146 lines
3.0 KiB
C++
146 lines
3.0 KiB
C++
#include <gl\glew.h>
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#include <gl\glfw3.h>
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#include <glm\gtc\matrix_transform.hpp>
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#include "Object.h"
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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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#define VERTEX_SHADER "Shader/VertexTextureShader.mv2shdr"
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#define FRAGMENT_SHADER "Shader/FragmentTextureShader.mv2shdr"
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#define TEXTURE_NAME "Textures/dice.tga"
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/////////////////////////////////////////////////////////////////////////
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// public constructor/destructor
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Object::Object(const char* path) :
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fRotationX(0),
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fRotationY(0),
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fRotationZ(0)
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{
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m4x4Model = glm::mat4(1.0f);
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glGenVertexArrays(1, &gluiVertexArrayID);
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glGenBuffers(1, &gluiVertexBufferID);
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glGenBuffers(1, &gluiUVBufferID);
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gluiShaderPrgmID = LoadShaders(VERTEX_SHADER, FRAGMENT_SHADER);
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vfVertices = loadData();
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vfUV = loadUV();
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processTexture();
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loadMesh2OGL();
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}
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Object::~Object()
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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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}
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/////////////////////////////////////////////////////////////////////////
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// private functions
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void Object::processTexture()
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{
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glGenTextures(1, &gluiTextureID);
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glBindTexture(GL_TEXTURE_2D, gluiTextureID);
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TextureTGA tempTex(TEXTURE_NAME);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tempTex.getWidth(), tempTex.getHeight(), 0, GL_BGR, GL_UNSIGNED_BYTE, tempTex.getData().data());
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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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}
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void Object::calcMatrix()
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{
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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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}
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void Object::loadMesh2OGL()
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{
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// load object to OGL
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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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// load UV to OGL
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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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/////////////////////////////////////////////////////////////////////////
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// public getter
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glm::mat4 Object::getMatrix()
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{
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calcMatrix();
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return m4x4Model;
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}
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GLuint Object::getShader() const
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{
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return gluiShaderPrgmID;
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}
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GLuint Object::getTextureID() const
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{
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return gluiTextureID;
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}
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GLuint Object::getVertexBufferID() const
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{
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return gluiVertexBufferID;
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}
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GLuint Object::getUVBufferID() const
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{
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return gluiUVBufferID;
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}
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int Object::getVertexNumber() const
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{
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return 12*3;
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}
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/////////////////////////////////////////////////////////////////////////
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// public functions
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void Object::add2x(float value)
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{
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fRotationX += value;
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}
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void Object::add2y(float value)
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{
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fRotationY += value;
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}
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void Object::add2z(float value)
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{
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fRotationZ += value;
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}
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