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author | KT <tran0563@umn.edu> | 2021-09-06 19:07:33 -0500 |
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committer | KT <tran0563@umn.edu> | 2021-09-06 19:07:33 -0500 |
commit | cccd3186305915d92b1751dc616979d64116a4aa (patch) | |
tree | 5dd4834daef547cd45fc0b643f44a10b581de0ad /dev/a6-harold/ground.h | |
parent | Added missing images for the A6 worksheet (diff) | |
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-rw-r--r-- | dev/a6-harold/ground.h | 63 |
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diff --git a/dev/a6-harold/ground.h b/dev/a6-harold/ground.h deleted file mode 100644 index 0cc18dd..0000000 --- a/dev/a6-harold/ground.h +++ /dev/null @@ -1,63 +0,0 @@ -/** CSci-4611 Assignment 6: Harold - */ - -#ifndef GROUND_H_ -#define GROUND_H_ - -#include <mingfx.h> -using namespace mingfx; - -#include "edge_mesh.h" - -/** The ground is represented with a triangle mesh. 2D "screen space" strokes - are used to modify the vertices based on user input so that the user can create - a 3D landscape of hills and valleys. - */ -class Ground { -public: - Ground(); - virtual ~Ground(); - - /// Call from InitOpenGL() to initialize shaders, etc. - void Init(const std::vector<std::string> &search_path); - - /// Projects a 2D normalized screen point (e.g., the mouse position in normalized - /// device coordinates) to a 3D point on the ground. Returns true and sets ground_point - /// to be equal to the result if the conversion is successful. Returns false if - /// the screen point does not project onto the ground. - bool ScreenPtHitsGround(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, - const Point2 &normalized_screen_pt, Point3 *ground_point); - - /// Modifies the vertices of the ground mesh to create a hill or valley based - /// on the input stroke. The 2D path of the stroke on the screen is passed - /// in, this is the centerline of the stroke mesh that is actually drawn on - /// the screen while the user is drawing. - void ReshapeGround(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, - const std::vector<Point2> &stroke2d); - - /// Draws the ground mesh with toon shading - void Draw(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, const Color &ground_color); - - - Mesh* mesh_ptr(); - -private: - - // This is the actual triangle mesh for the ground - Mesh ground_mesh_; - // We also maintain a corresponding "edge mesh" in order to do the - // silhouette outlines like in assignment 5 - EdgeMesh ground_edge_mesh_; - - // The ground rendering is based on the artsy shader from assignment 5 - ShaderProgram artsy_shaderprog_; - ShaderProgram outline_shaderprog_; - Texture2D diffuse_ramp_; - Texture2D specular_ramp_; - Point3 light_pos_; - - // for debugging only - QuickShapes qs_; -}; - -#endif |