3D C/C++ tutorials -> OpenGL 3.3 -> OpenGL 3.3 tutorials Win32 framework
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header.h
// ----------------------------------------------------------------------------------------------------------------------------
//
// Version 1.09b
//
// ----------------------------------------------------------------------------------------------------------------------------
#include <windows.h>
#include "glmath.h"
#include "string.h"
#include <gl/glew.h> // http://glew.sourceforge.net/
#include <gl/wglew.h>
#include <FreeImage.h> // http://freeimage.sourceforge.net/
// ----------------------------------------------------------------------------------------------------------------------------
#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glu32.lib")
#pragma comment(lib, "glew32.lib")
#pragma comment(lib, "FreeImage.lib")
// ----------------------------------------------------------------------------------------------------------------------------
extern CString ModuleDirectory, ErrorLog;
buffer.h
#include "header.h"
// ----------------------------------------------------------------------------------------------------------------------------
#define BUFFER_SIZE_INCREMENT 1048576
// ----------------------------------------------------------------------------------------------------------------------------
class CBuffer
{
private:
BYTE *Buffer;
int BufferSize, Position;
public:
CBuffer();
~CBuffer();
void AddData(void *Data, int DataSize);
void Empty();
void FreeUnusedMemory();
BYTE *GetData();
int GetDataSize();
private:
void SetDefaults();
};
buffer.cpp
#include "buffer.h"
// ----------------------------------------------------------------------------------------------------------------------------
CBuffer::CBuffer()
{
SetDefaults();
}
CBuffer::~CBuffer()
{
Empty();
}
void CBuffer::AddData(void *Data, int DataSize)
{
int Remaining = BufferSize - Position;
if(DataSize > Remaining)
{
BYTE *OldBuffer = Buffer;
int OldBufferSize = BufferSize;
int Needed = DataSize - Remaining;
BufferSize += Needed > BUFFER_SIZE_INCREMENT ? Needed : BUFFER_SIZE_INCREMENT;
Buffer = new BYTE[BufferSize];
memcpy(Buffer, OldBuffer, OldBufferSize);
delete [] OldBuffer;
}
memcpy(Buffer + Position, Data, DataSize);
Position += DataSize;
}
void CBuffer::Empty()
{
delete [] Buffer;
SetDefaults();
}
void CBuffer::FreeUnusedMemory()
{
BYTE *OldBuffer = Buffer;
BufferSize = Position;
Buffer = new BYTE[BufferSize];
memcpy(Buffer, OldBuffer, BufferSize);
delete [] OldBuffer;
}
BYTE *CBuffer::GetData()
{
return Buffer;
}
int CBuffer::GetDataSize()
{
return Position;
}
void CBuffer::SetDefaults()
{
Buffer = NULL;
BufferSize = 0;
Position = 0;
}
texture.h
#include "buffer.h"
// ----------------------------------------------------------------------------------------------------------------------------
extern int gl_max_texture_size, gl_max_texture_max_anisotropy_ext;
// ----------------------------------------------------------------------------------------------------------------------------
class CTexture
{
private:
GLuint Texture;
public:
CTexture();
~CTexture();
operator GLuint ();
bool LoadTexture2D(char *FileName);
bool LoadTextureCubeMap(char **FileNames);
void Destroy();
private:
FIBITMAP *GetBitmap(char *FileName, int &Width, int &Height, int &BPP);
};
texture.cpp
#include "texture.h"
// ----------------------------------------------------------------------------------------------------------------------------
int gl_max_texture_size = 0, gl_max_texture_max_anisotropy_ext = 0;
// ----------------------------------------------------------------------------------------------------------------------------
CTexture::CTexture()
{
Texture = 0;
}
CTexture::~CTexture()
{
}
CTexture::operator GLuint ()
{
return Texture;
}
bool CTexture::LoadTexture2D(char *FileName)
{
CString DirectoryFileName = ModuleDirectory + "Textures\\" + FileName;
int Width, Height, BPP;
FIBITMAP *dib = GetBitmap(DirectoryFileName, Width, Height, BPP);
if(dib == NULL)
{
ErrorLog.Append("Error loading texture " + DirectoryFileName + "!\r\n");
return false;
}
GLenum Format = 0;
if(BPP == 32) Format = GL_BGRA;
if(BPP == 24) Format = GL_BGR;
if(Format == 0)
{
ErrorLog.Append("Unsupported texture format (%s)!\r\n", FileName);
FreeImage_Unload(dib);
