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authorJessie Speert <speer034@umn.edu>2021-03-22 16:20:26 -0700
committerJessie Speert <speer034@umn.edu>2021-03-22 16:20:26 -0700
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treee8e2c33500e5755e6414bb7cc558ae6872ba20c5 /dev/a5-artrender/artrender_app.h
parentUpdate vector3.cc (diff)
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Uploading Assignment 5 (and worksheet)
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+/** CSci-4611 Assignment 5: Art Render
+ */
+
+#ifndef ART_RENDER_APP_H_
+#define ART_RENDER_APP_H_
+
+#include <mingfx.h>
+using namespace mingfx;
+
+#include "edge_mesh.h"
+
+#include <string>
+#include <vector>
+
+
+/** Main application class for the ArtRender project.*/
+class ArtRenderApp : public GraphicsApp {
+public:
+
+ ArtRenderApp();
+ virtual ~ArtRenderApp();
+
+ /// Rereads the shader programs file their txt files and recompiles them
+ void OnReloadBtnPressed();
+
+ /// Switches to gouraud shading
+ void OnGouraudBtnPressed();
+
+ /// Switches to phong shading
+ void OnPhongBtnPressed();
+
+ /// Switches to an artsy, toon rendering style
+ void OnArtsyBtnPressed();
+
+ /// Callbacks used for UniCam camera controls
+ void OnLeftMouseDown(const Point2& pos);
+ void OnLeftMouseDrag(const Point2& pos, const Vector2& delta);
+ void OnLeftMouseUp(const Point2& pos);
+ void UpdateSimulation(double dt);
+
+ /// The GUI is setup here
+ void InitNanoGUI();
+
+ /// Models and shaders are loaded here, note these cannot be loaded within
+ /// the constructor because the OpenGL context is not yet created at the
+ /// time the constructor is called.
+ void InitOpenGL();
+
+ /// Rendering using shaders goes here.
+ void DrawUsingOpenGL();
+
+private:
+
+ void LoadShadersAndTextures();
+
+ // 0 = gouraud, 1 = phong, 2 = artsy
+ int shader_style_;
+
+ // 0 for the first model loaded, ...
+ int current_model_;
+
+ // filenames, also used as the caption for the buttons
+ std::vector<std::string> model_files_;
+ // triangle mesh stored for each model file
+ std::vector<Mesh> meshes_;
+ // the "edge mesh" computed from the triangle mesh for each file
+ std::vector<EdgeMesh> edge_meshes_;
+
+ // position for the light source used in the shaders
+ Point3 light_pos_;
+
+ // per-vertex gouraud shading
+ ShaderProgram gouraud_shaderprog_;
+
+ // standard per-pixel phong shading
+ ShaderProgram phong_shaderprog_;
+
+ // toon shading
+ ShaderProgram artsy_shaderprog_;
+ // textures to use for calculating lighting cutoffs inside the toon shader
+ Texture2D diffuse_ramp_;
+ Texture2D specular_ramp_;
+
+ // special program to use for drawing silhouette edges with the edge mesh
+ ShaderProgram outline_shaderprog_;
+
+
+
+ // Unicam stores/sets the view matrix based on mouse interaction since it
+ // is in charge of moving around the camera.
+ UniCam uni_cam_;
+ Matrix4 proj_matrix_;
+
+ // QuickShapes is just used to draw a little yellow sphere at the position
+ // of the light.
+ QuickShapes quick_shapes_;
+
+ // A list of paths to search for data files (images and shaders)
+ std::vector<std::string> search_path_;
+};
+
+#endif \ No newline at end of file