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author | Matt Strapp <matt@mattstrapp.net> | 2021-09-20 18:15:14 -0500 |
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committer | Matt Strapp <matt@mattstrapp.net> | 2021-09-20 18:15:14 -0500 |
commit | 342403a02f8063903d0f38327430721d4d0ae331 (patch) | |
tree | 29d020a27bc16939c568dd4b29166566d1c0e658 /dev/MinGfx/src/quick_shapes.h | |
parent | Fix parenthesis (diff) | |
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do ass1submission-p1.0
Diffstat (limited to 'dev/MinGfx/src/quick_shapes.h')
-rw-r--r-- | dev/MinGfx/src/quick_shapes.h | 506 |
1 files changed, 253 insertions, 253 deletions
diff --git a/dev/MinGfx/src/quick_shapes.h b/dev/MinGfx/src/quick_shapes.h index c38ac52..b903329 100644 --- a/dev/MinGfx/src/quick_shapes.h +++ b/dev/MinGfx/src/quick_shapes.h @@ -1,254 +1,254 @@ -/* - This file is part of the MinGfx Project. - - Copyright (c) 2017,2018 Regents of the University of Minnesota. - All Rights Reserved. - - Original Author(s) of this File: - Dan Keefe, 2017, University of Minnesota - - Author(s) of Significant Updates/Modifications to the File: - ... - */ - -#ifndef SRC_QUICK_SHAPES_H_ -#define SRC_QUICK_SHAPES_H_ - -#include "color.h" -#include "default_shader.h" -#include "mesh.h" -#include "point3.h" -#include "shader_program.h" -#include "texture2d.h" -#include "vector3.h" -#include "matrix4.h" - -#include <vector> - - - -namespace mingfx { - -/** This class provides a quick way to draw shapes for use in debugging or - simple scenes. You can specify the color for each shape as part of the - Draw...() call. Other lighting parameters (the intensity of the light, - advanced material properties) are pre-set to reasonable defaults that apply - to all of the shapes drawn. You can edit these if you wish, but note that - the intent of this class is just to provide a quick way to draw shapes -- - this is not the right tool to use if you wish to do quality renderings and - use multiple types of materials. - - Example usage: - ~~~ - // define a new QuickShapes object during initialization, or as a class - // member variable - QuickShapes quick_shapes; - - - void DrawUsingOpenGL() { - // later, in your draw routine, use it to draw shapes - Matrix4 view = Matrix4::LookAt(Point3(0,0,3), Point3(0,0,0), Vector3(0,1,0)); - Matrix4 proj = Matrix4::Perspective(60.0, aspect_ratio(), 0.1, 10.0); - - Matrix4 m_cube = Matrix4::Translation(Vector3(-2.5,0,0)) * Matrix4::Scale(Vector3(0.5, 0.5, 0.5)); - quick_shapes.DrawCube(m_cube, view, proj, Color(1,1,1)); - - Matrix4 m_sphere = Matrix4::Scale(Vector3(2.5, 2.5, 2.5)); - quick_shapes.DrawSphere(m_sphere, view, proj, Color(1,1,1)); - - Matrix4 m_loop; - std::vector<Point3> loop; - loop.push_back(Point3( 4.0, 4.0, -4.0)); - loop.push_back(Point3(-4.0, 4.0, -4.0)); - loop.push_back(Point3(-4.0, 4.0, 4.0)); - loop.push_back(Point3( 4.0, 4.0, 4.0)); - quick_shapes.DrawLines(m_loop, view, proj, Color(1,1,1), loop, QuickShapes::LinesType::LINE_LOOP, 0.1); - } - ~~~ - */ -class QuickShapes { -public: - - QuickShapes(); - virtual ~QuickShapes(); - - - // -------- 3D PRIMITIVES -------- - - /** Draws a cube with extents -1 to 1 given the model, view, and projection - matrices provided and using the supplied color as a material property. - */ - void DrawCube(const Matrix4 &modelMatrix, - const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, - const Color &color); - - /** Draws a cylinder with radius 1 and height y=-1 to 1 given the model, - view, and projection matrices provided and using the supplied color as a - material property. - */ - void DrawCylinder(const Matrix4 &modelMatrix, - const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, - const Color &color); - - /** Draws a cone with radius 1 and height y=-1 to 1 given the model, - view, and projection matrices provided and using the supplied color as a - material property. - */ - void DrawCone(const Matrix4 &modelMatrix, - const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, - const Color &color); - - /** Draws a sphere with radius 1 given the model, view, and projection - matrices provided and using the supplied color as a material property. - */ - void DrawSphere(const Matrix4 &modelMatrix, - const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, - const Color &color); - - /** Draws the classic 