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authorKT <tran0563@umn.edu>2021-09-06 19:07:33 -0500
committerKT <tran0563@umn.edu>2021-09-06 19:07:33 -0500
commitcccd3186305915d92b1751dc616979d64116a4aa (patch)
tree5dd4834daef547cd45fc0b643f44a10b581de0ad /dev/a6-harold
parentAdded missing images for the A6 worksheet (diff)
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-rw-r--r--dev/a6-harold/.gitignore2
-rw-r--r--dev/a6-harold/CMakeLists.txt209
-rw-r--r--dev/a6-harold/README.md0
-rw-r--r--dev/a6-harold/billboards.cc206
-rw-r--r--dev/a6-harold/billboards.h78
-rw-r--r--dev/a6-harold/cmake/DownloadHelper.txt.in26
-rw-r--r--dev/a6-harold/cmake/ExternalProjectDownloadBuildInstall.cmake98
-rw-r--r--dev/a6-harold/cmake/MessageMacros.cmake17
-rw-r--r--dev/a6-harold/cmake/UseOpenGL.cmake52
-rw-r--r--dev/a6-harold/config.h.in15
-rw-r--r--dev/a6-harold/data/toonDiffuse.pngbin685 -> 0 bytes
-rw-r--r--dev/a6-harold/data/toonSpecular.pngbin654 -> 0 bytes
-rw-r--r--dev/a6-harold/edge_mesh.cc235
-rw-r--r--dev/a6-harold/edge_mesh.h82
-rw-r--r--dev/a6-harold/ground.cc283
-rw-r--r--dev/a6-harold/ground.h63
-rw-r--r--dev/a6-harold/harold_app.cc278
-rw-r--r--dev/a6-harold/harold_app.h120
-rw-r--r--dev/a6-harold/main.cc10
-rw-r--r--dev/a6-harold/shaders/artsy.frag29
-rw-r--r--dev/a6-harold/shaders/artsy.vert17
-rw-r--r--dev/a6-harold/shaders/outline.frag7
-rw-r--r--dev/a6-harold/shaders/outline.vert23
-rw-r--r--dev/a6-harold/shaders/stroke2d.frag9
-rw-r--r--dev/a6-harold/shaders/stroke2d.vert7
-rw-r--r--dev/a6-harold/shaders/stroke3d.frag9
-rw-r--r--dev/a6-harold/shaders/stroke3d.vert10
-rw-r--r--dev/a6-harold/sky.cc74
-rw-r--r--dev/a6-harold/sky.h52
29 files changed, 0 insertions, 2011 deletions
diff --git a/dev/a6-harold/.gitignore b/dev/a6-harold/.gitignore
deleted file mode 100644
index dd1a9a8..0000000
--- a/dev/a6-harold/.gitignore
+++ /dev/null
@@ -1,2 +0,0 @@
-config.h
-build
diff --git a/dev/a6-harold/CMakeLists.txt b/dev/a6-harold/CMakeLists.txt
deleted file mode 100644
index 83ca82d..0000000
--- a/dev/a6-harold/CMakeLists.txt
+++ /dev/null
@@ -1,209 +0,0 @@
-# Original Author(s) of this File:
-# Daniel Keefe, 2017, University of Minnesota
-#
-# Author(s) of Significant Updates/Modifications to the File:
-# ...
-
-
-
-# You are encouraged to copy this example, move it outside of the MinGfx directory, and use
-# it as a starting point for your project. When you do this, you'll have to edit the
-# following line as needed to point to the MinGfx install prefix used on your system.
-
-# !!!!!!!!!!!!! EDIT THE FOLLOWING LINE AS NEEDED !!!!!!!!!!!!!
-list(APPEND CMAKE_PREFIX_PATH ${CMAKE_CURRENT_SOURCE_DIR}/../build/install ../..)
-
-
-
-#### BASIC PROJECT SETUP ####
-
-project(a6-harold)
-
-# Using 3.9 to get a modern version of FindOpenGL.cmake
-cmake_minimum_required (VERSION 3.9)
-
-# Dependencies that are auto-downloaded, built, and installed for you will go in the
-# directory pointed to by the CMAKE_INSTALL_PREFIX. It defaults to a location inside
-# the build directory.
-if (CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT OR "${CMAKE_INSTALL_PREFIX}" STREQUAL "")
- set (CMAKE_INSTALL_PREFIX "${CMAKE_BINARY_DIR}/install" CACHE PATH "default install path" FORCE )
-endif()
-
-# Add to paths cmake uses to search for scripts, modules, and config packages
-list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake ${CMAKE_INSTALL_PREFIX})
-list(INSERT CMAKE_PREFIX_PATH 0 ${CMAKE_INSTALL_PREFIX})
-
-include(MessageMacros)
-h1("Building ${PROJECT_NAME}")
-h2("Configuring paths")
-
-message(STATUS "Module path: ${CMAKE_MODULE_PATH}")
-message(STATUS "Prefix path: ${CMAKE_PREFIX_PATH}")
-message(STATUS "Install prefix: ${CMAKE_INSTALL_PREFIX}")
-
-set(DATA_DIR_BUILD ${CMAKE_CURRENT_SOURCE_DIR}/data)
-set(DATA_DIR_INSTALL ${CMAKE_INSTALL_PREFIX}/share/${PROJECT_NAME}/data)
-
-message(STATUS "Data dir (in build tree): ${DATA_DIR_BUILD}")
-message(STATUS "Data dir (in install tree): ${DATA_DIR_INSTALL}")
-
-set(SHADERS_DIR_BUILD ${CMAKE_CURRENT_SOURCE_DIR}/shaders)
-set(SHADERS_DIR_INSTALL ${CMAKE_INSTALL_PREFIX}/share/${PROJECT_NAME}/shaders)
-
-message(STATUS "Shaders dir (in build tree): ${SHADERS_DIR_BUILD}")
-message(STATUS "Shaders dir (in install tree): ${SHADERS_DIR_INSTALL}")
-
-
-# Configure a header file to pass some of the CMake settings to the source code
-configure_file(
- ${CMAKE_CURRENT_SOURCE_DIR}/config.h.in
- ${CMAKE_CURRENT_SOURCE_DIR}/config.h
-)
-
-#### SOURCE FOR THIS PROJECT ####
-h2("Configuring source files")
-
-set(SOURCEFILES
- billboards.cc
- harold_app.cc
- edge_mesh.cc
- ground.cc
- main.cc
- sky.cc
-)
-
-set(HEADERFILES
- billboards.h
- harold_app.h
- config.h
- edge_mesh.h
- ground.h
- sky.h
-)
-
-set(EXTRAFILES
- config.h.in
- README.md
-)
-
-set(SHADERFILES
- shaders/artsy.vert
- shaders/artsy.frag
- shaders/outline.vert
- shaders/outline.frag
- shaders/stroke2d.vert
- shaders/stroke2d.frag
- shaders/stroke3d.vert
- shaders/stroke3d.frag
-)
-
-set_source_files_properties(${EXTRAFILES} PROPERTIES HEADER_FILE_ONLY TRUE)
-set_source_files_properties(${SHADERFILES} PROPERTIES HEADER_FILE_ONLY TRUE)
-
-source_group("Shaders" FILES ${SHADERFILES})
-
-
-#### COMPILE OPTIONS ####
-
-h2("Configuring Compiler Options")
-
-
-
-message(STATUS "Building for " ${CMAKE_SYSTEM_NAME} ".")
