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#include <Surfaces.hpp>
using namespace std;
//constructeur par liste d'initialisation////////////constructeur par liste d'initialisation//////////
Surface::Surface(int nb_points)
{
build_shape(nb_points);
nb_Surfaces++;
m_ID=nb_Surfaces;
m_VBO=0;
glGenBuffers ( 1, &m_VBO);
glBindBuffer (GL_ARRAY_BUFFER, m_VBO);
glBufferData (GL_ARRAY_BUFFER, m_vertex.size() * sizeof(Vertex), &m_vertex[0], GL_STATIC_DRAW);//GL_DYNAMIC_DRAW);
glGenVertexArrays ( 1, &m_VAO);
m_VAO=0;
glBindVertexArray (m_VAO);
glEnableVertexAttribArray (0);
glEnableVertexAttribArray (0);
glBindBuffer (GL_ARRAY_BUFFER, m_VBO);
glVertexAttribPointer (0, 3 , GL_FLOAT, GL_FALSE, 0, NULL);
refresh_VBO_vertex_array();
m_program = glCreateProgram ();
m_VS= glCreateShader (GL_VERTEX_SHADER);
m_FS = glCreateShader (GL_FRAGMENT_SHADER);
string default_VS=
"#version 140 \n in vec3 vp; \n void main () { gl_Position = vec4 (vp, 1.0);}";
string default_FS=
"#version 140 \n out vec4 frag_colour; \n void main () { frag_colour = vec4 (0.7, 0.7, 0.5, .7);}";
compile_attach_shaders(default_VS,GL_VERTEX_SHADER);
compile_attach_shaders(default_FS,GL_FRAGMENT_SHADER);
link_program();
}
//destructeur
Surface::~Surface()
{
}
///////////////////////////////////////////////////
void Surface::give_a_name(std::string const &name)
{
m_name=name;
}
std::string Surface::return_a_name() const
{
return m_name;
}
int Surface::return_nb_points() const
{
return(m_nb_vert);
}
int Surface::return_array_size() const
{
return(m_vertex.size() * sizeof(Vertex));
}
void Surface::build_shape(int nb_points)
{
gl_log_err ("Build_shape BEGIN_\n");
m_nb_vert=nb_points;
m_vertex.resize(nb_points);
float r=0.3;
float angle=3.1415926f/nb_points;
float theta;
for(int i=0;i<m_nb_vert;i++)
{
theta = 2.0f * 3.1415926f * float(i) / float(nb_points);//get the current angle
m_vertex[i].x= r * cosf(angle+ theta);
m_vertex[i].y= r * ratio_fenetre * sinf(angle +theta);
m_vertex[i].z= 0.0f;
}
gl_log_err ("Build_shape Nb Vertex: %d _END \n",nb_points);
}
void Surface::refresh_VBO_vertex_array()
{
glEnableVertexAttribArray(0);
glBindBuffer (GL_ARRAY_BUFFER, m_VBO);
glBufferData (GL_ARRAY_BUFFER, m_vertex.size() * sizeof(Vertex), &m_vertex[0], GL_STATIC_DRAW);//GL_DYNAMIC_DRAW);
}
void Surface::compile_attach_shaders(const std::string &shadercode, GLenum shader_type)
{
GLint status;
const char* code = shadercode.c_str();
switch (shader_type)
{
case GL_VERTEX_SHADER:
gl_log_err ("COMPIL_ATTACH VERTEX SHADER BEGIN_\n");
glShaderSource (m_VS, 1, (const GLchar**)&code, NULL);
glCompileShader (m_VS);
glGetShaderiv(m_VS, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
gl_log_err ("Compile failure in VERTEX shader:\n");
GLint infoLogLength;
glGetShaderiv(m_VS, GL_INFO_LOG_LENGTH, &infoLogLength);
char* strInfoLog = new char[infoLogLength + 1];
glGetShaderInfoLog(m_VS, infoLogLength, NULL, strInfoLog);
gl_log_err (strInfoLog);
delete[] strInfoLog;
glDeleteShader(m_VS); m_VS = 0;
}
glAttachShader (m_program, m_VS);
gl_log_err ("COMPIL_ATTACH _END\n");
break;
