9b3d12dfeb
cloth not displayed completely, corvette is not displayed why?
129 lines
2.8 KiB
C++
129 lines
2.8 KiB
C++
#pragma once
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#include <gl\glew.h>
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#include <gl\glfw3.h>
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#include "Object.h"
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#include <vector>
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#define VERTEX_INDEX_XYZ 0
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#define VERTEX_INDEX_UV 1
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#define VERTEX_COMPONENTS_XYZ 3
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#define VERTEX_COMPONENTS_UV 2
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#define VERTEX_SIZE_XYZ (sizeof(float) * VERTEX_COMPONENTS_XYZ)
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#define VERTEX_SIZE_UV (sizeof(float) * VERTEX_COMPONENTS_UV)
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#define VERTEX_OFFSET_XYZ 0
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#define VERTEX_OFFSET_UV (VERTEX_SIZE_XYZ)
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struct Vertex {
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GLfloat position[3];
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GLfloat uv[2];
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};
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struct textureData {
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bool alpha;
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std::uint32_t width;
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std::uint32_t height;
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std::vector<std::uint8_t>* data;
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};
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class OpenGLController
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{
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////////////////////////////////////////////////////////////////////////////////////////////
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// constructor/destructor
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public:
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static OpenGLController* getInstance(int oglMajor = 4, int oglMinor = 5);
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~OpenGLController();
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private:
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OpenGLController() {};
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OpenGLController(int oglMajor, int oglMinor);
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////////////////////////////////////////////////////////////////////////////////////////////
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// member
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private:
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// window
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GLFWwindow* pWindow = NULL;
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std::string sWindowName = "MeshViewer 2.0 pre-alpha";
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int iWidth = 640;
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int iHeight = 480;
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// init glfw
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int iOglMajorVersion = 4;
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int iOglMinorVersion = 5;
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int iAntiAliasingLevel = 4;
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// IDs ====================================
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//object data
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GLuint gluiVertexArrayID = 0;
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GLuint gluiVertexBufferID = 0;
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//obj color
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GLuint gluiTextureID = 0;
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GLuint gluiShaderPrgmID = 0;
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GLuint gluiSamplerID = 0;
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//obj transformation
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GLuint gluiMatrixID = 0;
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// ========================================
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// data
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std::vector<Modl*>* vModels = NULL;
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std::vector<textureData*> vTextures;
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Bbox sceneBoundingBox;
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// transformation =========================
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//values
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float fRotationX = 0;
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float fRotationY = 0;
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float fRotationZ = 0;
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double dTranslationX = 0;
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double dTranslationY = 0;
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double dTranslationZ = 3;
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// ========================================
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// camera
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float fFOV = 45.0f;
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float fMinView = 0.1f;
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float fMaxView = 100.0f;
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////////////////////////////////////////////////////////////////////////////////////////////
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// private functions
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private:
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void processInit();
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void deleteVectors();
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void startGLFW();
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void createWindow();
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void startGLEW();
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void setCallbackFunctions();
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glm::mat4 getModelMatrix(unsigned int index);
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glm::mat4 getMVPMatrix(unsigned int index);
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////////////////////////////////////////////////////////////////////////////////////////////
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// public functions
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public:
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// callback
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void resize(int width, int height);
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void addRotX(float value);
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void addRotY(float value);
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void addTransX(double value);
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void addTransY(double value);
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void addTransZ(double value);
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void resetView();
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// main routine
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GLFWwindow* getWindow() const;
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void updateScene();
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void loadMsh(const char* path);
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};
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