return false;
}
Destroy();
glGenTextures(1, &Texture);
glBindTexture(GL_TEXTURE_2D, Texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if(GLEW_EXT_texture_filter_anisotropic)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_max_texture_max_anisotropy_ext);
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, Width, Height, 0, Format, GL_UNSIGNED_BYTE, FreeImage_GetBits(dib));
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
FreeImage_Unload(dib);
return true;
}
bool CTexture::LoadTextureCubeMap(char **FileNames)
{
int Width, Height, BPP;
FIBITMAP *dib[6];
bool Error = false;
for(int i = 0; i < 6; i++)
{
CString DirectoryFileName = ModuleDirectory + "Textures\\" + FileNames[i];
dib[i] = GetBitmap(DirectoryFileName, Width, Height, BPP);
if(dib[i] == NULL)
{
ErrorLog.Append("Error loading texture " + DirectoryFileName + "!\r\n");
Error = true;
}
}
if(Error)
{
for(int i = 0; i < 6; i++)
{
FreeImage_Unload(dib[i]);
}
return false;
}
GLenum Format = 0;
if(BPP == 32) Format = GL_BGRA;
if(BPP == 24) Format = GL_BGR;
if(Format == 0)
{
ErrorLog.Append("Unsupported texture format (%s)!\r\n", FileNames[5]);
for(int i = 0; i < 6; i++)
{
FreeImage_Unload(dib[i]);
}
return false;
}
Destroy();
glGenTextures(1, &Texture);
glBindTexture(GL_TEXTURE_CUBE_MAP, Texture);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if(GLEW_EXT_texture_filter_anisotropic)
{
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_max_texture_max_anisotropy_ext);
}
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
for(int i = 0; i < 6; i++)
{
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGBA8, Width, Height, 0, Format, GL_UNSIGNED_BYTE, FreeImage_GetBits(dib[i]));
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
for(int i = 0; i < 6; i++)
{
FreeImage_Unload(dib[i]);
}
return true;
}
void CTexture::Destroy()
{
glDeleteTextures(1, &Texture);
Texture = 0;
}
FIBITMAP *CTexture::GetBitmap(char *FileName, int &Width, int &Height, int &BPP)
{
FREE_IMAGE_FORMAT fif = FreeImage_GetFileType(FileName);
if(fif == FIF_UNKNOWN)
{
fif = FreeImage_GetFIFFromFilename(FileName);
}
if(fif == FIF_UNKNOWN)
{
return NULL;
}
FIBITMAP *dib = NULL;
if(FreeImage_FIFSupportsReading(fif))
{
dib = FreeImage_Load(fif, FileName);
}
if(dib != NULL)
{
int OriginalWidth = FreeImage_GetWidth(dib);
int OriginalHeight = FreeImage_GetHeight(dib);
Width = OriginalWidth;
Height = OriginalHeight;
if(Width == 0 || Height == 0)
{
FreeImage_Unload(dib);
return NULL;
}
BPP = FreeImage_GetBPP(dib);
if(Width > gl_max_texture_size) Width = gl_max_texture_size;
if(Height > gl_max_texture_size) Height = gl_max_texture_size;
if(!GLEW_ARB_texture_non_power_of_two)
{
Width = 1 << (int)floor((log((float)Width) / log(2.0f)) + 0.5f);
Height = 1 << (int)floor((log((float)Height) / log(2.0f)) + 0.5f);
}
if(Width != OriginalWidth || Height != OriginalHeight)
{
FIBITMAP *rdib = FreeImage_Rescale(dib, Width, Height, FILTER_BICUBIC);
FreeImage_Unload(dib);
dib = rdib;
}
}
return dib;
}
shaderprogram.h
#include "texture.h"
// ----------------------------------------------------------------------------------------------------------------------------
class CShaderProgram
{
private:
GLuint VertexShader, FragmentShader, Program;
public:
GLuint *UniformLocations, *AttribLocations;
public:
CShaderProgram();
~CShaderProgram();
operator GLuint ();
bool Load(char *VertexShaderFileName, char *FragmentShaderFileName);
void Destroy();
private:
GLuint LoadShader(char *FileName, GLenum Type);
void SetDefaults();
};
shaderprogram.cpp
#include "shaderprogram.h"
// ----------------------------------------------------------------------------------------------------------------------------
CShaderProgram::CShaderProgram()
{
SetDefaults();
}
CShaderProgram::~CShaderProgram()
{
}
CShaderProgram::operator GLuint ()
{
return Program;
}
bool CShaderProgram::Load(char *VertexShaderFileName, char *FragmentShaderFileName)
{
bool Error = false;
Destroy();
Error |= (VertexShader = LoadShader(VertexShaderFileName, GL_VERTEX_SHADER)) == 0;
Error |= (FragmentShader = LoadShader(FragmentShaderFileName, GL_FRAGMENT_SHADER)) == 0;
if(Error)
{
Destroy();
return false;
}
Program = glCreateProgram();
glAttachShader(Program, VertexShader);
glAttachShader(Program, FragmentShader);
glLinkProgram(Program);
int LinkStatus;