case GL_FRAGMENT_SHADER:
gl_log_err ("COMPIL_ATTACH FRAGMENT SHADER BEGIN_\n");
glShaderSource (m_FS, 1, (const GLchar**)&code, NULL);
glCompileShader (m_FS);
glGetShaderiv(m_FS, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
gl_log_err ("Compile failure in VERTEX shader:\n");
GLint infoLogLength;
glGetShaderiv(m_FS, GL_INFO_LOG_LENGTH, &infoLogLength);
char* strInfoLog = new char[infoLogLength + 1];
glGetShaderInfoLog(m_FS, infoLogLength, NULL, strInfoLog);
gl_log_err (strInfoLog);
delete[] strInfoLog;
glDeleteShader(m_FS); m_FS = 0;
}
glAttachShader (m_program, m_FS);
gl_log_err ("COMPIL_ATTACH _END\n");
break;
default:
break;
}
}
void Surface::link_program()
{
gl_log_err ("LINK_PROGRAM BEGIN_\n");
glLinkProgram (m_program);
GLint isLinked = 0;
glGetProgramiv(m_program, GL_LINK_STATUS, &isLinked);
if(isLinked == GL_FALSE)
{
GLint maxLength = 0;
glGetProgramiv(m_program, GL_INFO_LOG_LENGTH, &maxLength);
gl_log_err ("Linking program failed !\n");
//The maxLength includes the NULL character
std::vector<GLchar> infoLog(maxLength);
glGetProgramInfoLog(m_program, maxLength, &maxLength, &infoLog[0]);
// gl_log_err (infoLog);
//The program is useless now. So delete it.
glDeleteProgram(m_program);
//Provide the infolog in whatever manner you deem best.
//Exit with failure.
return;
}
gl_log_err ("LINK_PROGRAM _END\n");
}
void Surface::draw()
{
//DRAW SHAPE
glUseProgram (m_program);
refresh_VBO_vertex_array();
glBindVertexArray (m_VAO);
glBindBuffer (GL_ARRAY_BUFFER, m_VBO);
glBindVertexArray (0);
switch(m_nb_vert)
{
case 3://TRIANGLE
glDrawArrays (GL_TRIANGLES, 0, m_vertex.size()*sizeof(Vertex) );
break;
case 4://QUAD
glDrawArrays (GL_QUADS, 0, m_vertex.size()*sizeof(Vertex) );
break;
default://POLYGON
glDrawArrays (GL_POLYGON, 0, m_vertex.size()*sizeof(Vertex) );
break;
}
glUseProgram(0);
//DRAW IN EDIT MODE
if(edit_geometry==1)
{
glLineWidth(width_line);
//OUTLINING THE SHAPE
glUseProgram (shader_prg_color_red);
glBegin(GL_LINE_LOOP);
for(int i=0;i<m_nb_vert;i++)
{
glVertex3d(m_vertex[i].x, m_vertex[i].y,z_menus_bottom);
}
glEnd();
//CONTROL POINTS
m_over_point=return_mouse_over_point(mouse_ox,mouse_oy);
if(m_over_point!=-1 && m_over_point<m_nb_vert)
{
DrawCircle(m_vertex[m_over_point].x, m_vertex[m_over_point].y,z_editing_points,rayon_editing_point, width_line,18);
if(mouse_button_on==1 )//edition du point survolé
{set_xy_point(m_over_point, mouse_ox,mouse_oy);}
}
for(int i=0;i<m_nb_vert;i++)
{
DrawCircleOutline(m_vertex[i].x, m_vertex[i].y,z_editing_points,rayon_editing_point, width_line,18);
}
glUseProgram(0);
}
}
void Surface::set_xy_point(int point, double xx,double yy)
{
m_vertex[point].x=xx;
m_vertex[point].y=yy;
}
int Surface::return_mouse_over_point(double mousex,double mousey)
{
int over_point=-1;
for (int i=0;i<m_nb_vert;i++)
{
if(mousex>m_vertex[i].x-rayon_editing_point && mousex<m_vertex[i].x+rayon_editing_point && mousey>m_vertex[i].y-rayon_editing_point && mousey<m_vertex[i].y+rayon_editing_point)
{
over_point=i; break;
}
}
return(over_point);
} |
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