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void OpenGLController::initDefault()
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{
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pWindow = NULL;
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sWindowName = "MeshViewer 2.0 pre-alpha";
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iWidth = 640;
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iHeight = 480;
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iAntiAliasingLevel = 4;
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gluiUVBufferID = 0;
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gluiTextureID = 0;
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gluiShaderPrgmID = 0;
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gluiSamplerID = 0;
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gluiMatrixID = 0;
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fRotationX = 0;
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fRotationY = 0;
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fRotationZ = 0;
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dTranslationX = 0;
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dTranslationY = 0;
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dTranslationZ = 5;
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m4x4Model = glm::mat4(1.0f);
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m4x4View = glm::mat4(1.0f);
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m4x4Projection = glm::mat4(1.f);
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fFOV = 45.0f;
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fMinView = 0.1f;
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fMaxView = 100.0f;
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}
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void OpenGLController::processInit()
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{
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startGLFW();
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createWindow();
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startGLEW();
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setCallbackFunctions();
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// set background color
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glClearColor(0.5000f, 0.8000f, 1.0000f, 0.0000f);
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// enable z-order
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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// draw vertics only from one side
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glEnable(GL_CULL_FACE);
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}
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void OpenGLController::startGLFW()
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{
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if (!glfwInit())
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{
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MessageBox(NULL, "Failed to initialize GLFW", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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exit(0);
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}
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glfwWindowHint(GLFW_SAMPLES, iAntiAliasingLevel);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, iOglMajorVersion);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, iOglMinorVersion);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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}
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void OpenGLController::createWindow()
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{
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pWindow = glfwCreateWindow(iWidth, iHeight, sWindowName.c_str(), NULL, NULL);
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if (pWindow == NULL)
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{
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std::string message = "Your GPU does not support OpenGL ";
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message += iOglMajorVersion;
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message += ".";
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message += iOglMinorVersion;
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message += "\nTry to use older version";
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MessageBox(NULL, message.c_str(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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glfwTerminate();
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exit(0);
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}
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glfwSetWindowUserPointer(pWindow, this);
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glfwMakeContextCurrent(pWindow);
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}
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void OpenGLController::startGLEW()
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{
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glewExperimental = true;
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if (glewInit() != GLEW_OK)
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{
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MessageBox(NULL, "Failed to initialize GLEW", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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glfwTerminate();
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exit(0);
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}
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}
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void OpenGLController::setCallbackFunctions()
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{
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glfwSetMouseButtonCallback(pWindow, mouseButton);
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glfwSetCursorPosCallback(pWindow, mouseMove);
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glfwSetWindowSizeCallback(pWindow, windowResize);
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glfwSetScrollCallback(pWindow, mouseWheel);
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glfwSetKeyCallback(pWindow, keyPress);
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}
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glm::mat4 OpenGLController::getMVPMatrix()
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{
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m4x4Projection = glm::perspective(fFOV, float(iWidth) / float(iHeight), fMinView, fMaxView);
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m4x4View = glm::lookAt(
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glm::vec3(dTranslationX, dTranslationY, dTranslationZ),
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glm::vec3(dTranslationX, dTranslationY, dTranslationZ - 1),
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glm::vec3(0, 1, 0)
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);
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m4x4Model = glm::mat4(1.0f);
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m4x4Model = glm::rotate(m4x4Model, fRotationX, glm::vec3(1, 0, 0));
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m4x4Model = glm::rotate(m4x4Model, fRotationY, glm::vec3(0, 1, 0));
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m4x4Model = glm::rotate(m4x4Model, fRotationZ, glm::vec3(0, 0, 1));
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return m4x4Projection * m4x4View * m4x4Model;
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}
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/////////////////////////////////////////////////////////////////////////
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// public getter
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GLFWwindow * OpenGLController::getWindow() const
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{
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return pWindow;
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}
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/////////////////////////////////////////////////////////////////////////
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// public functions
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void OpenGLController::resize(int width, int height)
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{
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iWidth = width;
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iHeight = height;
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}
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void OpenGLController::addRotX(float value)
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{
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fRotationX += value;
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}
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void OpenGLController::addRotY(float value)
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{
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fRotationY += value;
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}
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void OpenGLController::addTransX(double value)
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{
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dTranslationX += value;
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}
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void OpenGLController::addTransY(double value)
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{
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dTranslationY += value;
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}
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void OpenGLController::addTransZ(double value)
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{
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dTranslationZ += value;
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}
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void OpenGLController::updateScene()
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{
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// get new matrices
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// use shader prgm
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glUseProgram(gluiShaderPrgmID);
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// tell shader transformation
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glUniformMatrix4fv(gluiMatrixID, 1, GL_FALSE, &getMVPMatrix()[0][0]);
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// bind texture in texture unit 0
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, gluiTextureID);
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// tell sampler to use texture unit 0
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glUniform1i(gluiSamplerID, 0);
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// open attribute position
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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// open attribute uv
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glEnableVertexAttribArray(1);
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glBindBuffer(GL_ARRAY_BUFFER, gluiUVBufferID);
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, 0);
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//draw objects
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glDrawArrays(GL_TRIANGLES, 0, 12 * 3);
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//close attributes
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glDisableVertexAttribArray(0);
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glDisableVertexAttribArray(1);
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glfwSwapBuffers(pWindow);
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glfwPollEvents();
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}
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void OpenGLController::loadMsh(const char * path)
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{
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// generate stuff
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glGenVertexArrays(1, &gluiVertexArrayID);
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glBindVertexArray(gluiVertexArrayID);
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glGenBuffers(1, &gluiVertexBufferID);
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glGenBuffers(1, &gluiUVBufferID);
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try
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{
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gluiShaderPrgmID = LoadShaders(VERTEX_SHADER, FRAGMENT_SHADER);
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}
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catch (std::invalid_argument e)
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{
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MessageBox(NULL, e.what(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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exit(1);
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}
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gluiMatrixID = glGetUniformLocation(gluiShaderPrgmID, "MVP");
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gluiSamplerID = glGetUniformLocation(gluiShaderPrgmID, "textureSampler");
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// get data
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try
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{
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Object obj(path);
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vfVertices = obj.getVertex();
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vfUV = obj.getUV();
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}
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catch (std::invalid_argument e)
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{
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MessageBox(NULL, e.what(), "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
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exit(1);
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}
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glGenTextures(1, &gluiTextureID);
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glBindTexture(GL_TEXTURE_2D, gluiTextureID);
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std::list<std::string> listTextures;
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try
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{
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if (listTextures.empty())
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throw std::invalid_argument("no texture names");
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TextureTGA tempTex(listTextures.front().c_str());
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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());
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}
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catch (std::invalid_argument e)
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{
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GLubyte solidColor[4] = { 255,0,0,255 };
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)solidColor);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glGenerateMipmap(GL_TEXTURE_2D);
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glBindBuffer(GL_ARRAY_BUFFER, gluiVertexBufferID);
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glBufferData(
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GL_ARRAY_BUFFER,
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sizeof(vfVertices) * vfVertices.size(),
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vfVertices.data(),
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GL_STATIC_DRAW
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);
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glBindBuffer(GL_ARRAY_BUFFER, gluiUVBufferID);
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glBufferData(
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GL_ARRAY_BUFFER,
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sizeof(vfUV) * vfUV.size(),
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vfUV.data(),
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GL_STATIC_DRAW
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);
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}
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