glGetProgramiv(Program, GL_LINK_STATUS, &LinkStatus);
if(LinkStatus == GL_FALSE)
{
ErrorLog.Append("Error linking program (%s, %s)!\r\n", VertexShaderFileName, FragmentShaderFileName);
int InfoLogLength = 0;
glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &InfoLogLength);
if(InfoLogLength > 0)
{
char *InfoLog = new char[InfoLogLength];
int CharsWritten = 0;
glGetProgramInfoLog(Program, InfoLogLength, &CharsWritten, InfoLog);
ErrorLog.Append(InfoLog);
delete [] InfoLog;
}
Destroy();
return false;
}
return true;
}
void CShaderProgram::Destroy()
{
glDetachShader(Program, VertexShader);
glDetachShader(Program, FragmentShader);
glDeleteShader(VertexShader);
glDeleteShader(FragmentShader);
glDeleteProgram(Program);
delete [] UniformLocations;
delete [] AttribLocations;
SetDefaults();
}
GLuint CShaderProgram::LoadShader(char *FileName, GLenum Type)
{
CString DirectoryFileName = ModuleDirectory + "Shaders\\" + FileName;
FILE *File;
if(fopen_s(&File, DirectoryFileName, "rb") != 0)
{
ErrorLog.Append("Error loading shader " + DirectoryFileName + "!\r\n");
return 0;
}
fseek(File, 0, SEEK_END);
long Size = ftell(File);
fseek(File, 0, SEEK_SET);
char *Source = new char[Size + 1];
fread(Source, 1, Size, File);
fclose(File);
Source[Size] = 0;
GLuint Shader = glCreateShader(Type);
glShaderSource(Shader, 1, (const char**)&Source, NULL);
delete [] Source;
glCompileShader(Shader);
int CompileStatus;
glGetShaderiv(Shader, GL_COMPILE_STATUS, &CompileStatus);
if(CompileStatus == GL_FALSE)
{
ErrorLog.Append("Error compiling shader %s!\r\n", FileName);
int InfoLogLength = 0;
glGetShaderiv(Shader, GL_INFO_LOG_LENGTH, &InfoLogLength);
if(InfoLogLength > 0)
{
char *InfoLog = new char[InfoLogLength];
int CharsWritten = 0;
glGetShaderInfoLog(Shader, InfoLogLength, &CharsWritten, InfoLog);
ErrorLog.Append(InfoLog);
delete [] InfoLog;
}
glDeleteShader(Shader);
return 0;
}
return Shader;
}
void CShaderProgram::SetDefaults()
{
VertexShader = 0;
FragmentShader = 0;
Program = 0;
UniformLocations = NULL;
AttribLocations = NULL;
}
camera.h
#include "shaderprogram.h"
// ----------------------------------------------------------------------------------------------------------------------------
#define CAMERA_KEY_W 0x0001
#define CAMERA_KEY_S 0x0002
#define CAMERA_KEY_A 0x0004
#define CAMERA_KEY_D 0x0008
#define CAMERA_KEY_R 0x0010
#define CAMERA_KEY_F 0x0020
#define CAMERA_KEY_Q 0x0040
#define CAMERA_KEY_E 0x0080
#define CAMERA_KEY_C 0x0100
#define CAMERA_KEY_SPACE 0x0200
#define CAMERA_KEY_SHIFT 0x0400
#define CAMERA_KEY_CONTROL 0x0800
// ----------------------------------------------------------------------------------------------------------------------------
class CCamera
{
protected:
float Speed, Sensitivity;
protected:
mat4x4 *ViewMatrix, *ViewMatrixInverse;
public:
vec3 X, Y, Z, Position;
public:
CCamera();
~CCamera();
virtual void Look(const vec3 &Position, const vec3 &Reference);
virtual void Move(const vec3 &Movement);
virtual bool OnKeys(SHORT Keys, float FrameTime, vec3 &Movement) = 0;
virtual void OnMouseMove(int dx, int dy) = 0;
virtual void OnMouseWheel(short zDelta);
virtual void SetViewMatrixPointer(float *ViewMatrix, float *ViewMatrixInverse = NULL);
protected:
virtual void CalculateViewMatrix();
};
// ----------------------------------------------------------------------------------------------------------------------------
class CUniverseCamera : public CCamera
{
public:
CUniverseCamera();
~CUniverseCamera();
bool OnKeys(SHORT Keys, float FrameTime, vec3 &Movement);
void OnMouseMove(int dx, int dy);
};
// ----------------------------------------------------------------------------------------------------------------------------
class CFlyingCamera : public CCamera
{
public:
CFlyingCamera();
~CFlyingCamera();
bool OnKeys(SHORT Keys, float FrameTime, vec3 &Movement);
void OnMouseMove(int dx, int dy);
};
// ----------------------------------------------------------------------------------------------------------------------------
class CFirstPersonCamera : public CCamera
{
public:
CFirstPersonCamera();
~CFirstPersonCamera();
bool OnKeys(SHORT Keys, float FrameTime, vec3 &Movement);
void OnMouseMove(int dx, int dy);
};
// ----------------------------------------------------------------------------------------------------------------------------