-
-# Linux specific
-if (${CMAKE_SYSTEM_NAME} MATCHES "Linux")
- add_definitions(-DLINUX)
- set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -fPIC")
- set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14")
-endif()
-
-
-# Apple specific
-if (${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
- add_definitions(-DOSX)
-
- # RPATH settings, see https://cmake.org/Wiki/CMake_RPATH_handling
- set(CMAKE_MACOSX_RPATH ON)
-
- # use, i.e. don't skip the full RPATH for the build tree
- SET(CMAKE_SKIP_BUILD_RPATH FALSE)
-
- # when building, don't use the install RPATH already
- # (but later on when installing)
- SET(CMAKE_BUILD_WITH_INSTALL_RPATH FALSE)
-
- SET(CMAKE_INSTALL_RPATH "${CMAKE_INSTALL_PREFIX}/lib")
-
- # add the automatically determined parts of the RPATH
- # which point to directories outside the build tree to the install RPATH
- SET(CMAKE_INSTALL_RPATH_USE_LINK_PATH TRUE)
-
- # the RPATH to be used when installing, but only if it's not a system directory
- LIST(FIND CMAKE_PLATFORM_IMPLICIT_LINK_DIRECTORIES "${CMAKE_INSTALL_PREFIX}/lib" isSystemDir)
- IF("${isSystemDir}" STREQUAL "-1")
- SET(CMAKE_INSTALL_RPATH "${CMAKE_INSTALL_PREFIX}/lib")
- ENDIF("${isSystemDir}" STREQUAL "-1")
-
- set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=c++14")
-endif()
-
-
-# Windows specific
-if (WIN32)
- add_definitions(-DWIN32)
-
- if(NOT CMAKE_SIZEOF_VOID_P EQUAL 8)
- message(FATAL_ERROR
- "You must use the 64 bit version of the compiler. Be sure to set the correct generator when configuring through CMake.")
- endif()
-endif()
-
-
-
-
-#### DEFINE TARGET(S) ####
-
-h2("Defining Target(s)")
-
-add_executable(${PROJECT_NAME} ${SOURCEFILES} ${HEADERFILES} ${EXTRAFILES} ${SHADERFILES})
-
-
-
-#### FIND AND ADD DEPENDENCIES ####
-
-h2("Adding Dependencies")
-set(EXTERNAL_DIR external)
-
-
-# MinGfx (linked with an imported cmake target so no need to specify include dirs)
-# This will try to find MinGfxConfig.cmake, which should have been installed under
-# CMAKE_INSTALL_PREFIX/lib/cmake/MinGfx when you installed the MinGfx Toolkit.
-find_package(MinGfx REQUIRED)
-target_link_libraries(${PROJECT_NAME} PUBLIC MinGfx::MinGfx)
-
-
-# Add dependency on OpenGL
-include(UseOpenGL)
-UseOpenGL(${PROJECT_NAME} PUBLIC ${EXTERNAL_DIR})
-
-
-
-#### INSTALL TARGET(S) ####
-
-h2("Configuring Install Target")
-
-# The install locations are relative to the CMAKE_INSTALL_PREFIX variable
-install(TARGETS ${PROJECT_NAME} RUNTIME DESTINATION bin)
-
-install(
- DIRECTORY data/
- DESTINATION ${DATA_DIR_INSTALL}
- OPTIONAL
-)
-
-install(
- DIRECTORY shaders/
- DESTINATION ${SHADERS_DIR_INSTALL}
- OPTIONAL
-)
diff --git a/dev/a6-harold/README.md b/dev/a6-harold/README.md
deleted file mode 100644
index e69de29..0000000
--- a/dev/a6-harold/README.md
+++ /dev/null
diff --git a/dev/a6-harold/billboards.cc b/dev/a6-harold/billboards.cc
deleted file mode 100644
index 5ec508a..0000000
--- a/dev/a6-harold/billboards.cc
+++ /dev/null
@@ -1,206 +0,0 @@
-/** CSci-4611 Assignment 6: Harold
- */
-
-#include "billboards.h"
-
-Billboards::Billboards() {
-
-}
-
-
-Billboards::~Billboards() {
-
-}
-
-
-void Billboards::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 a plane defined by an "origin", which can
-/// really be any point coincident with the plane, and the plane normal. Returns
-/// true if the screen point projects onto the plane and stores the result in
-/// plane_point. Returns false if the screen point does not project onto the plane.
-bool Billboards::ScreenPtHitsPlane(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
- const Point3 &plane_origin, const Vector3 &plane_normal,
- const Point2 &normalized_screen_pt, Point3 *plane_point)
-{
- Matrix4 camera_matrix = view_matrix.Inverse();
- Point3 eye = camera_matrix.ColumnToPoint3(3);
-
- Point3 pt3d = GfxMath::ScreenToNearPlane(view_matrix, proj_matrix, normalized_screen_pt);
- Ray ray(eye, (pt3d - eye).ToUnit());
- float t;
- return ray.IntersectPlane(plane_origin, plane_normal, &t, plane_point);
-}
-
-
-/// Checks to see if a ray starting at the eye point and passing through 2D
-/// normalized screen point projects onto any of the billboards in the scene. If
-/// so, returns the id of the closest billboard intersected. If not, returns -1.
-int Billboards::IntersectBillboard(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
- const Point2 &normalized_screen_pt)
-{
- Matrix4 camera_matrix = view_matrix.Inverse();
- Point3 eye = camera_matrix.ColumnToPoint3(3);
-
- int id = -1;
- float best_i_time = -1.0;
-
- Point3 pt3d = GfxMath::ScreenToNearPlane(view_matrix, proj_matrix, normalized_screen_pt);
- Ray ray(eye, (pt3d - eye).ToUnit());
-
- Point3 i_point;
- float i_time;
- int i_tri_id;
- for (int i=0; i<billboards_.size(); i++) {
- Matrix4 to_billboard_space = billboards_[i].transform.Inverse();
- Ray ray_billboard_space = to_billboard_space * ray;
- if ((ray_billboard_space.IntersectAABB(billboards_[i].bounding_box, &i_time)) &&
- (ray_billboard_space.IntersectMesh(billboards_[i].mesh, &i_time, &i_point, &i_tri_id)) &&
- ((best_i_time == -1.0) || (i_time < best_i_time))) {
- id = i;
- }
- }
-
- return id;
-}
-
-
-/// Adds a new stroke as a billboard by projecting it onto a plane parallel
-/// to the filmplane that intersects with the base point, which should lie
-/// on the ground.
-void Billboards::AddBillboardStroke(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
- const std::vector<Point2> &stroke2d, const Mesh &stroke2d_mesh,
- const Color &stroke_color, Ground *ground_ptr)
-{
- Matrix4 camera_matrix = view_matrix.Inverse();
- Point3 eye = camera_matrix.ColumnToPoint3(3);
-
- // Create a new billboard
- Billboard b;
- b.color = stroke_color;
- b.transform = Matrix4();
- b.mesh = stroke2d_mesh;
-
- // find the base point for the billboard
- ground_ptr->ScreenPtHitsGround(view_matrix, proj_matrix, stroke2d[0], &b.anchor_pt);
- Vector3 norm = (eye - b.anchor_pt);
- norm[1] = 0.0; // with 0 change in Y so the billboard does not tilt
- norm.Normalize(); // convert to a unit vector
-
- // project the stroke into 3D to lie on the projection plane
- std::vector<Point3> verts;
- for (int i=0; i<b.mesh.num_vertices(); i++) {
- Point2 pscreen = Point2(b.mesh.read_vertex_data(i)[0], b.mesh.read_vertex_data(i)[1]);
- Point3 pplane;
- ScreenPtHitsPlane(view_matrix, proj_matrix, b.anchor_pt, norm, pscreen, &pplane);
- verts.push_back(pplane);
- }
-
- Matrix4 to_canonical_billboard = Matrix4::Align(b.anchor_pt, Vector3::UnitY(), norm,
- Point3::Origin(), Vector3::UnitY(), Vector3::UnitZ());
-
- for (int i=0; i<verts.size(); i++) {
- verts[i] = to_canonical_billboard * verts[i];
- }
-
- b.mesh.SetVertices(verts);
-
- for (int i=0; i<b.mesh.num_vertices(); i++) {
- b.bounding_box = b.bounding_box + AABB(b.mesh.read_vertex_data(i));
- }
- b.bounding_box.set_user_data((int)billboards_.size());
-
- billboards_.push_back(b);
-}
-
-
-/// Edits an existing billboard by adding an additional stroke to it.