3D paintbrush cursor from the 2001 Keefe et al. - CavePainting paper. The tip of the brush is at (0,0,0), the front - flat edge runs along the X axis, and the handle runs in the +Z direction. - */ - void DrawBrush(const Matrix4 &modelMatrix, - const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, - const Color &color); - - - // -------- 3D COMPOSITE SHAPES -------- - - /** Draws a cylinder between the two points. - */ - void DrawLineSegment(const Matrix4 &modelMatrix, - const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, - const Color &color, - const Point3 &p1, - const Point3 &p2, - float radius); - - enum class LinesType { - LINES, - LINE_STRIP, - LINE_LOOP - }; - - /** Draws a series of line segments. Using linesType=LINES connects each - consecutive pair of points in the points array with a line. A linesType=LINE_STRIP - will connect each point to the next. And, a linesType=LINE_LOOP will connect - each point to the next and in addition connect the last to the first. Example: - ~~~ - Matrix4 model; - Matrix4 view = Matrix4::LookAt(Point3(0,0,3), Point3(0,0,0), Vector3(0,1,0)); - Matrix4 proj = Matrix4::Perspective(60.0, aspect_ratio(), 0.1, 10.0); - std::vector<Point3> loop; - loop.push_back(Point3( 4.0, 4.0, -4.0)); - loop.push_back(Point3(-4.0, 4.0, -4.0)); - loop.push_back(Point3(-4.0, 4.0, 4.0)); - loop.push_back(Point3( 4.0, 4.0, 4.0)); - quick_shapes.DrawLines(model, view, proj, Color(1,1,1), loop, QuickShapes::LinesType::LINE_LOOP, 0.1); - ~~~ - */ - void DrawLines(const Matrix4 &modelMatrix, - const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, - const Color &color, - const std::vector<Point3> &points, - LinesType linesType, - float radius); - - /** Draws an arrow originating at point p and extending in the direction and - length specified by dir. radius is the radius of the cylinder used to - draw the shaft of the arrow. - */ - void DrawArrow(const Matrix4 &modelMatrix, - const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, - const Color &color, - Point3 p, Vector3 dir, float radius); - - /** Draws a right handed set of axes at the coordinate frame specified by - the modelMatrix. The arrows are 1 unit in length and colored based - on the axis: X=red, Y=green, Z=blue. - */ - void DrawAxes(const Matrix4 &modelMatrix, - const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix); - - - // -------- 2D PRIMITIVES -------- - - /** Draws a square in the X-Y plane with extents -1 to 1 and normal in the - +Y direction. Uses the model, view, and projection matrices provided - and the supplied color as a material property. - */ - void DrawSquare(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, const Color &color); - - /** Draws a square, which you can deform into some other shape by adjusting - the model matrix, and applies a texture to it. The texture must already - be bound to the OpenGL textureID provided. The square lies in the X-Y - plane with extents -1 to 1 and normal in the +Y direction. No lighting - is applied. - */ - void DrawSquare(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, const Color &color, - const Texture2D &texture); - - /** Draws a background texture across the whole screen. Typically, you will - want to do this before any other draw calls. - */ - void DrawFullscreenTexture(const Color &color, const Texture2D &texture); - - - /** Returns a pointer to the default shader used internally by the Draw class - so that you may change the default lighting properties if you wish. - */ - DefaultShader* default_shader(); - - /** Returns a pointer to the default material properties for the shapes so - that you may adjust the reflectance properties used by all the shapes - if needed. - */ - DefaultShader::MaterialProperties* material(); - - -private: - - void DrawWithFullscreen(const Color &color, Mesh *mesh, const Texture2D &tex); - - Mesh cubeMesh_; - void initCube(); - - Mesh squareMesh_; - void initSquare(); - - Mesh fullMesh_; - void initFull(); - - Mesh cylMesh_; - void initCyl(); - - Mesh coneMesh_; - void initCone(); - - Mesh sphereMesh_; - void initSph(); - - Mesh brushMesh_; - void initBrush(); - - DefaultShader defaultShader_; - DefaultShader::MaterialProperties defaultMaterial_; - Texture2D emptyTex_; - - ShaderProgram fullscreenShader_; -}; - -} // end namespace - +/*
+ This file is part of the MinGfx Project.