class CThirdPersonCamera : public CCamera
{
public:
vec3 Reference;
public:
CThirdPersonCamera();
~CThirdPersonCamera();
void Look(const vec3 &Position, const vec3 &Reference);
void Move(const vec3 &Movement);
bool OnKeys(SHORT Keys, float FrameTime, vec3 &Movement);
void OnMouseMove(int dx, int dy);
void OnMouseWheel(short zDelta);
};
camera.cpp
#include "camera.h"
// ----------------------------------------------------------------------------------------------------------------------------
CCamera::CCamera()
{
Speed = 2.5f;
Sensitivity = 0.25f;
ViewMatrix = NULL;
ViewMatrixInverse = NULL;
X = vec3(1.0f, 0.0f, 0.0f);
Y = vec3(0.0f, 1.0f, 0.0f);
Z = vec3(0.0f, 0.0f, 1.0f);
Position = vec3(0.0f, 0.0f, 0.0f);
}
CCamera::~CCamera()
{
}
void CCamera::Look(const vec3 &Position, const vec3 &Reference)
{
this->Position = Position;
Z = normalize(Position - Reference);
X = normalize(cross(vec3(0.0f, 1.0f, 0.0f), Z));
Y = cross(Z, X);
CalculateViewMatrix();
}
void CCamera::Move(const vec3 &Movement)
{
Position += Movement;
CalculateViewMatrix();
}
void CCamera::OnMouseWheel(short zDelta)
{
}
void CCamera::SetViewMatrixPointer(float *ViewMatrix, float *ViewMatrixInverse)
{
this->ViewMatrix = (mat4x4*)ViewMatrix;
this->ViewMatrixInverse = (mat4x4*)ViewMatrixInverse;
CalculateViewMatrix();
}
void CCamera::CalculateViewMatrix()
{
if(ViewMatrix != NULL)
{
*ViewMatrix = mat4x4(X.x, Y.x, Z.x, 0.0f, X.y, Y.y, Z.y, 0.0f, X.z, Y.z, Z.z, 0.0f, -dot(X, Position), -dot(Y, Position), -dot(Z, Position), 1.0f);
if(ViewMatrixInverse != NULL)
{
*ViewMatrixInverse = inverse(*ViewMatrix);
}
}
}
// ----------------------------------------------------------------------------------------------------------------------------
CUniverseCamera::CUniverseCamera()
{
}
CUniverseCamera::~CUniverseCamera()
{
}
bool CUniverseCamera::OnKeys(SHORT Keys, float FrameTime, vec3 &Movement)
{
float Speed = this->Speed;
if(Keys & CAMERA_KEY_SHIFT) Speed *= 2.0f;
if(Keys & CAMERA_KEY_CONTROL) Speed *= 0.5f;
float Distance = Speed * FrameTime;
vec3 Up = Y;
vec3 Right = X;
vec3 Forward = -Z;
Up *= Distance;
Right *= Distance;
Forward *= Distance;
if(Keys & CAMERA_KEY_W) Movement += Forward;
if(Keys & CAMERA_KEY_S) Movement -= Forward;
if(Keys & CAMERA_KEY_A) Movement -= Right;
if(Keys & CAMERA_KEY_D) Movement += Right;
if(Keys & CAMERA_KEY_R) Movement += Up;
if(Keys & CAMERA_KEY_F) Movement -= Up;
float AngleSpeed = 45.0f * FrameTime;
if(Keys & CAMERA_KEY_Q)
{
X = rotate(X, AngleSpeed, Z);
Y = rotate(Y, AngleSpeed, Z);
}
AngleSpeed = -AngleSpeed;
if(Keys & CAMERA_KEY_E)
{
X = rotate(X, AngleSpeed, Z);
Y = rotate(Y, AngleSpeed, Z);
}
return Keys & 0xFF ? true : false;
}
void CUniverseCamera::OnMouseMove(int dx, int dy)
{
if(dx != 0)
{
float DeltaX = (float)dx * Sensitivity;
X = rotate(X, DeltaX, Y);
Z = rotate(Z, DeltaX, Y);
}
if(dy != 0)
{
float DeltaY = (float)dy * Sensitivity;
Y = rotate(Y, DeltaY, X);
Z = rotate(Z, DeltaY, X);
}
CalculateViewMatrix();
}
// ----------------------------------------------------------------------------------------------------------------------------
CFlyingCamera::CFlyingCamera()
{
}
CFlyingCamera::~CFlyingCamera()
{
}
bool CFlyingCamera::OnKeys(SHORT Keys, float FrameTime, vec3 &Movement)
{
float Speed = this->Speed;
if(Keys & CAMERA_KEY_SHIFT) Speed *= 2.0f;
if(Keys & CAMERA_KEY_CONTROL) Speed *= 0.5f;
float Distance = Speed * FrameTime;
vec3 Up = Y;
vec3 Right = X;
vec3 Forward = -Z;
Up *= Distance;
Right *= Distance;
Forward *= Distance;
if(Keys & CAMERA_KEY_W) Movement += Forward;
if(Keys & CAMERA_KEY_S) Movement -= Forward;
if(Keys & CAMERA_KEY_A) Movement -= Right;
if(Keys & CAMERA_KEY_D) Movement += Right;
if(Keys & CAMERA_KEY_R) Movement += Up;
if(Keys & CAMERA_KEY_F) Movement -= Up;
return Keys & 0x3F ? true : false;
}
void CFlyingCamera::OnMouseMove(int dx, int dy)
{
if(dx != 0)
{
float DeltaX = (float)dx * Sensitivity;
X = rotate(X, DeltaX, vec3(0.0f, 1.0f, 0.0f));
Y = rotate(Y, DeltaX, vec3(0.0f, 1.0f, 0.0f));
Z = rotate(Z, DeltaX, vec3(0.0f, 1.0f, 0.0f));
}
if(dy != 0)
{
float DeltaY = (float)dy * Sensitivity;
Y = rotate(Y, DeltaY, X);
Z = rotate(Z, DeltaY, X);
if(Y.y < 0.0f)
{
Z = vec3(0.0f, Z.y > 0.0f ? 1.0f : -1.0f, 0.0f);
Y = cross(Z, X);
}
}
CalculateViewMatrix();
}
// ----------------------------------------------------------------------------------------------------------------------------
