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author | Kiet Tran <kietatr@gmail.com> | 2021-11-29 13:36:54 -0600 |
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committer | Kiet Tran <kietatr@gmail.com> | 2021-11-29 13:36:54 -0600 |
commit | 3e757dbc71682972899a48651710c5d8280c3cee (patch) | |
tree | d0c5ebba6dbad61920e07b2eae5843c1a2a2766d /dev/a6-harold/sky.cc | |
parent | Update artrender_app.cc (diff) | |
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Publish A6
Diffstat (limited to 'dev/a6-harold/sky.cc')
-rw-r--r-- | dev/a6-harold/sky.cc | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/dev/a6-harold/sky.cc b/dev/a6-harold/sky.cc new file mode 100644 index 0000000..0819ebe --- /dev/null +++ b/dev/a6-harold/sky.cc @@ -0,0 +1,74 @@ +/** CSci-4611 Assignment 6: Harold + */ + +#include "sky.h" + + +Sky::Sky() { + +} + + +Sky::~Sky() { + +} + +void Sky::Init(ShaderProgram *stroke3d_shaderprog) { + stroke3d_shaderprog_ = stroke3d_shaderprog; +} + + +/// Projects a 2D normalized screen point (e.g., the mouse position in normalized +/// device coordinates) to a 3D point on the "sky", which is really a huge sphere +/// (radius = 1500) that the viewer is inside. This function should always return +/// true since any screen point can successfully be projected onto the sphere. +/// sky_point is set to the resulting 3D point. Note, this function only checks +/// to see if the ray passing through the screen point intersects the sphere; it +/// does not check to see if the ray hits the ground or anything else first. +bool Sky::ScreenPtHitsSky(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, + const Point2 &normalized_screen_pt, Point3 *sky_point) +{ + // TODO: Stitch together your worksheet implementation of this method + return true; +} + + + + +/// Creates a new sky stroke mesh by projecting each vertex of the 2D mesh +/// onto the sky dome and saving the result as a new 3D mesh. +void Sky::AddSkyStroke(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, + const Mesh &stroke2d_mesh, const Color &stroke_color) +{ + // TODO: Create a new SkyStroke and add it to the strokes_ array. + + + + + + + + + + +} + + +/// Draws all of the sky strokes +void Sky::Draw(const Matrix4 &view_matrix, const Matrix4 &proj_matrix) { + + // Precompute matrices needed in the shader + Matrix4 model_matrix; // identity + Matrix4 modelview_matrix = view_matrix * model_matrix; + + // Draw sky meshes + stroke3d_shaderprog_->UseProgram(); + stroke3d_shaderprog_->SetUniform("modelViewMatrix", modelview_matrix); + stroke3d_shaderprog_->SetUniform("projectionMatrix", proj_matrix); + for (int i=0; i<strokes_.size(); i++) { + stroke3d_shaderprog_->SetUniform("strokeColor", strokes_[i].color); + strokes_[i].mesh.Draw(); + } + stroke3d_shaderprog_->StopProgram(); +} + |