+
+ Copyright (c) 2017,2018 Regents of the University of Minnesota.
+ All Rights Reserved.
+
+ Original Author(s) of this File:
+ Dan Keefe, 2017, University of Minnesota
+
+ Author(s) of Significant Updates/Modifications to the File:
+ ...
+ */
+
+#ifndef SRC_QUICK_SHAPES_H_
+#define SRC_QUICK_SHAPES_H_
+
+#include "color.h"
+#include "default_shader.h"
+#include "mesh.h"
+#include "point3.h"
+#include "shader_program.h"
+#include "texture2d.h"
+#include "vector3.h"
+#include "matrix4.h"
+
+#include <vector>
+
+
+
+namespace mingfx {
+
+/** This class provides a quick way to draw shapes for use in debugging or
+ simple scenes. You can specify the color for each shape as part of the
+ Draw...() call. Other lighting parameters (the intensity of the light,
+ advanced material properties) are pre-set to reasonable defaults that apply
+ to all of the shapes drawn. You can edit these if you wish, but note that
+ the intent of this class is just to provide a quick way to draw shapes --
+ this is not the right tool to use if you wish to do quality renderings and
+ use multiple types of materials.
+
+ Example usage:
+ ~~~
+ // define a new QuickShapes object during initialization, or as a class
+ // member variable
+ QuickShapes quick_shapes;
+
+
+ void DrawUsingOpenGL() {
+ // later, in your draw routine, use it to draw shapes
+ Matrix4 view = Matrix4::LookAt(Point3(0,0,3), Point3(0,0,0), Vector3(0,1,0));
+ Matrix4 proj = Matrix4::Perspective(60.0, aspect_ratio(), 0.1, 10.0);
+
+ Matrix4 m_cube = Matrix4::Translation(Vector3(-2.5,0,0)) * Matrix4::Scale(Vector3(0.5, 0.5, 0.5));
+ quick_shapes.DrawCube(m_cube, view, proj, Color(1,1,1));
+
+ Matrix4 m_sphere = Matrix4::Scale(Vector3(2.5, 2.5, 2.5));
+ quick_shapes.DrawSphere(m_sphere, view, proj, Color(1,1,1));
+
+ Matrix4 m_loop;
+ std::vector<Point3> loop;
+ loop.push_back(Point3( 4.0, 4.0, -4.0));
+ loop.push_back(Point3(-4.0, 4.0, -4.0));
+ loop.push_back(Point3(-4.0, 4.0, 4.0));
+ loop.push_back(Point3( 4.0, 4.0, 4.0));
+ quick_shapes.DrawLines(m_loop, view, proj, Color(1,1,1), loop, QuickShapes::LinesType::LINE_LOOP, 0.1);
+ }
+ ~~~
+ */
+class QuickShapes {
+public:
+
+ QuickShapes();
+ virtual ~QuickShapes();
+
+
+ // -------- 3D PRIMITIVES --------
+
+ /** Draws a cube with extents -1 to 1 given the model, view, and projection
+ matrices provided and using the supplied color as a material property.
+ */
+ void DrawCube(const Matrix4 &modelMatrix,
+ const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix,
+ const Color &color);
+
+ /** Draws a cylinder with radius 1 and height y=-1 to 1 given the model,
+ view, and projection matrices provided and using the supplied color as a
+ material property.
+ */
+ void DrawCylinder(const Matrix4 &modelMatrix,
+ const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix,
+ const Color &color);
+
+ /** Draws a cone with radius 1 and height y=-1 to 1 given the model,
+ view, and projection matrices provided and using the supplied color as a
+ material property.
+ */
+ void DrawCone(const Matrix4 &modelMatrix,
+ const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix,
+ const Color &color);
+
+ /** Draws a sphere with radius 1 given the model, view, and projection
+ matrices provided and using the supplied color as a material property.
+ */
+ void DrawSphere(const Matrix4 &modelMatrix,
+ const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix,
+ const Color &color);
+
+ /** Draws the classic 3D paintbrush cursor from the 2001 Keefe et al.
+ CavePainting paper. The tip of the brush is at (0,0,0), the front
+ flat edge runs along the X axis, and the handle runs in the +Z direction.
+ */
+ void DrawBrush(const Matrix4 &modelMatrix,
+ const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix,
+ const Color &color);
+
+
+ // -------- 3D COMPOSITE SHAPES --------
+
+ /** Draws a cylinder between the two points.