CFirstPersonCamera::CFirstPersonCamera()
{
}
CFirstPersonCamera::~CFirstPersonCamera()
{
}
bool CFirstPersonCamera::OnKeys(SHORT Keys, float FrameTime, vec3 &Movement)
{
float Speed = this->Speed;
if(Keys & CAMERA_KEY_SHIFT) Speed *= 2.0f;
if(Keys & CAMERA_KEY_CONTROL) Speed *= 0.5f;
float Distance = Speed * FrameTime;
vec3 Up = vec3(0.0f, 1.0f, 0.0f);
vec3 Right = X;
vec3 Forward = cross(Up, Right);
Up *= Distance;
Right *= Distance;
Forward *= Distance;
if(Keys & CAMERA_KEY_W) Movement += Forward;
if(Keys & CAMERA_KEY_S) Movement -= Forward;
if(Keys & CAMERA_KEY_A) Movement -= Right;
if(Keys & CAMERA_KEY_D) Movement += Right;
if(Keys & CAMERA_KEY_R) Movement += Up;
if(Keys & CAMERA_KEY_F) Movement -= Up;
return Keys & 0x3F ? true : false;
}
void CFirstPersonCamera::OnMouseMove(int dx, int dy)
{
if(dx != 0)
{
float DeltaX = (float)dx * Sensitivity;
X = rotate(X, DeltaX, vec3(0.0f, 1.0f, 0.0f));
Y = rotate(Y, DeltaX, vec3(0.0f, 1.0f, 0.0f));
Z = rotate(Z, DeltaX, vec3(0.0f, 1.0f, 0.0f));
}
if(dy != 0)
{
float DeltaY = (float)dy * Sensitivity;
Y = rotate(Y, DeltaY, X);
Z = rotate(Z, DeltaY, X);
if(Y.y < 0.0f)
{
Z = vec3(0.0f, Z.y > 0.0f ? 1.0f : -1.0f, 0.0f);
Y = cross(Z, X);
}
}
CalculateViewMatrix();
}
// ----------------------------------------------------------------------------------------------------------------------------
CThirdPersonCamera::CThirdPersonCamera()
{
Position = vec3(0.0f, 0.0f, 5.0f);
Reference = vec3(0.0f, 0.0f, 0.0f);
}
CThirdPersonCamera::~CThirdPersonCamera()
{
}
void CThirdPersonCamera::Look(const vec3 &Position, const vec3 &Reference)
{
this->Position = Position;
this->Reference = Reference;
Z = normalize(Position - Reference);
X = normalize(cross(vec3(0.0f, 1.0f, 0.0f), Z));
Y = cross(Z, X);
CalculateViewMatrix();
}
void CThirdPersonCamera::Move(const vec3 &Movement)
{
Position += Movement;
Reference += Movement;
CalculateViewMatrix();
}
bool CThirdPersonCamera::OnKeys(SHORT Keys, float FrameTime, vec3 &Movement)
{
float Speed = this->Speed;
if(Keys & CAMERA_KEY_SHIFT) Speed *= 2.0f;
if(Keys & CAMERA_KEY_CONTROL) Speed *= 0.5f;
float Distance = Speed * FrameTime;
vec3 Up = vec3(0.0f, 1.0f, 0.0f);
vec3 Right = X;
vec3 Forward = cross(Up, Right);
Up *= Distance;
Right *= Distance;
Forward *= Distance;
if(Keys & CAMERA_KEY_W) Movement += Forward;
if(Keys & CAMERA_KEY_S) Movement -= Forward;
if(Keys & CAMERA_KEY_A) Movement -= Right;
if(Keys & CAMERA_KEY_D) Movement += Right;
if(Keys & CAMERA_KEY_R) Movement += Up;
if(Keys & CAMERA_KEY_F) Movement -= Up;
return Keys & 0x3F ? true : false;
}
void CThirdPersonCamera::OnMouseMove(int dx, int dy)
{
Position -= Reference;
if(dx != 0)
{
float DeltaX = (float)dx * Sensitivity;
X = rotate(X, DeltaX, vec3(0.0f, 1.0f, 0.0f));
Y = rotate(Y, DeltaX, vec3(0.0f, 1.0f, 0.0f));
Z = rotate(Z, DeltaX, vec3(0.0f, 1.0f, 0.0f));
}
if(dy != 0)
{
float DeltaY = (float)dy * Sensitivity;
Y = rotate(Y, DeltaY, X);
Z = rotate(Z, DeltaY, X);
if(Y.y < 0.0f)
{
Z = vec3(0.0f, Z.y > 0.0f ? 1.0f : -1.0f, 0.0f);
Y = cross(Z, X);
}
}
Position = Reference + Z * length(Position);
CalculateViewMatrix();
}
void CThirdPersonCamera::OnMouseWheel(short zDelta)
{
Position -= Reference;
if(zDelta < 0 && length(Position) < 500.0f)
{
Position += Position * 0.1f;
}
if(zDelta > 0 && length(Position) > 0.05f)
{
Position -= Position * 0.1f;
}
Position += Reference;
CalculateViewMatrix();
}
opengl33renderer.h
#include "camera.h"
// ----------------------------------------------------------------------------------------------------------------------------
class COpenGL33Renderer
{
protected:
int LastX, LastY;
protected:
int Width, Height;
protected:
mat3x3 NormalMatrix;
mat4x4 ModelMatrix, ViewMatrix, ProjectionMatrix, ModelViewProjectionMatrix;
protected:
CCamera *Camera;
public:
CString Text;
public:
COpenGL33Renderer();
~COpenGL33Renderer();
virtual bool Init() = 0;
virtual void Resize(int Width, int Height) = 0;
virtual void Render() = 0;
virtual bool Animate(float FrameTime) = 0;
virtual void Destroy() = 0;
virtual void MoveCamera(const vec3 &Movement);
virtual bool OnCameraKeys(SHORT Keys, float FrameTime, vec3 &Movement);
virtual void OnKeyDown(UINT Key);
virtual void OnLButtonDown(int X, int Y);
virtual void OnMouseMove(int X, int Y, bool LButtonDown, bool RButtonDown);
