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OpenGLHelpers.cpp
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OpenGLHelpers.cpp
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#include "OpenGLHelpers.h"
void gluPerspective(GLfloat fovy, GLfloat aspect, GLfloat zNear, GLfloat zFar) {
GLfloat xmin, xmax, ymin, ymax;
ymax = zNear * tan(fovy * M_PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
glFrustumf(xmin, xmax, ymin, ymax, zNear, zFar);
}
void resizeWindow(int x, int y, int width, int height, float fov) {
/* Height / width ration */
GLfloat ratio;
/* Protect against a divide by zero */
if (height == 0) {
height = 1;
}
ratio = (GLfloat) width / (GLfloat) height;
/* Setup our viewport. */
glViewport(x, y, (GLint) width, (GLint) height);
/*
* change to the projection matrix and set
* our viewing volume.
*/
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
/* Set our perspective */
gluPerspective(fov, ratio, 0.1f, 2000.0f);
// use landscape mode...
glRotatef(90, 0, 0, 1.0);
/* Make sure we're chaning the model view and not the projection */
glMatrixMode(GL_MODELVIEW);
/* Reset The View */
glLoadIdentity();
}
void initGL() {
/* Enable Texture Mapping ( NEW ) */
glEnable(GL_TEXTURE_2D);
/* Enable smooth shading */
glShadeModel(GL_SMOOTH);
/* Set the background black */
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
/* Depth buffer setup */
glClearDepthf(1.0f);
/* Enables Depth Testing */
glEnable(GL_DEPTH_TEST);
/* The Type Of Depth Test To Do */
glDepthFunc(GL_LEQUAL);
/* Really Nice Perspective Calculations */
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
void gluLookAt(GLfloat eyex, GLfloat eyey, GLfloat eyez, GLfloat centerx,
GLfloat centery, GLfloat centerz, GLfloat upx, GLfloat upy,
GLfloat upz) {
GLfloat m[16];
GLfloat x[3], y[3], z[3];
GLfloat mag;
/* Make rotation matrix */
/* Z vector */
z[0] = eyex - centerx;
z[1] = eyey - centery;
z[2] = eyez - centerz;
mag = sqrt(z[0] * z[0] + z[1] * z[1] + z[2] * z[2]);
if (mag) { /* mpichler, 19950515 */
z[0] /= mag;
z[1] /= mag;
z[2] /= mag;
}
/* Y vector */
y[0] = upx;
y[1] = upy;
y[2] = upz;
/* X vector = Y cross Z */
x[0] = y[1] * z[2] - y[2] * z[1];
x[1] = -y[0] * z[2] + y[2] * z[0];
x[2] = y[0] * z[1] - y[1] * z[0];
/* Recompute Y = Z cross X */
y[0] = z[1] * x[2] - z[2] * x[1];
y[1] = -z[0] * x[2] + z[2] * x[0];
y[2] = z[0] * x[1] - z[1] * x[0];
/* mpichler, 19950515 */
/* cross product gives area of parallelogram, which is < 1.0 for
* non-perpendicular unit-length vectors; so normalize x, y here
*/
mag = sqrt(x[0] * x[0] + x[1] * x[1] + x[2] * x[2]);
if (mag) {
x[0] /= mag;
x[1] /= mag;
x[2] /= mag;
}
mag = sqrt(y[0] * y[0] + y[1] * y[1] + y[2] * y[2]);
if (mag) {
y[0] /= mag;
y[1] /= mag;
y[2] /= mag;
}
#define M(row,col) m[col*4+row]
M(0, 0) = x[0];
M(0, 1) = x[1];
M(0, 2) = x[2];
M(0, 3) = 0.0;
M(1, 0) = y[0];
M(1, 1) = y[1];
M(1, 2) = y[2];
M(1, 3) = 0.0;
M(2, 0) = z[0];
M(2, 1) = z[1];
M(2, 2) = z[2];
M(2, 3) = 0.0;
M(3, 0) = 0.0;
M(3, 1) = 0.0;
M(3, 2) = 0.0;
M(3, 3) = 1.0;
#undef M
glMultMatrixf(m);
/* Translate Eye to Origin */
glTranslatef(-eyex, -eyey, -eyez);
}
GLuint initTexture(MAHandle image) {
GLuint textureHandle;
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &textureHandle);
glBindTexture(GL_TEXTURE_2D, textureHandle);
maOpenGLTexImage2D(image);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
//glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
//glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
return textureHandle;
}
void TriangleStripVBO::initVBO(const MAUtil::Vector<TriangleStrip>& strips) {
/**/ // VBO code
glGenBuffers(1, &mVBO);
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
int totalDataSize = 0;
int vertexCoordOffset = 0;
int textureCoordOffset = 0;
mTriangleStrips.clear();
for(int i = 0; i < strips.size(); i++)
{
textureCoordOffset = vertexCoordOffset + strips[i].vertices.size()*sizeof(vec3);
mTriangleStrips.add(TriangleStripInfo(vertexCoordOffset, textureCoordOffset, strips[i].vertices.size()));
vertexCoordOffset = textureCoordOffset + strips[i].textureCoordinates.size()*sizeof(vec2);
}
totalDataSize = vertexCoordOffset;
glBufferData(GL_ARRAY_BUFFER, totalDataSize, NULL, GL_STATIC_DRAW);
for(int i = 0; i < strips.size(); i++)
{
glBufferSubData(GL_ARRAY_BUFFER, mTriangleStrips[i].vertexCoordOffset, mTriangleStrips[i].numVertices*sizeof(vec3), &strips[i].vertices[0]);
glBufferSubData(GL_ARRAY_BUFFER, mTriangleStrips[i].textureCoordOffset, mTriangleStrips[i].numVertices*sizeof(vec2), &strips[i].textureCoordinates[0]);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void TriangleStripVBO::renderVBO() {
glBindBuffer(GL_ARRAY_BUFFER, mVBO);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
for(int i = 0; i < mTriangleStrips.size(); i++)
{
glVertexPointer(3, GL_FLOAT, sizeof(vec3), (void*) mTriangleStrips[i].vertexCoordOffset);
glTexCoordPointer(2, GL_FLOAT, sizeof(vec2), (void*) mTriangleStrips[i].textureCoordOffset);
glDrawArrays(GL_TRIANGLE_STRIP, 0, mTriangleStrips[i].numVertices);
}
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}