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author | Matt Strapp <matt@mattstrapp.net> | 2021-12-17 13:17:58 -0600 |
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committer | Matt Strapp <matt@mattstrapp.net> | 2021-12-17 13:17:58 -0600 |
commit | e0a8f6b97c473d28af96f28ca6b46d41b91646a3 (patch) | |
tree | 8faef1da18b809c9585c11ba5917f1f8268cddf6 /dev/a6-harold/harold_app.h | |
parent | Add README (diff) | |
parent | Clarify how to get eye point in Sky::ScreenPtHitsSky (diff) | |
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Merge branch 'support-code' of https://github.umn.edu/umn-csci-4611-f21/shared-upstream
Diffstat (limited to 'dev/a6-harold/harold_app.h')
-rw-r--r-- | dev/a6-harold/harold_app.h | 120 |
1 files changed, 120 insertions, 0 deletions
diff --git a/dev/a6-harold/harold_app.h b/dev/a6-harold/harold_app.h new file mode 100644 index 0000000..801a49a --- /dev/null +++ b/dev/a6-harold/harold_app.h @@ -0,0 +1,120 @@ +/** CSci-4611 Assignment 6: Harold + */ + +#ifndef HAROLD_APP_H_ +#define HAROLD_APP_H_ + +#include <mingfx.h> +using namespace mingfx; + +#include "billboards.h" +#include "edge_mesh.h" +#include "ground.h" +#include "sky.h" + +#include <string> +#include <vector> + + +/** Main application class for the Harold assignment, which is a partial + implementation of the Cohen et al. paper. + */ +class HaroldApp : public GraphicsApp { +public: + + HaroldApp(); + virtual ~HaroldApp(); + + // These are used for drawing + void OnLeftMouseDown(const Point2 &pos); + void OnLeftMouseDrag(const Point2 &pos, const Vector2 &delta); + void OnLeftMouseUp(const Point2 &pos); + + // These are used for walking around and looking (i.e., camera movement) + void OnRightMouseDrag(const Point2 &pos, const Vector2 &delta); + void UpdateSimulation(double dt); + + // Adds the 2D point to stroke2d_, which holds the centerline of the user's + // drawn stroke. Also updates stroke2d_mesh_, which is a 2D triangle strip + // used to actually draw the stroke on the screen. + void AddToStroke(const Point2 &normalized_screen_pt); + + void InitNanoGUI(); + void InitOpenGL(); + + void DrawUsingOpenGL(); + +private: + + // user input from the mouse is interpreted differently based upon where the + // stroke originates and where it ends. we can model this as a simple state + // machine + enum DrawingState { + // left mouse button is up, not currently drawing + DRAWING_NONE, + + // stroke started in the sky, currently adding a sky stroke + DRAWING_SKY, + + // stroke started on a billboard, currently editing that billboard + DRAWING_BILLBOARD_EDIT, + + // temporary state for between mouse down and mouse up -- here, we know + // the stroke started on the ground, but not yet sure if it will end on + // the ground or in the sky + DRAWING_GROUND_OR_BILLBOARD, + + // stroke ended on the ground, currently editing the ground + DRAWING_GROUND, + + // stroke ended in the sky, currently creating a new billboard + DRAWING_BILLBOARD, + }; + DrawingState drawing_state_; + + // the centerline of the stroke dragged out by the mouse on the screen + std::vector<Point2> stroke2d_; + + // a 2d triangle strip mesh for drawing the stroke on the filmplane + Mesh stroke2d_mesh_; + + // The ground mesh and functionality to draw and edit the ground. + Ground ground_; + + // Sky strokes and functionality to add more strokes to the sky + Sky sky_; + + // Billboard strokes and functionality to add more billboards, including + // editing them by adding on to an existing billboard + Billboards billboards_; + + // when in the DRAWING_BILLBOARD_EDIT state, this holds the id of the + // billboard that is currently being edited. + int edit_billboard_id_; + + + // Stroke shaders do not use any lighting, just transform vertices and then + // render the triangle strip for the stroke in the appropriate color. The + // 2D shader program is used in this class. The 3D is created here so that + // there is only one copy for the whole application, but it is used both the + // sky and billboard classes. + ShaderProgram stroke2d_shaderprog_; + ShaderProgram stroke3d_shaderprog_; + + // This implements something like the camera controls in minecraft. You can + // walk around using the arrow keys or ASWZ keys. You can also move your + // head to look around by dragging with the right mouse button. Internally, + // the camera creates a view matrix. + CraftCam cam_; + Matrix4 proj_matrix_; + + // A list of paths to search for data files (images and shaders) + std::vector<std::string> search_path_; + + // Current colors set by the GUI + Color sky_color_; + Color ground_color_; + Color crayon_color_; +}; + +#endif
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