virtual void OnMouseWheel(short zDelta);
virtual void OnRButtonDown(int X, int Y);
};
opengl33renderer.cpp
#include "opengl33renderer.h"
// ----------------------------------------------------------------------------------------------------------------------------
COpenGL33Renderer::COpenGL33Renderer()
{
Camera = NULL;
}
COpenGL33Renderer::~COpenGL33Renderer()
{
}
void COpenGL33Renderer::MoveCamera(const vec3 &Movement)
{
if(Camera != NULL)
{
Camera->Move(Movement);
}
}
bool COpenGL33Renderer::OnCameraKeys(SHORT Keys, float FrameTime, vec3 &Movement)
{
if(Camera != NULL)
{
return Camera->OnKeys(Keys, FrameTime, Movement);
}
return false;
}
void COpenGL33Renderer::OnKeyDown(UINT Key)
{
}
void COpenGL33Renderer::OnLButtonDown(int X, int Y)
{
LastX = X;
LastY = Y;
}
void COpenGL33Renderer::OnMouseMove(int X, int Y, bool LButtonDown, bool RButtonDown)
{
if(RButtonDown)
{
if(Camera != NULL)
{
Camera->OnMouseMove(LastX - X, LastY - Y);
}
}
LastX = X;
LastY = Y;
}
void COpenGL33Renderer::OnMouseWheel(short zDelta)
{
if(Camera != NULL)
{
Camera->OnMouseWheel(zDelta);
}
}
void COpenGL33Renderer::OnRButtonDown(int X, int Y)
{
LastX = X;
LastY = Y;
}
opengl33view.h
#include "opengl33renderer.h"
// ----------------------------------------------------------------------------------------------------------------------------
class COpenGL33View
{
private:
char *Title;
int Width, Height, Samples;
HWND hWnd;
HGLRC hGLRC;
private:
COpenGL33Renderer *OpenGL33Renderer;
public:
COpenGL33View(COpenGL33Renderer *OpenGL33Renderer);
~COpenGL33View();
bool Init(HINSTANCE hInstance, char *Title, int Width, int Height, int Samples);
void Show(bool Maximized = false);
void MessageLoop();
void Destroy();
void OnKeyDown(UINT Key);
void OnLButtonDown(int X, int Y);
void OnMouseMove(int X, int Y);
void OnMouseWheel(short zDelta);
void OnPaint();
void OnRButtonDown(int X, int Y);
void OnSize(int Width, int Height);
};
opengl33view.cpp
#include "opengl33view.h"
// ----------------------------------------------------------------------------------------------------------------------------
COpenGL33View *OpenGL33View = NULL;
// ----------------------------------------------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND hWnd, UINT uiMsg, WPARAM wParam, LPARAM lParam)
{
switch(uiMsg)
{
case WM_CLOSE:
PostQuitMessage(0);
break;
case WM_KEYDOWN:
if(OpenGL33View != NULL) OpenGL33View->OnKeyDown((UINT)wParam);
break;
case WM_LBUTTONDOWN:
if(OpenGL33View != NULL) OpenGL33View->OnLButtonDown(LOWORD(lParam), HIWORD(lParam));
break;
case WM_MOUSEMOVE:
if(OpenGL33View != NULL) OpenGL33View->OnMouseMove(LOWORD(lParam), HIWORD(lParam));
break;
case 0x020A: // WM_MOUSEWHEEL
if(OpenGL33View != NULL) OpenGL33View->OnMouseWheel(HIWORD(wParam));
break;
case WM_PAINT:
if(OpenGL33View != NULL) OpenGL33View->OnPaint();
break;
case WM_RBUTTONDOWN:
if(OpenGL33View != NULL) OpenGL33View->OnRButtonDown(LOWORD(lParam), HIWORD(lParam));
break;
case WM_SIZE:
if(OpenGL33View != NULL) OpenGL33View->OnSize(LOWORD(lParam), HIWORD(lParam));
break;
default:
return DefWindowProc(hWnd, uiMsg, wParam, lParam);
}
return 0;
}
// ----------------------------------------------------------------------------------------------------------------------------
CString ModuleDirectory, ErrorLog;
// ----------------------------------------------------------------------------------------------------------------------------
void GetModuleDirectory()
{
char *moduledirectory = new char[256];
GetModuleFileName(GetModuleHandle(NULL), moduledirectory, 256);
*(strrchr(moduledirectory, '\\') + 1) = 0;
ModuleDirectory = moduledirectory;
delete [] moduledirectory;
}
// ----------------------------------------------------------------------------------------------------------------------------
COpenGL33View::COpenGL33View(COpenGL33Renderer *OpenGL33Renderer)
{
OpenGL33View = this;
this->OpenGL33Renderer = OpenGL33Renderer;
}
COpenGL33View::~COpenGL33View()
{
}
bool COpenGL33View::Init(HINSTANCE hInstance, char *Title, int Width, int Height, int Samples)
{
this->Title = Title;
this->Width = Width;
this->Height = Height;
WNDCLASSEX WndClassEx;
memset(&WndClassEx, 0, sizeof(WNDCLASSEX));
WndClassEx.cbSize = sizeof(WNDCLASSEX);
WndClassEx.style = CS_OWNDC | CS_HREDRAW | CS_VREDRAW;
WndClassEx.lpfnWndProc = WndProc;