-void Billboards::AddToBillboard(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
- int billboard_id, const Mesh &stroke2d_mesh,
- const Color &stroke_color)
-{
- Matrix4 camera_matrix = view_matrix.Inverse();
- Point3 eye = camera_matrix.ColumnToPoint3(3);
-
- // Really what this does is add a new billboard that lies in the same plane
- // as the one we are "editing" and has the same anchor point so that they
- // will both rotate the same way.
- Billboard b;
- b.color = stroke_color;
- b.transform = Matrix4();
- b.mesh = stroke2d_mesh;
-
- b.anchor_pt = billboards_[billboard_id].anchor_pt;
-
-
- Vector3 norm = (eye - b.anchor_pt);
- norm[1] = 0.0; // with 0 change in Y so the billboard does not tilt
- norm.Normalize(); // convert to a unit vector
-
- // project the stroke into 3D to lie on the projection plane
- std::vector<Point3> verts;
- for (int i=0; i<b.mesh.num_vertices(); i++) {
- Point2 pscreen = Point2(b.mesh.read_vertex_data(i)[0], b.mesh.read_vertex_data(i)[1]);
- Point3 pplane;
- ScreenPtHitsPlane(view_matrix, proj_matrix, b.anchor_pt, norm, pscreen, &pplane);
- verts.push_back(pplane);
- }
-
- Matrix4 to_canonical_billboard = Matrix4::Align(b.anchor_pt, Vector3::UnitY(), norm,
- Point3::Origin(), Vector3::UnitY(), Vector3::UnitZ());
-
- for (int i=0; i<verts.size(); i++) {
- verts[i] = to_canonical_billboard * verts[i];
- }
-
- b.mesh.SetVertices(verts);
-
- for (int i=0; i<b.mesh.num_vertices(); i++) {
- b.bounding_box = b.bounding_box + AABB(b.mesh.read_vertex_data(i));
- }
- b.bounding_box.set_user_data((int)billboards_.size());
-
- billboards_.push_back(b);
-}
-
-
-void Billboards::UpdateBillboardRotations(const Point3 &current_eye_point) {
- // Whenver the camera moves, we also need to rotate the billboards so
- // that they always face the viewer.
- for (int i=0; i<billboards_.size(); i++) {
- // billboards are stored in a coordinate system where the base is
- // at (0,0,0), rotation happens about the Y axis, and the billboard's
- // normal is +Z.
- Point3 a_p = Point3(0,0,0); // 'anchor point' in billboard coordinates
- Vector3 a_v1 = Vector3::UnitY(); // 'up' in billboard coordinates
- Vector3 a_v2 = Vector3::UnitZ(); // 'normal' in billboard coordinates
-
- Point3 b_p = billboards_[i].anchor_pt; // 'anchor point' in world coordinates
- Vector3 b_v1 = Vector3::UnitY(); // 'up' in world coordinates
- Vector3 b_v2 = (current_eye_point - b_p); // 'normal' in world coordinates
- b_v2[1] = 0.0; // force 0 change in Y so the billboard does not tilt
- b_v2.Normalize(); // convert to a unit vector
-
- billboards_[i].transform = Matrix4::Align(a_p,a_v1,a_v2, b_p,b_v1,b_v2);
- }
-}
-
-
-void Billboards::Draw(const Matrix4 &view_matrix, const Matrix4 &proj_matrix) {
- // Draw billboard meshes
- stroke3d_shaderprog_->UseProgram();
- stroke3d_shaderprog_->SetUniform("projectionMatrix", proj_matrix);
- for (int i=0; i<billboards_.size(); i++) {
- Matrix4 model_matrix = billboards_[i].transform;
- Matrix4 modelview_matrix = view_matrix * model_matrix;
- stroke3d_shaderprog_->SetUniform("modelViewMatrix", modelview_matrix);
- stroke3d_shaderprog_->SetUniform("strokeColor", billboards_[i].color);
- billboards_[i].mesh.Draw();
- }
- stroke3d_shaderprog_->StopProgram();
-}
-
diff --git a/dev/a6-harold/billboards.h b/dev/a6-harold/billboards.h
deleted file mode 100644
index 7de2799..0000000
--- a/dev/a6-harold/billboards.h
+++ /dev/null
@@ -1,78 +0,0 @@
-/** CSci-4611 Assignment 6: Harold
- */
-
-#ifndef BILLBOARDS_H_
-#define BILLBOARDS_H_
-
-#include <mingfx.h>
-using namespace mingfx;
-
-#include "ground.h"
-
-/** Billboards are strokes planted in the ground that rotate automatically to
- face the viewer. This class holds the entire collection of billboard strokes.
- */
-class Billboards {
-public:
- Billboards();
- virtual ~Billboards();
-
- 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 a plane defined by an "origin", which can
- /// really be any point coincident with the plane, and the plane normal. Returns
- /// true if the screen point projects onto the plane and stores the result in
- /// plane_point. Returns false if the screen point does not project onto the plane.
- bool ScreenPtHitsPlane(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
- const Point3 &plane_origin, const Vector3 &plane_normal,
- const Point2 &normalized_screen_pt, Point3 *plane_point);
-
-
- /// Checks to see if a ray starting at the eye point and passing through 2D
- /// normalized screen point projects onto any of the billboards in the scene. If
- /// so, returns the id of the closest billboard intersected. If not, returns -1.
- int IntersectBillboard(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
- const Point2 &normalized_screen_pt);
-
-
- /// Adds a new stroke as a billboard by projecting it onto a plane parallel
- /// to the filmplane that intersects with the anchor point, which should lie
- /// on the ground.
- void AddBillboardStroke(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
- const std::vector<Point2> &stroke2d, const Mesh &stroke2d_mesh,
- const Color &stroke_color, Ground *ground_ptr);
-
- /// Edits an existing billboard by adding an additional stroke to it.
- void AddToBillboard(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
- int billboard_id, const Mesh &stroke2d_mesh,
- const Color &stroke_color);
-
-
- /// Adjusts the transformation matrix used to draw each billboard so that the
- /// billboard will face the camera. Needs to be called each time the camera
- /// is moved within the scene.
- void UpdateBillboardRotations(const Point3 &current_eye_point);
-
-
- /// Draws all of the billboards
- void Draw(const Matrix4 &view_matrix, const Matrix4 &proj_matrix);
-
-private:
-
- // each billboard stores the following
- struct Billboard {
- Mesh mesh;
- Color color;
- Point3 anchor_pt;
- AABB bounding_box;
- Matrix4 transform;
- };
-
- // the array of all active billboards
- std::vector<Billboard> billboards_;
-
- ShaderProgram *stroke3d_shaderprog_;
-};
-
-#endif
diff --git a/dev/a6-harold/cmake/DownloadHelper.txt.in b/dev/a6-harold/cmake/DownloadHelper.txt.in
deleted file mode 100644
index fb29bff..0000000
--- a/dev/a6-harold/cmake/DownloadHelper.txt.in
+++ /dev/null
@@ -1,26 +0,0 @@
-# This file is part of the MinGfx cmake build system.
-# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info.
-
-# This is a "helper" cmake project -- the only thing this project does is download
-# the external project. So, the configure, build, install, and test commands for
-# ExternalProject_Add() are intentionally set as NOPs.
-
-cmake_minimum_required (VERSION 3.9)
-
-project(@EXT_PROJECT_NAME@-download)
-
-include(ExternalProject)
-ExternalProject_Add(
- @EXT_PROJECT_NAME@
- SOURCE_DIR "@DOWNLOAD_DIR@/@EXT_PROJECT_NAME@/src"
- BINARY_DIR "@DOWNLOAD_DIR@/@EXT_PROJECT_NAME@/download-helper"
- @DOWNLOAD_OPTIONS@
- CONFIGURE_COMMAND ""
- BUILD_COMMAND ""
- INSTALL_COMMAND ""
- TEST_COMMAND ""
- LOG_DOWNLOAD ON
- GIT_PROGRESS 1
-)
-
-
diff --git a/dev/a6-harold/cmake/ExternalProjectDownloadBuildInstall.cmake b/dev/a6-harold/cmake/ExternalProjectDownloadBuildInstall.cmake
deleted file mode 100644
index ce12d1d..0000000
--- a/dev/a6-harold/cmake/ExternalProjectDownloadBuildInstall.cmake
+++ /dev/null
@@ -1,98 +0,0 @@
-# This file is part of the MinGfx cmake build system.
-# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info.
-
-
-# Calling CMAKE_CURRENT_LIST_DIR inside a function returns the list dir of the calling script
-# but we want the list dir of this file in order to find the DownloadHelper.txt.in file, which
-# should be stored right next to this one. So, defining this variable outside the scope of the
-# functions below.
-set(DIR_OF_THIS_FILE ${CMAKE_CURRENT_LIST_DIR})
-
-
-
-# Usage:
-# ExternalProject_Download(
-# # This first argument is the name of the project to download. It is required:
-# glm
-#
-# # Additional arguments specify how to download the project using GIT, SVN, CVS, or URL.
-# # These can be any of the arguments used for the downloading step of the cmake builtin
-# # ExternalProject_Add command.
-# GIT_REPOSITORY "https://github.com/g-truc/glm.git"
-# GIT_TAG master
-# etc..
-# )
-function(ExternalProject_Download EXT_PROJECT_NAME DOWNLOAD_DIR)
-
- include(MessageMacros)
- h1("BEGIN EXTERNAL PROJECT DOWNLOAD (${EXT_PROJECT_NAME}).")
-
- h2("Creating a download helper project for ${EXT_PROJECT_NAME}.")
-
- set(DOWNLOAD_OPTIONS ${ARGN})
- string (REGEX REPLACE "(^|[^\\\\]);" "\\1 " DOWNLOAD_OPTIONS "${DOWNLOAD_OPTIONS}")
-
-
- file(MAKE_DIRECTORY ${DOWNLOAD_DIR}/${EXT_PROJECT_NAME})
- configure_file(
- ${DIR_OF_THIS_FILE}/DownloadHelper.txt.in
- ${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/download-helper/CMakeLists.txt
- )
-
- h2("Generating build files for the ${EXT_PROJECT_NAME} download helper project.")
- execute_process(COMMAND "${CMAKE_COMMAND}" -G "${CMAKE_GENERATOR}" . WORKING_DIRECTORY "${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/download-helper")
-
- h2("Building the ${EXT_PROJECT_NAME} download helper project. (This actually performs the download and may take some time...)")
- execute_process(COMMAND "${CMAKE_COMMAND}" --build . WORKING_DIRECTORY "${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/download-helper")
-
- h2("Completed download of external project ${EXT_PROJECT_NAME}.")
-
-endfunction()
-
-
-# Usage:
-# ExternalProject_BuildAndInstallNow(
-# # This first argument is the name of the external project to download. It is required:
-# VRPN
-# # This second argument is the relative path from ${EXTERNAL_DIR_NAME}/projectname/ to the project's
-# # main CMakeLists.txt file:
-# src
-#
-# # Additional arguments are passed on as options to the cmake build file generator
-# -DVRPN_BUILD_DIRECTSHOW_VIDEO_SERVER=OFF
-# -DVRPN_BUILD_HID_GUI=OFF
-# etc..
-# )
-function(ExternalProject_BuildAndInstallNow EXT_PROJECT_NAME DOWNLOAD_DIR RELPATH_TO_CMAKELISTS)
-
- include(MessageMacros)
- h1("BEGIN EXTERNAL PROJECT BUILD AND INSTALL (${EXT_PROJECT_NAME}).")
-
- # any extra args to the function are interpreted as arguments for the cmake config process
- set(CMAKE_CONFIG_OPTIONS ${ARGN})
-
- # always set the install prefix to be the same as for the main project
- list(APPEND CMAKE_CONFIG_OPTIONS -DCMAKE_INSTALL_PREFIX=${CMAKE_INSTALL_PREFIX})
-
- #string (REGEX REPLACE "(^|[^\\\\]);" "\\1 " CMAKE_CONFIG_OPTIONS "${CMAKE_CONFIG_OPTIONS}")
-
-
- set(SRC_DIR "${DOWNLOAD_DIR}/${EXT_PROJECT_NAME}/${RELPATH_TO_CMAKELISTS}")
- set(BUILD_DIR "${CMAKE_BINARY_DIR}/external/${EXT_PROJECT_NAME}")
-
- file(MAKE_DIRECTORY ${BUILD_DIR})
-
- h2("Generating build files for external project ${EXT_PROJECT_NAME}.")
- message(STATUS "Using source dir: ${SRC_DIR}")
- message(STATUS "Using build dir: ${BUILD_DIR}")
- message(STATUS "Config options: ${CMAKE_CONFIG_OPTIONS}")
-
- execute_process(COMMAND "${CMAKE_COMMAND}" -G "${CMAKE_GENERATOR}" ${SRC_DIR} ${CMAKE_CONFIG_OPTIONS} WORKING_DIRECTORY ${BUILD_DIR})
-
- h2("Building external project ${EXT_PROJECT_NAME}. (This may take some time...)")
- execute_process(COMMAND "${CMAKE_COMMAND}" --build ${BUILD_DIR} --target install)
-
- h2("Completed external build of ${EXT_PROJECT_NAME}.")
-
-endfunction()
-
diff --git a/dev/a6-harold/cmake/MessageMacros.cmake b/dev/a6-harold/cmake/MessageMacros.cmake
deleted file mode 100644
index 4628e5c..0000000
--- a/dev/a6-harold/cmake/MessageMacros.cmake
+++ /dev/null
@@ -1,17 +0,0 @@
-# This file is part of the MinVR cmake build system.
-# See the main MinVR/CMakeLists.txt file for authors, copyright, and license info.
-
-
-macro(h1 TITLE)
- string(TOUPPER ${TITLE} TITLE)
- message(STATUS "\n\n==== ${TITLE} ====")
-endmacro()
-
-macro(h2 TITLE)
- message(STATUS "\n* ${TITLE}")
-endmacro()
-
-macro(h3 TITLE)
- message(STATUS "- ${TITLE}")
-endmacro()
-
diff --git a/dev/a6-harold/cmake/UseOpenGL.cmake b/dev/a6-harold/cmake/UseOpenGL.cmake
deleted file mode 100644
index 2ec5ffb..0000000
--- a/dev/a6-harold/cmake/UseOpenGL.cmake
+++ /dev/null
@@ -1,52 +0,0 @@
-# This file is part of the MinGfx cmake build system.
-# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info.
-
-# Either finds a pre-installed version or complains.
-
-# Usage: In your CMakeLists.txt, somewhere after you define the target that depends
-# on the OpenGL library (typical with something like add_executable(${PROJECT_NAME} ...)
-# or add_library(${PROJECT_NAME} ...)), add the following two lines:
-
-# include(UseOpenGL)
-# UseOpenGL(${PROJECT_NAME} PRIVATE ${CMAKE_CURRENT_SOURCE_DIR}/external)
-
-# The second argument can be either PUBLIC, PRIVATE, or INTERFACE, following the keyword
-# usage described here:
-# https://cmake.org/cmake/help/latest/command/target_include_directories.html
-
-# The third argument is the directory to use for downloading the external project if
-# autobuild is used.
-
-
-
-macro(UseOpenGL YOUR_TARGET INTERFACE_PUBLIC_OR_PRIVATE DOWNLOAD_DIR)
-
- message(STATUS "Searching for OpenGL...")
-
- # Check to see if the library is already installed on the system
- # CMake ships with FindOpenGL.cmake and in CMake 3.9+ it defines
- # the imported targets OpenGL::GL and OpenGL::GLU. Using these is
- # now the preferred way to link with OpenGL and all of its dependencies.
- # See https://cmake.org/cmake/help/v3.9/module/FindOpenGL.html
- find_package(OpenGL)
-
- if (NOT ${OPENGL_FOUND})
- message(FATAL_ERROR "OpenGL was not found on the system. MinGfx can auto-download and build many dependencies for you, but not OpenGL. It should come pre-installed on your system.")
