SWBF2-Classic-Msh-Viewer/3DViewer/Header/setup.h

163 lines
4.8 KiB
C++

#pragma once
#include <gl/glew.h>
#include <gl/glfw3.h>
#include <glm\glm.hpp>
#include <glm\gtc\matrix_transform.hpp>
#include <Windows.h>
#include <vector>
#include "shader.h"
#include "import.h"
#include "texture.h"
#define OGL_MAJOR_VERSION 4
#define OGL_MINOR_VERSION 5
#define AA_VALUE 4
#define MAINWINDOW_NAME "MeshViewer 2.0 pre-alpha"
#define VERTEX_SHADER "Shader/VertexTextureShader.mv2shdr"
#define FRAGMENT_SHADER "Shader/FragmentTextureShader.mv2shdr"
#define TEXTURE_NAME "Textures/dice.tga"
struct oglVariables {
GLFWwindow* window; // window
GLuint vertexArrayID; // vertex array
GLuint vertexBufferID; // vertex buffer
GLuint colorBufferID; // color buffer
GLuint samplerID; // sampler handler
GLuint uvBufferID; // uv buffer
GLuint shaderPrgmID; // shader
struct {
GLuint id; // matrix ID
glm::mat4 projection; // projection
glm::mat4 view; // view
glm::mat4 model; // model
glm::mat4 mvp; // mvp
} matrix;
struct {
std::vector<GLfloat> data; // obj data
std::vector<GLfloat> color; // obj color
std::vector<GLfloat> uv; // obj uv
GLuint textureID; // texture data
} object;
};
struct {
float fov = 45.f;
float minView = 0.1f;
float maxView = 100.0f;
int witdh = 640;
int heigh = 480;
float rotX = 0;
float rotY = 0;
float rotZ = 0;
double transX = 0.0;
double transY = 0.0;
double transZ = 5.0;
} monitor;
void setupGLFW()
{
if (!glfwInit())
{
MessageBox(NULL, "Failed to initialize GLFW", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
exit(0);
}
glfwWindowHint(GLFW_SAMPLES, AA_VALUE); // antialiasing level
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, OGL_MAJOR_VERSION); // OpenGL major version number
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, OGL_MINOR_VERSION); // OpenGL minor verison number
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // something we need for new OGL
}
GLFWwindow* createWindow()
{
GLFWwindow* window = glfwCreateWindow(monitor.witdh, monitor.heigh, MAINWINDOW_NAME, NULL, NULL);
if (window == NULL)
{
char tempMajor[10], tempMinor[10];
_itoa_s(OGL_MAJOR_VERSION, tempMajor, 10, 10);
_itoa_s(OGL_MINOR_VERSION, tempMinor, 10, 10);
MessageBox(NULL,
(std::string("Your GPU does not support OpenGL ") += std::string(tempMajor) += std::string(".") += std::string(tempMinor)).c_str(),
"MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
glfwTerminate();
exit(0);
}
glfwMakeContextCurrent(window);
return window;
}
void setupGLEW()
{
glewExperimental = true;
if (glewInit() != GLEW_OK)
{
MessageBox(NULL, "Failed to initialize GLEW!", "MeshViewer 2.0 Error", MB_OK | MB_ICONERROR);
glfwTerminate();
exit(0);
}
}
void calcMatrices(oglVariables &scene)
{
scene.matrix.projection = glm::perspective(monitor.fov, float(monitor.witdh) / float(monitor.heigh), monitor.minView, monitor.maxView);
scene.matrix.view = glm::lookAt(
glm::vec3(monitor.transX, monitor.transY, monitor.transZ),
glm::vec3(monitor.transX, monitor.transY, monitor.transZ - 1),
glm::vec3(0, 1, 0)
);
scene.matrix.model = glm::mat4(1.0f);
scene.matrix.model = glm::rotate(scene.matrix.model, monitor.rotX, glm::vec3(1, 0, 0));
scene.matrix.model = glm::rotate(scene.matrix.model, monitor.rotY, glm::vec3(0, 1, 0));
scene.matrix.model = glm::rotate(scene.matrix.model, monitor.rotZ, glm::vec3(0, 0, 1));
scene.matrix.mvp = scene.matrix.projection * scene.matrix.view * scene.matrix.model;
}
void initVariables(oglVariables &temp)
{
glGenVertexArrays(1, &(temp.vertexArrayID));
glGenBuffers(1, &temp.vertexBufferID);
glGenBuffers(1, &temp.colorBufferID);
glGenBuffers(1, &temp.uvBufferID);
temp.shaderPrgmID = LoadShaders(VERTEX_SHADER, FRAGMENT_SHADER);
temp.matrix.id = glGetUniformLocation(temp.shaderPrgmID, "MVP");
calcMatrices(temp);
temp.samplerID = glGetUniformLocation(temp.shaderPrgmID, "textureSampler");
temp.object.data = loadData();
temp.object.color = loadColor();
temp.object.uv = loadUV();
glGenTextures(1, &temp.object.textureID);
glBindTexture(GL_TEXTURE_2D, temp.object.textureID);
TextureTGA tempTex(TEXTURE_NAME);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tempTex.getWidth(), tempTex.getHeight(), 0, 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 cleanUp(oglVariables &scene)
{
glDeleteBuffers(1, &scene.uvBufferID);
glDeleteBuffers(1, &scene.colorBufferID);
glDeleteBuffers(1, &scene.vertexBufferID);
glDeleteVertexArrays(1, &scene.vertexArrayID);
glDeleteProgram(scene.shaderPrgmID);
glDeleteTextures(1, &scene.samplerID);
glfwTerminate();
}