WndClassEx.hInstance = hInstance;
WndClassEx.hIcon = LoadIcon(NULL, IDI_APPLICATION);
WndClassEx.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
WndClassEx.hCursor = LoadCursor(NULL, IDC_ARROW);
WndClassEx.lpszClassName = "OpenGL33TutorialsWin32Framework";
if(RegisterClassEx(&WndClassEx) == 0)
{
ErrorLog.Set("RegisterClassEx failed!");
return false;
}
DWORD Style = WS_OVERLAPPEDWINDOW | WS_CLIPSIBLINGS | WS_CLIPCHILDREN;
hWnd = CreateWindowEx(WS_EX_APPWINDOW, WndClassEx.lpszClassName, Title, Style, 0, 0, Width, Height, NULL, NULL, hInstance, NULL);
if(hWnd == NULL)
{
ErrorLog.Set("CreateWindowEx failed!");
return false;
}
HDC hDC = GetDC(hWnd);
if(hDC == NULL)
{
ErrorLog.Set("GetDC failed!");
return false;
}
PIXELFORMATDESCRIPTOR pfd;
memset(&pfd, 0, sizeof(PIXELFORMATDESCRIPTOR));
pfd.nSize = sizeof(PIXELFORMATDESCRIPTOR);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DOUBLEBUFFER | PFD_SUPPORT_OPENGL | PFD_DRAW_TO_WINDOW;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.cColorBits = 32;
pfd.cDepthBits = 24;
pfd.iLayerType = PFD_MAIN_PLANE;
int PixelFormat = ChoosePixelFormat(hDC, &pfd);
if(PixelFormat == 0)
{
ErrorLog.Set("ChoosePixelFormat failed!");
return false;
}
static int MSAAPixelFormat = 0;
if(SetPixelFormat(hDC, MSAAPixelFormat == 0 ? PixelFormat : MSAAPixelFormat, &pfd) == FALSE)
{
ErrorLog.Set("SetPixelFormat failed!");
return false;
}
hGLRC = wglCreateContext(hDC);
if(hGLRC == NULL)
{
ErrorLog.Set("wglCreateContext failed!");
return false;
}
if(wglMakeCurrent(hDC, hGLRC) == FALSE)
{
ErrorLog.Set("wglMakeCurrent (1) failed!");
return false;
}
if(glewInit() != GLEW_OK)
{
ErrorLog.Set("glewInit failed!");
return false;
}
if(MSAAPixelFormat == 0 && Samples > 0)
{
if(WGLEW_ARB_pixel_format && GLEW_ARB_multisample)
{
while(Samples > 0)
{
UINT NumFormats = 0;
int PFAttribs[] =
{
WGL_DRAW_TO_WINDOW_ARB, GL_TRUE,
WGL_SUPPORT_OPENGL_ARB, GL_TRUE,
WGL_DOUBLE_BUFFER_ARB, GL_TRUE,
WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB,
WGL_COLOR_BITS_ARB, 32,
WGL_DEPTH_BITS_ARB, 24,
WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB,
WGL_SAMPLE_BUFFERS_ARB, GL_TRUE,
WGL_SAMPLES_ARB, Samples,
0
};
if(wglChoosePixelFormatARB(hDC, PFAttribs, NULL, 1, &MSAAPixelFormat, &NumFormats) == TRUE && NumFormats > 0) break;
Samples--;
}
wglDeleteContext(hGLRC);
DestroyWindow(hWnd);
UnregisterClass(WndClassEx.lpszClassName, hInstance);
return Init(hInstance, Title, Width, Height, Samples);
}
else
{
Samples = 0;
}
}
this->Samples = Samples;
if(WGLEW_ARB_create_context)
{
wglDeleteContext(hGLRC);
int GL33RCAttribs[] =
{
WGL_CONTEXT_MAJOR_VERSION_ARB, 3,
WGL_CONTEXT_MINOR_VERSION_ARB, 3,
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
0
};
hGLRC = wglCreateContextAttribsARB(hDC, 0, GL33RCAttribs);
if(hGLRC == NULL)
{
ErrorLog.Set("wglCreateContextAttribsARB failed!");
return false;
}
if(wglMakeCurrent(hDC, hGLRC) == FALSE)
{
ErrorLog.Set("wglMakeCurrent (2) failed!");
return false;
}
}
else
{
ErrorLog.Set("WGL_ARB_create_context not supported!");
return false;
}
GetModuleDirectory();
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &gl_max_texture_size);
if(GLEW_EXT_texture_filter_anisotropic)
{
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_max_texture_max_anisotropy_ext);
}
if(WGLEW_EXT_swap_control)
{
wglSwapIntervalEXT(0);
}
if(OpenGL33Renderer != NULL)
{
return OpenGL33Renderer->Init();
}
return true;
}
void COpenGL33View::Show(bool Maximized)
{
RECT dRect, wRect, cRect;
GetWindowRect(GetDesktopWindow(), &dRect);
GetWindowRect(hWnd, &wRect);
GetClientRect(hWnd, &cRect);
wRect.right += Width - cRect.right;
wRect.bottom += Height - cRect.bottom;
wRect.right -= wRect.left;
wRect.bottom -= wRect.top;
wRect.left = dRect.right / 2 - wRect.right / 2;
wRect.top = dRect.bottom / 2 - wRect.bottom / 2;
MoveWindow(hWnd, wRect.left, wRect.top, wRect.right, wRect.bottom, FALSE);
ShowWindow(hWnd, Maximized ? SW_SHOWMAXIMIZED : SW_SHOWNORMAL);
}
void COpenGL33View::MessageLoop()
{
MSG Msg;
while(GetMessage(&Msg, NULL, 0, 0) > 0)
{
TranslateMessage(&Msg);
DispatchMessage(&Msg);
}
}
void COpenGL33View::Destroy()
{
if(OpenGL33Renderer != NULL && GLEW_VERSION_3_3)
{
OpenGL33Renderer->Destroy();
}
wglDeleteContext(hGLRC);
DestroyWindow(hWnd);
}
void COpenGL33View::OnKeyDown(UINT Key)
{
