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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.h | |
parent | Update artrender_app.cc (diff) | |
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Publish A6
Diffstat (limited to 'dev/a6-harold/sky.h')
-rw-r--r-- | dev/a6-harold/sky.h | 52 |
1 files changed, 52 insertions, 0 deletions
diff --git a/dev/a6-harold/sky.h b/dev/a6-harold/sky.h new file mode 100644 index 0000000..06fcca1 --- /dev/null +++ b/dev/a6-harold/sky.h @@ -0,0 +1,52 @@ +/** CSci-4611 Assignment 6: Harold + */ + +#ifndef SKY_H_ +#define SKY_H_ + +#include <mingfx.h> +using namespace mingfx; + +/** Creates, holds, and draws all of the strokes on the sky. + */ +class Sky { +public: + Sky(); + virtual ~Sky(); + + void Init(ShaderProgram *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 ScreenPtHitsSky(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, + const Point2 &normalized_screen_pt, Point3 *sky_point); + + /// 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 AddSkyStroke(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, + const Mesh &stroke2d_mesh, const Color &stroke_color); + + /// Draws all of the sky strokes + void Draw(const Matrix4 &view_matrix, const Matrix4 &proj_matrix); + +private: + + // Each stroke has a 3D mesh and a color + struct SkyStroke { + Mesh mesh; + Color color; + }; + + // To store a new stroke to draw, add it to this array + std::vector<SkyStroke> strokes_; + + + ShaderProgram *stroke3d_shaderprog_; +}; + +#endif |