- endif()
-
- message(STATUS "Ok: OpenGL Found.")
- message(STATUS "OpenGL headers: ${OPENGL_INCLUDE_DIR}")
- message(STATUS "OpenGL libs: ${OPENGL_LIBRARIES}")
-
-
- message(STATUS "Linking target ${YOUR_TARGET} with ${INTERFACE_PUBLIC_OR_PRIVATE} dependency OpenGL::GL.")
- target_link_libraries(${YOUR_TARGET} ${INTERFACE_PUBLIC_OR_PRIVATE} OpenGL::GL)
-
- if (${OPENGL_GLU_FOUND})
- message(STATUS "Linking target ${YOUR_TARGET} with ${INTERFACE_PUBLIC_OR_PRIVATE} dependency OpenGL::GLU.")
- target_link_libraries(${YOUR_TARGET} ${INTERFACE_PUBLIC_OR_PRIVATE} OpenGL::GLU)
- endif()
-
- target_compile_definitions(${YOUR_TARGET} ${INTERFACE_PUBLIC_OR_PRIVATE} -DUSE_OPENGL)
-
-endmacro()
diff --git a/dev/a6-harold/config.h.in b/dev/a6-harold/config.h.in
deleted file mode 100644
index 9798f4c..0000000
--- a/dev/a6-harold/config.h.in
+++ /dev/null
@@ -1,15 +0,0 @@
-/** CSci-4611 Assignment 6: Harold
- */
-
-
-// The file config.h.in is processed by cmake to produce config.h. This
-// replaces strings of the form "at"CMAKE_VARIABLE_NAME"at" with the value
-// of the corresponding cmake variable, allowing us to pass directory paths
-// and other information configured with cmake into our C++ code.
-
-
-#define DATA_DIR_BUILD "@DATA_DIR_BUILD@"
-#define DATA_DIR_INSTALL "@DATA_DIR_INSTALL@"
-
-#define SHADERS_DIR_BUILD "@SHADERS_DIR_BUILD@"
-#define SHADERS_DIR_INSTALL "@SHADERS_DIR_INSTALL@"
diff --git a/dev/a6-harold/data/toonDiffuse.png b/dev/a6-harold/data/toonDiffuse.png
deleted file mode 100644
index d2e40d9..0000000
--- a/dev/a6-harold/data/toonDiffuse.png
+++ /dev/null
Binary files differ
diff --git a/dev/a6-harold/data/toonSpecular.png b/dev/a6-harold/data/toonSpecular.png
deleted file mode 100644
index c13a32f..0000000
--- a/dev/a6-harold/data/toonSpecular.png
+++ /dev/null
Binary files differ
diff --git a/dev/a6-harold/edge_mesh.cc b/dev/a6-harold/edge_mesh.cc
deleted file mode 100644
index 1abe2e0..0000000
--- a/dev/a6-harold/edge_mesh.cc
+++ /dev/null
@@ -1,235 +0,0 @@
-/** CSci-4611 Assignment 5: Art Render
- */
-
-#include "edge_mesh.h"
-
-EdgeMesh::EdgeMesh() : gpuDirty_(true) {
-
-}
-
-EdgeMesh::~EdgeMesh() {
-}
-
-
-
-void EdgeMesh::CreateFromMesh(const Mesh &mesh) {
- verts_.clear();
- norms_.clear();
- indices_.clear();
- leftNorms_.clear();
- rightNorms_.clear();
-
- // temp data holders for use while constructing the mesh in an indexed primitives mode
- std::vector<Point3> vertices; // vertex positions
- std::vector<Vector3> normals; // vertex normals
- std::vector<Vector3> leftNormals, rightNormals; // normals of adj. faces
- std::vector< std::vector<unsigned int> > triangles; // fin triangles
-
- for (int t = 0; t < mesh.num_triangles(); t++) {
- std::vector<unsigned int> tri = mesh.read_triangle_indices_data(t);
- Point3 a = mesh.read_vertex_data(tri[0]);
- Point3 b = mesh.read_vertex_data(tri[1]);
- Point3 c = mesh.read_vertex_data(tri[2]);
- Vector3 e1 = b-a;
- e1.Normalize();
- Vector3 e2 = c-a;
- e2.Normalize();
- Vector3 n = e1.Cross(e2);
-
- //Vector3 n = ((b-a).cross(c-a)).to_unit();
- //std::cout << n << std::endl;
- addEdge(&vertices, &normals, &leftNormals, &rightNormals, &triangles, mesh, tri[0], tri[1], n);
- addEdge(&vertices, &normals, &leftNormals, &rightNormals, &triangles, mesh, tri[1], tri[2], n);
- addEdge(&vertices, &normals, &leftNormals, &rightNormals, &triangles, mesh, tri[2], tri[0], n);
- }
-
- // now transfer data to the member variable data holders
- for (int i=0; i<vertices.size(); i++) {
- verts_.push_back(vertices[i][0]);
- verts_.push_back(vertices[i][1]);
- verts_.push_back(vertices[i][2]);
- norms_.push_back(normals[i][0]);
- norms_.push_back(normals[i][1]);
- norms_.push_back(normals[i][2]);
- leftNorms_.push_back(leftNormals[i][0]);
- leftNorms_.push_back(leftNormals[i][1]);
- leftNorms_.push_back(leftNormals[i][2]);
- rightNorms_.push_back(rightNormals[i][0]);
- rightNorms_.push_back(rightNormals[i][1]);
- rightNorms_.push_back(rightNormals[i][2]);
- }
-
- for (int i=0; i<triangles.size(); i++) {
- indices_.push_back(triangles[i][0]);
- indices_.push_back(triangles[i][1]);
- indices_.push_back(triangles[i][2]);
- }
- gpuDirty_ = true;
-}
-
-
-void EdgeMesh::addEdge(std::vector<Point3> *vertices,
- std::vector<Vector3> *normals,
- std::vector<Vector3> *leftNormals,
- std::vector<Vector3> *rightNormals,
- std::vector< std::vector<unsigned int> > *triangles,
- const Mesh &mesh, int v0, int v1, Vector3 n)
-{
- // edgeMap contains the index of the first of four consecutive vertices
- // that form the quad fin
-
- EdgeMap::iterator it = edgeMap.find(std::make_pair(v1, v0));
- if (it != edgeMap.end()) { // found
- int v = it->second;
- (*rightNormals)[v+0]
- = (*rightNormals)[v+1]
- = (*rightNormals)[v+2]
- = (*rightNormals)[v+3]
- = n;
- }
- else {
- int v = (int)vertices->size();
- edgeMap[std::make_pair(v0, v1)] = v;
-
- vertices->push_back(mesh.read_vertex_data(v0));
- vertices->push_back(mesh.read_vertex_data(v0));
- vertices->push_back(mesh.read_vertex_data(v1));
- vertices->push_back(mesh.read_vertex_data(v1));
-
- normals->push_back(Vector3());
- normals->push_back(mesh.read_normal_data(v0));
- normals->push_back(Vector3());
- normals->push_back(mesh.read_normal_data(v1));
-
- leftNormals->push_back(n);
- leftNormals->push_back(n);
- leftNormals->push_back(n);
- leftNormals->push_back(n);
-
- rightNormals->push_back(-n);
- rightNormals->push_back(-n);
- rightNormals->push_back(-n);
- rightNormals->push_back(-n);
-
- std::vector<unsigned int> tri1;
- tri1.push_back(v+0);
- tri1.push_back(v+2);
- tri1.push_back(v+3);
- triangles->push_back(tri1);
-
- std::vector<unsigned int> tri2;
- tri2.push_back(v+0);
- tri2.push_back(v+3);
- tri2.push_back(v+1);
- triangles->push_back(tri2);
- }
-}
-
-
-
-void EdgeMesh::UpdateGPUMemory() {
- if (gpuDirty_) {
- // sanity check -- for each attribute that is added make sure the number
- // of triangles is equal to the number of tris in the verts array.