+ */
+ void DrawLineSegment(const Matrix4 &modelMatrix,
+ const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix,
+ const Color &color,
+ const Point3 &p1,
+ const Point3 &p2,
+ float radius);
+
+ enum class LinesType {
+ LINES,
+ LINE_STRIP,
+ LINE_LOOP
+ };
+
+ /** Draws a series of line segments. Using linesType=LINES connects each
+ consecutive pair of points in the points array with a line. A linesType=LINE_STRIP
+ will connect each point to the next. And, a linesType=LINE_LOOP will connect
+ each point to the next and in addition connect the last to the first. Example:
+ ~~~
+ Matrix4 model;
+ Matrix4 view = Matrix4::LookAt(Point3(0,0,3), Point3(0,0,0), Vector3(0,1,0));
+ Matrix4 proj = Matrix4::Perspective(60.0, aspect_ratio(), 0.1, 10.0);
+ std::vector<Point3> loop;
+ loop.push_back(Point3( 4.0, 4.0, -4.0));
+ loop.push_back(Point3(-4.0, 4.0, -4.0));
+ loop.push_back(Point3(-4.0, 4.0, 4.0));
+ loop.push_back(Point3( 4.0, 4.0, 4.0));
+ quick_shapes.DrawLines(model, view, proj, Color(1,1,1), loop, QuickShapes::LinesType::LINE_LOOP, 0.1);
+ ~~~
+ */
+ void DrawLines(const Matrix4 &modelMatrix,
+ const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix,
+ const Color &color,
+ const std::vector<Point3> &points,
+ LinesType linesType,
+ float radius);
+
+ /** Draws an arrow originating at point p and extending in the direction and
+ length specified by dir. radius is the radius of the cylinder used to
+ draw the shaft of the arrow.
+ */
+ void DrawArrow(const Matrix4 &modelMatrix,
+ const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix,
+ const Color &color,
+ Point3 p, Vector3 dir, float radius);
+
+ /** Draws a right handed set of axes at the coordinate frame specified by
+ the modelMatrix. The arrows are 1 unit in length and colored based
+ on the axis: X=red, Y=green, Z=blue.
+ */
+ void DrawAxes(const Matrix4 &modelMatrix,
+ const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix);
+
+
+ // -------- 2D PRIMITIVES --------
+
+ /** Draws a square in the X-Y plane with extents -1 to 1 and normal in the
+ +Y direction. Uses the model, view, and projection matrices provided
+ and the supplied color as a material property.
+ */
+ void DrawSquare(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix, const Color &color);
+
+ /** Draws a square, which you can deform into some other shape by adjusting
+ the model matrix, and applies a texture to it. The texture must already
+ be bound to the OpenGL textureID provided. The square lies in the X-Y
+ plane with extents -1 to 1 and normal in the +Y direction. No lighting
+ is applied.
+ */
+ void DrawSquare(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix, const Color &color,
+ const Texture2D &texture);
+
+ /** Draws a background texture across the whole screen. Typically, you will
+ want to do this before any other draw calls.
+ */
+ void DrawFullscreenTexture(const Color &color, const Texture2D &texture);
+
+
+ /** Returns a pointer to the default shader used internally by the Draw class
+ so that you may change the default lighting properties if you wish.
+ */
+ DefaultShader* default_shader();
+
+ /** Returns a pointer to the default material properties for the shapes so
+ that you may adjust the reflectance properties used by all the shapes
+ if needed.
+ */
+ DefaultShader::MaterialProperties* material();
+
+
+private:
+
+ void DrawWithFullscreen(const Color &color, Mesh *mesh, const Texture2D &tex);
+
+ Mesh cubeMesh_;
+ void initCube();
+
+ Mesh squareMesh_;
+ void initSquare();
+
+ Mesh fullMesh_;
+ void initFull();
+
+ Mesh cylMesh_;
+ void initCyl();
+
+ Mesh coneMesh_;
+ void initCone();
+
+ Mesh sphereMesh_;
+ void initSph();
+
+ Mesh brushMesh_;
+ void initBrush();
+
+ DefaultShader defaultShader_;
+ DefaultShader::MaterialProperties defaultMaterial_;
+ Texture2D emptyTex_;
+
+ ShaderProgram fullscreenShader_;
+};
+
+} // end namespace
+
#endif
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