switch(Key)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
if(OpenGL33Renderer != NULL)
{
OpenGL33Renderer->OnKeyDown(Key);
}
}
void COpenGL33View::OnLButtonDown(int X, int Y)
{
if(OpenGL33Renderer != NULL)
{
OpenGL33Renderer->OnLButtonDown(X, Y);
}
}
void COpenGL33View::OnMouseMove(int X, int Y)
{
if(OpenGL33Renderer != NULL)
{
OpenGL33Renderer->OnMouseMove(X, Y, GetKeyState(VK_LBUTTON) & 0x80 ? true : false, GetKeyState(VK_RBUTTON) & 0x80 ? true : false);
}
}
void COpenGL33View::OnMouseWheel(short zDelta)
{
if(OpenGL33Renderer != NULL)
{
OpenGL33Renderer->OnMouseWheel(zDelta);
}
}
void COpenGL33View::OnPaint()
{
static DWORD LastFrameTime = GetTickCount(), LastFPSTime = LastFrameTime, FPS = 0;
PAINTSTRUCT ps;
HDC hDC = BeginPaint(hWnd, &ps);
DWORD Time = GetTickCount();
float FrameTime = float(Time - LastFrameTime) * 0.001f;
LastFrameTime = Time;
if(Time - LastFPSTime > 1000)
{
CString Text = Title;
if(OpenGL33Renderer != NULL)
{
if(OpenGL33Renderer->Text[0] != 0)
{
Text.Append(" - " + OpenGL33Renderer->Text);
}
}
Text.Append(" - %dx%d", Width, Height);
Text.Append(", ATF %dx", gl_max_texture_max_anisotropy_ext);
Text.Append(", MSAA %dx", Samples);
Text.Append(", FPS: %d", FPS);
Text.Append(" - %s", glGetString(GL_RENDERER));
SetWindowText(hWnd, Text);
LastFPSTime = Time;
FPS = 0;
}
else
{
FPS++;
}
if(OpenGL33Renderer != NULL)
{
bool Animated = OpenGL33Renderer->Animate(FrameTime);
SHORT Keys = 0x0000;
if(GetKeyState('W') & 0x80) Keys |= CAMERA_KEY_W;
if(GetKeyState('S') & 0x80) Keys |= CAMERA_KEY_S;
if(GetKeyState('A') & 0x80) Keys |= CAMERA_KEY_A;
if(GetKeyState('D') & 0x80) Keys |= CAMERA_KEY_D;
if(GetKeyState('R') & 0x80) Keys |= CAMERA_KEY_R;
if(GetKeyState('F') & 0x80) Keys |= CAMERA_KEY_F;
if(GetKeyState('Q') & 0x80) Keys |= CAMERA_KEY_Q;
if(GetKeyState('E') & 0x80) Keys |= CAMERA_KEY_E;
if(GetKeyState('C') & 0x80) Keys |= CAMERA_KEY_C;
if(GetKeyState(VK_SPACE) & 0x80) Keys |= CAMERA_KEY_SPACE;
if(GetKeyState(VK_SHIFT) & 0x80) Keys |= CAMERA_KEY_SHIFT;
if(GetKeyState(VK_CONTROL) & 0x80) Keys |= CAMERA_KEY_CONTROL;
vec3 Movement;
if(OpenGL33Renderer->OnCameraKeys(Keys, FrameTime, Movement))
{
OpenGL33Renderer->MoveCamera(Movement);
}
OpenGL33Renderer->Render();
}
SwapBuffers(hDC);
EndPaint(hWnd, &ps);
InvalidateRect(hWnd, NULL, FALSE);
}
void COpenGL33View::OnRButtonDown(int X, int Y)
{
if(OpenGL33Renderer != NULL)
{
OpenGL33Renderer->OnRButtonDown(X, Y);
}
}
void COpenGL33View::OnSize(int Width, int Height)
{
this->Width = Width;
this->Height = Height;
if(OpenGL33Renderer != NULL)
{
OpenGL33Renderer->Resize(Width, Height);
}
}
myopengl33renderer.h
#include "opengl33view.h"
// ----------------------------------------------------------------------------------------------------------------------------
class CMyOpenGL33Renderer : public COpenGL33Renderer
{
public:
CMyOpenGL33Renderer();
~CMyOpenGL33Renderer();
bool Init();
void Resize(int Width, int Height);
void Render();
bool Animate(float FrameTime);
void Destroy();
};
myopengl33renderer.cpp
#include "myopengl33renderer.h"
// ----------------------------------------------------------------------------------------------------------------------------
CMyOpenGL33Renderer::CMyOpenGL33Renderer()
{
}
CMyOpenGL33Renderer::~CMyOpenGL33Renderer()
{
}
bool CMyOpenGL33Renderer::Init()
{
return true;
}
void CMyOpenGL33Renderer::Resize(int Width, int Height)
{
this->Width = Width;
this->Width = Height;
glViewport(0 , 0, Width, Height);
}
void CMyOpenGL33Renderer::Render()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
bool CMyOpenGL33Renderer::Animate(float FrameTime)
{
return false;
}
void CMyOpenGL33Renderer::Destroy()
{
}
opengl33app.cpp
#include "opengl33renderer.h"
// ----------------------------------------------------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR sCmdLine, int iShow)
{
CMyOpenGL33Renderer *MyOpenGL33Renderer = new CMyOpenGL33Renderer();
COpenGL33View *OpenGL33View = new COpenGL33View(MyOpenGL33Renderer);
char *AppName = "OpenGL 3.3 tutorials Win32 framework";
if(OpenGL33View->Init(hInstance, AppName, 800, 600, 4))
{
OpenGL33View->Show();
OpenGL33View->MessageLoop();
}
else
{
MessageBox(NULL, ErrorLog, AppName, MB_OK | MB_ICONERROR);
}
OpenGL33View->Destroy();
delete OpenGL33View;
delete MyOpenGL33Renderer;
return 0;
}
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