- if (norms_.size() / 3 != num_vertices()) {
- std::cerr << "EdgeMesh::UpdateGPUMemory() -- warning: the number of per vertex normals in the mesh is not equal to the number vertices in the mesh. (N = " << norms_.size() / 3 << ", V = " << num_vertices() << ")" << std::endl;
- }
- if (leftNorms_.size() / 3 != num_vertices()) {
- std::cerr << "EdgeMesh::UpdateGPUMemory() -- warning: the number of per vertex left-normals in the mesh is not equal to the number vertices in the mesh. (LN = " << leftNorms_.size() / 3 << ", V = " << num_vertices() << ")" << std::endl;
- }
- if (rightNorms_.size() / 3 != num_vertices()) {
- std::cerr << "EdgeMesh::UpdateGPUMemory() -- warning: the number of per vertex right-normals in the mesh is not equal to the number vertices in the mesh. (RN = " << rightNorms_.size() / 3 << ", V = " << num_vertices() << ")" << std::endl;
- }
-
- GLsizeiptr totalMemSize = 0;
-
- GLsizeiptr vertsMemSize = verts_.size() * sizeof(float);
- GLsizeiptr vertsMemOffset = 0;
- totalMemSize += vertsMemSize;
-
- GLsizeiptr normsMemSize = norms_.size() * sizeof(float);
- GLsizeiptr normsMemOffset = totalMemSize;
- totalMemSize += normsMemSize;
-
- GLsizeiptr leftNormsMemSize = leftNorms_.size() * sizeof(float);
- GLsizeiptr leftNormsMemOffset = totalMemSize;
- totalMemSize += leftNormsMemSize;
-
- GLsizeiptr rightNormsMemSize = rightNorms_.size() * sizeof(float);
- GLsizeiptr rightNormsMemOffset = totalMemSize;
- totalMemSize += rightNormsMemSize;
-
- glGenBuffers(1, &vertexBuffer_);
- glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer_);
- glBufferData(GL_ARRAY_BUFFER, totalMemSize, NULL, GL_STATIC_DRAW);
-
- glBufferSubData(GL_ARRAY_BUFFER, vertsMemOffset, vertsMemSize, &verts_[0]);
- glBufferSubData(GL_ARRAY_BUFFER, normsMemOffset, normsMemSize, &norms_[0]);
- glBufferSubData(GL_ARRAY_BUFFER, leftNormsMemOffset, leftNormsMemSize, &leftNorms_[0]);
- glBufferSubData(GL_ARRAY_BUFFER, rightNormsMemOffset, rightNormsMemSize, &rightNorms_[0]);
-
- glGenVertexArrays(1, &vertexArray_);
- glBindVertexArray(vertexArray_);
- glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer_);
-
- // attribute 0 = vertices (required)
- int attribID = 0;
- int nComponents = 3;
- glEnableVertexAttribArray(attribID);
- glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_FALSE, nComponents*sizeof(GLfloat), (char*)0 + vertsMemOffset);
-
- // attribute 1 = normals (required)
- attribID = 1;
- nComponents = 3;
- glEnableVertexAttribArray(attribID);
- glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_TRUE, nComponents*sizeof(GLfloat), (char*)0 + normsMemOffset);
-
- // attribute 2 = left normals (required)
- attribID = 2;
- nComponents = 3;
- glEnableVertexAttribArray(attribID);
- glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_TRUE, nComponents*sizeof(GLfloat), (char*)0 + leftNormsMemOffset);
-
- // attribute 3 = right normals (required)
- attribID = 3;
- nComponents = 3;
- glEnableVertexAttribArray(attribID);
- glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_TRUE, nComponents*sizeof(GLfloat), (char*)0 + rightNormsMemOffset);
-
- glBindVertexArray(0);
-
-
- glGenBuffers(1, &elementBuffer_);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer_);
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_.size() * sizeof(unsigned int), &indices_[0], GL_STATIC_DRAW);
-
-
- gpuDirty_ = false;
- }
-}
-
-
-void EdgeMesh::Draw() {
- if (gpuDirty_) {
- UpdateGPUMemory();
- }
-
- // set defaults to pass to shaders any for optional attribs
- glVertexAttrib3f(1, 0.0, 0.0, 1.0); // normal = +Z
- glVertexAttrib3f(2, 0.0, 0.0, 1.0); // left-normal = +Z
- glVertexAttrib3f(3, 0.0, 0.0, 1.0); // right-normal = +Z
-
- glBindVertexArray(vertexArray_);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer_);
- glDrawElements(GL_TRIANGLES, (GLsizei)indices_.size(), GL_UNSIGNED_INT, (void*)0);
- glBindVertexArray(0);
-}
-
-
-int EdgeMesh::num_vertices() const {
- return (int)verts_.size()/3;
-}
-
-int EdgeMesh::num_triangles() const {
- return (int)indices_.size()/3;
-}
diff --git a/dev/a6-harold/edge_mesh.h b/dev/a6-harold/edge_mesh.h
deleted file mode 100644
index 5120d0b..0000000
--- a/dev/a6-harold/edge_mesh.h
+++ /dev/null
@@ -1,82 +0,0 @@
-/** CSci-4611 Assignment 5: Art Render
- */
-
-#ifndef EDGE_MESH_H
-#define EDGE_MESH_H
-
-#include <mingfx.h>
-using namespace mingfx;
-
-#include <vector>
-
-
-/** This special kind of mesh stores two triangles that form a quadralateral
- along each edge of an existing mesh. The quad initially has a width=0, but
- when rendered, two of the vertices are extended along the surfaces normal
- direction, which creates a "fin" that can be drawn as a thick border. This
- can be used to create a silhouette edge renderer if the shader only extends
- the edges that lie along a silhouette of the mesh.
- */
-class EdgeMesh {
-public:
- EdgeMesh();
- virtual ~EdgeMesh();
-
- /// Creates two triangles along each edge of the mesh passed in.
- void CreateFromMesh(const Mesh &mesh);
-
- /// Saves the mesh data to the GPU - must be called with InitOpenGL or Draw.
- void UpdateGPUMemory();
-
- /// Num vertices in the edge mesh
- int num_vertices() const;
-
- /// Num triangles in the edge mesh
- int num_triangles() const;
-
- /// Access to vertex position by vertex number
- Point3 vertex(int vertexID) const;
-
- /// Access to vertex normal by vertex number
- Vector3 normal(int vertexID) const;
-
- /// Access to vertex color by vertex number
- Color color(int vertexID) const;
-
- /// Access to vertex texture coords by vertex number
- Point2 tex_coords(int textureUnit, int vertexID) const;
-
-
- /// Draws the mesh assuming a shader has already been bound.
- void Draw();
-
-private:
-
- // Some routines and variables are needed internally to construct the edge
- // mesh from a regular mesh.
-
- typedef std::map<std::pair<int,int>,int> EdgeMap;
- EdgeMap edgeMap;
-
- void addEdge(std::vector<Point3> *vertices,
- std::vector<Vector3> *normals,
- std::vector<Vector3> *leftNormals,
- std::vector<Vector3> *rightNormals,
- std::vector< std::vector<unsigned int> > *triangles,
- const Mesh &mesh, int v0, int v1, Vector3 n);
-
- std::vector<float> verts_; // vertex positions
- std::vector<float> norms_; // normals
- std::vector<unsigned int> indices_; // indices
- std::vector<float> leftNorms_; // normals of adjacent triangles
- std::vector<float> rightNorms_;
-
- GLuint vertexBuffer_;
- GLuint vertexArray_;
- GLuint elementBuffer_;
-
- bool gpuDirty_;
-};
-
-#endif
-
diff --git a/dev/a6-harold/ground.cc b/dev/a6-harold/ground.cc
deleted file mode 100644
index 51d4d92..0000000
--- a/dev/a6-harold/ground.cc
+++ /dev/null
@@ -1,283 +0,0 @@
-/** CSci-4611 Assignment 6: Harold
- */
-
-#include "ground.h"
-
-
-Ground::Ground() : diffuse_ramp_(GL_CLAMP_TO_EDGE),
- specular_ramp_(GL_CLAMP_TO_EDGE), light_pos_(30,30,30)
-{
-
-}
-
-Ground::~Ground() {
-
-}
-
-Mesh* Ground::mesh_ptr() { return &ground_mesh_; }
-
-
-void Ground::Init(const std::vector<std::string> &search_path) {
- // init ground geometry, a simple grid is used. if it is running too slow,
- // you can turn down the resolution by decreasing nx and ny, but this will
- // make the hills look more jaggy.
- const int nx = 150;
- const int ny = 150;
- const float size = 100.0;
- std::vector<Point3> verts;
- std::vector<Vector3> norms;
- for (int j = 0; j <= ny; j++) {
- for (int i = 0; i <= nx; i++) {
- float x = size*(float)j/nx - size/2.0f;
- float y = size*(float)i/ny - size/2.0f;
- verts.push_back(Point3(x, 0, y));
- norms.push_back(Vector3(0,1,0));
- }
- }
- std::vector<unsigned int> indices;
- for (int j = 0; j < ny; j++) {
- for (int i = 0; i < nx; i++) {
- // L\ triangle
- indices.push_back((i+0)+(j+0)*(nx+1));
- indices.push_back((i+1)+(j+0)*(nx+1));
- indices.push_back((i+0)+(j+1)*(nx+1));
- // \7 triangle
- indices.push_back((i+1)+(j+0)*(nx+1));
- indices.push_back((i+1)+(j+1)*(nx+1));
- indices.push_back((i+0)+(j+1)*(nx+1));
- }
- }
- ground_mesh_.SetIndices(indices);
- ground_mesh_.SetVertices(verts);
- ground_mesh_.SetNormals(norms);
- ground_mesh_.UpdateGPUMemory();
- ground_edge_mesh_.CreateFromMesh(ground_mesh_);
-
-
- // load textures and shaders
- diffuse_ramp_.InitFromFile(Platform::FindFile("toonDiffuse.png", search_path));
- specular_ramp_.InitFromFile(Platform::FindFile("toonSpecular.png", search_path));
-
- artsy_shaderprog_.AddVertexShaderFromFile(Platform::FindFile("artsy.vert", search_path));
- artsy_shaderprog_.AddFragmentShaderFromFile(Platform::FindFile("artsy.frag", search_path));
- artsy_shaderprog_.LinkProgram();
-
- outline_shaderprog_.AddVertexShaderFromFile(Platform::FindFile("outline.vert", search_path));
- outline_shaderprog_.AddFragmentShaderFromFile(Platform::FindFile("outline.frag", search_path));
- outline_shaderprog_.LinkProgram();
-}
-
-
-
-
-// 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 Ground::ScreenPtHitsGround(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
- const Point2 &normalized_screen_pt, Point3 *ground_point)
-{
- Matrix4 camera_matrix = view_matrix.Inverse();
- Point3 eye = camera_matrix.ColumnToPoint3(3);
-
- Point3 pt3d = GfxMath::ScreenToNearPlane(view_matrix, proj_matrix, normalized_screen_pt);
- Ray ray(eye, (pt3d - eye).ToUnit());
- float i_time;
- int i_tri;
- return ray.FastIntersectMesh(&ground_mesh_, &i_time, ground_point, &i_tri);
-}
-
-
-
-
-/** This implements the "h" term used in the equations described in section 4.5 of the
- paper. Three arguments are needed:
- 1. projection_plane_normal: We need to know where the projection plane is in 3-space
- Since a plane can be defined by a point within the plane and a normal, we use
- this normal together with the 3rd argument to the function to define the projection
- plane described in the paper.
- 2. silhouette_curve: As described in the paper, the silhouette curve is a 3D version
- of the curve the user draws with the mouse. It is formed by projecting the
- original 2D screen-space curve onto the 3D projection plane.
- 3. closest_pt_in_plane: As described in the paper, this is the closest point within
- the projection plane to the vertex of the mesh that we want to modify. In other
- words, it is the perpendicular projection of the vertex we want to modify onto
- the projection plane.
- */
-float hfunc(const Vector3 projection_plane_normal, const std::vector<Point3> &silhouette_curve, const Point3 &closest_pt_in_plane) {
- // define the y axis for a "plane space" coordinate system as a world space vector
- Vector3 plane_y = Vector3(0,1,0);
- // define the x axis for a "plane space" coordinate system as a world space vector
- Vector3 plane_x = plane_y.Cross(projection_plane_normal).ToUnit();
- // define the origin for a "plane space" coordinate system as the first point in the curve
- Point3 origin = silhouette_curve[0];
-
- // loop over line segments in the curve, find the one that lies over the point by
- // comparing the "plane space" x value for the start and end of the line segment
- // to the "plane space" x value for the closest point to the vertex that lies
- // in the projection plane.
- float x_target = (closest_pt_in_plane - origin).Dot(plane_x);
- for (int i=1; i<silhouette_curve.size(); i++) {
- float x_start = (silhouette_curve[(size_t)i-1] - origin).Dot(plane_x);
- float x_end = (silhouette_curve[i] - origin).Dot(plane_x);
- if ((x_start <= x_target) && (x_target <= x_end)) {
- float alpha = (x_target - x_start) / (x_end - x_start);
- float y_curve = silhouette_curve[(size_t)i-1][1] + alpha*(silhouette_curve[i][1] - silhouette_curve[(size_t)i-1][1]);
- return y_curve - closest_pt_in_plane[1];
- }
- else if ((x_end <= x_target) && (x_target <= x_start)) {
- float alpha = (x_target - x_end) / (x_start - x_end);
- float y_curve = silhouette_curve[i][1] + alpha*(silhouette_curve[(size_t)i-1][1] - silhouette_curve[i][1]);
- return y_curve - closest_pt_in_plane[1];
- }
- }
-
- // here return 0 because the point does not lie under the curve.
- return 0.0;
-}
-
-
-
-
-/// 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 Ground::ReshapeGround(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
- const std::vector<Point2> &stroke2d)
-{
- // TODO: Deform the 3D ground mesh according to the algorithm described in the
- // Cohen et al. Harold paper.
-
- // You might need the eye point and the look vector, these can be determined
- // from the view matrix as follows:
- Matrix4 camera_matrix = view_matrix.Inverse();
- Point3 eye = camera_matrix.ColumnToPoint3(3);
- Vector3 look = -camera_matrix.ColumnToVector3(2);
-
-
-
- // There are 3 major steps to the algorithm, outlined here:
-
- // 1. Define a plane to project the stroke onto. The first and last points
- // of the stroke are guaranteed to project onto the ground plane. The plane
- // should pass through these two points on the ground. The plane should also
- // have a normal vector that points toward the camera and is parallel to the
- // ground plane.
-
-
-
-
-
- // 2. Project the 2D stroke into 3D so that it lies on the "projection plane"
- // defined in step 1.
-
-
-
-
-
- // 3. Loop through all of the vertices of the ground mesh, and adjust the
- // height of each based on the equations in section 4.5 of the paper, also
- // repeated in the assignment handout. The equations rely upon a function
- // h(), and we have implemented that for you as hfunc() defined above in
- // this file. The basic structure of the loop you will need is here:
- std::vector<Point3> new_verts;
- for (int i=0; i<ground_mesh_.num_vertices(); i++) {
- Point3 P = ground_mesh_.read_vertex_data(i); // original vertex
-
- // adjust P according to equations...
-
-
-
-
-
- new_verts.push_back(P);
- }
- ground_mesh_.SetVertices(new_verts);
- ground_mesh_.CalcPerVertexNormals();
- ground_mesh_.UpdateGPUMemory();
- ground_edge_mesh_.CreateFromMesh(ground_mesh_);
-}
-
-
-
-
-/// Draws the ground mesh with toon shading
-void Ground::Draw(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, const Color &ground_color) {
- // Lighting parameters
- Color Ia(1.0f, 1.0f, 1.0f, 1.0f);
- Color Id(1.0f, 1.0f, 1.0f, 1.0f);
- Color Is(1.0f, 1.0f, 1.0f, 1.0f);
-
- // Material parameters
- Color ka = ground_color;
- Color kd(0.4f, 0.4f, 0.4f, 1.0f);
- Color ks(0.6f, 0.6f, 0.6f, 1.0f);
- float s = 50.0f;
-
- // Precompute matrices needed in the shader
- Matrix4 model_matrix; // identity
- Matrix4 modelview_matrix = view_matrix * model_matrix;
- Matrix4 normal_matrix = modelview_matrix.Inverse().Transpose();
- Point3 light_in_eye_space = view_matrix * light_pos_;
-
- // Make sure the default option to only draw front facing triangles is set
- glEnable(GL_CULL_FACE);
-
-
- // Draw the ground using the artsy shader
- artsy_shaderprog_.UseProgram();
- artsy_shaderprog_.SetUniform("modelViewMatrix", modelview_matrix);
- artsy_shaderprog_.SetUniform("normalMatrix", normal_matrix);
- artsy_shaderprog_.SetUniform("projectionMatrix", proj_matrix);
- artsy_shaderprog_.SetUniform("ka", ka);
- artsy_shaderprog_.SetUniform("kd", kd);
- artsy_shaderprog_.SetUniform("ks", ks);
- artsy_shaderprog_.SetUniform("s", s);
- artsy_shaderprog_.SetUniform("lightPosition", light_in_eye_space);
- artsy_shaderprog_.SetUniform("Ia", Ia);
- artsy_shaderprog_.SetUniform("Id", Id);
- artsy_shaderprog_.SetUniform("Is", Is);
- artsy_shaderprog_.BindTexture("diffuseRamp", diffuse_ramp_);
- artsy_shaderprog_.BindTexture("specularRamp", specular_ramp_);
- ground_mesh_.Draw();
- artsy_shaderprog_.StopProgram();
-
- // And, draw silhouette edges for the ground using the outline shader
- glDisable(GL_CULL_FACE);
- glEnable(GL_POLYGON_OFFSET_FILL);
- glPolygonOffset(1,1);
- static const float thickness = 0.2f;
- outline_shaderprog_.UseProgram();
- outline_shaderprog_.SetUniform("modelViewMatrix", modelview_matrix);
- outline_shaderprog_.SetUniform("normalMatrix", normal_matrix);
- outline_shaderprog_.SetUniform("projectionMatrix", proj_matrix);
- outline_shaderprog_.SetUniform("thickness", thickness);
- ground_edge_mesh_.Draw();
- outline_shaderprog_.StopProgram();
-
-
-
- // This can be useful for debugging, but it is extremely slow to draw.
- // Before uncommenting this, it's recommended to turn down the resolution
- // of the ground mesh by adjusting the nx and ny constants inside Init().
- /**
- // draw lines around each triangle
- for (int t=0; t<ground_mesh_.num_triangles(); t++) {
- std::vector<unsigned int> indices = ground_mesh_.triangle_vertices(t);
- std::vector<Point3> loop;
- loop.push_back(ground_mesh_.vertex(indices[0]));
- loop.push_back(ground_mesh_.vertex(indices[1]));
- loop.push_back(ground_mesh_.vertex(indices[2]));
- qs_.DrawLines(model_matrix, view_matrix, proj_matrix, Color(0.7,0.7,0.7), loop, QuickShapes::LinesType::LINE_LOOP, 0.01);
- }
-
- // draw normals
- for (int i=0; i<ground_mesh_.num_vertices(); i++) {
- Point3 p1 = ground_mesh_.vertex(i);
- Point3 p2 = p1 + 0.5*ground_mesh_.normal(i);
- qs_.DrawLineSegment(model_matrix, view_matrix, proj_matrix, Color(0.7,0.7,0.7), p1, p2, 0.01);
- }
- **/
-}
-
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
diff --git a/dev/a6-harold/harold_app.cc b/dev/a6-harold/harold_app.cc
deleted file mode 100644
index abf5c4d..0000000
--- a/dev/a6-harold/harold_app.cc
+++ /dev/null
@@ -1,278 +0,0 @@
-/** CSci-4611 Assignment 6: Harold
- */
-
-#include "harold_app.h"
-#include "config.h"
-
-#include <iostream>
-#include <sstream>
-
-
-HaroldApp::HaroldApp() : GraphicsApp(1024,768, "Harold"),
- drawing_state_(DRAWING_NONE),
- sky_color_(1,1,1), ground_color_(0.25, 0, 0.25), crayon_color_(0.5,0,0.5)
-{
- // Define a search path for finding data files (images and shaders)
- search_path_.push_back(".");
- search_path_.push_back("./data");
- search_path_.push_back("./shaders");
- search_path_.push_back(DATA_DIR_INSTALL);
- search_path_.push_back(DATA_DIR_BUILD);
- search_path_.push_back(SHADERS_DIR_INSTALL);
- search_path_.push_back(SHADERS_DIR_BUILD);
-}
-
-
-HaroldApp::~HaroldApp() {
-}
-
-
-void HaroldApp::InitNanoGUI() {
- // Setup the GUI window
- nanogui::Window *window = new nanogui::Window(screen(), "Harold's Crayons");
- window->setPosition(Eigen::Vector2i(10, 10));
- window->setSize(Eigen::Vector2i(200,100));
- window->setLayout(new nanogui::GroupLayout());
-
- new nanogui::Label(window, "Crayon Color", "sans-bold");
- auto cp1 = new nanogui::ColorPicker(window,
- nanogui::Color((int)(255.0*crayon_color_[0]),
- (int)(255.0*crayon_color_[1]),
- (int)(255.0*crayon_color_[2]), 255)
- );
- cp1->setFixedSize({100, 20});
- cp1->setFinalCallback([this](const nanogui::Color &c) {
- crayon_color_ = Color(c.r(), c.g(), c.b(), c.w());
- });
-
- new nanogui::Label(window, "Sky Color", "sans-bold");
- auto cp2 = new nanogui::ColorPicker(window,
- nanogui::Color((int)(255.0*sky_color_[0]),
- (int)(255.0*sky_color_[1]),
- (int)(255.0*sky_color_[2]), 255)
- );
- cp2->setFixedSize({100, 20});
- cp2->setFinalCallback([this](const nanogui::Color &c) {
- sky_color_ = Color(c.r(), c.g(), c.b(), c.w());
- });
-
- new nanogui::Label(window, "Ground Color", "sans-bold");
- auto cp3 = new nanogui::ColorPicker(window,
- nanogui::Color((int)(255.0*ground_color_[0]),
- (int)(255.0*ground_color_[1]),
- (int)(255.0*ground_color_[2]), 255)
- );
- cp3->setFixedSize({100, 20});
- cp3->setFinalCallback([this](const nanogui::Color &c) {
- ground_color_ = Color(c.r(), c.g(), c.b(), c.w());
- });
-
- screen()->performLayout();
-}
-
-
-void HaroldApp::InitOpenGL() {
- // Set up the camera in a good position to see the entire field
- cam_.set_view_matrix(Matrix4::LookAt(Point3(0,2,10), Point3(0,2,0), Vector3(0,1,0)));
- proj_matrix_ = Matrix4::Perspective(60, aspect_ratio(), 0.1f, 1600.0f);
- glClearColor(0.7f, 0.7f, 0.7f, 1.0f);
-
- stroke2d_shaderprog_.AddVertexShaderFromFile(Platform::FindFile("stroke2d.vert", search_path_));
- stroke2d_shaderprog_.AddFragmentShaderFromFile(Platform::FindFile("stroke2d.frag", search_path_));
- stroke2d_shaderprog_.LinkProgram();
-
- stroke3d_shaderprog_.AddVertexShaderFromFile(Platform::FindFile("stroke3d.vert", search_path_));
- stroke3d_shaderprog_.AddFragmentShaderFromFile(Platform::FindFile("stroke3d.frag", search_path_));
- stroke3d_shaderprog_.LinkProgram();
-
- ground_.Init(search_path_);
- sky_.Init(&stroke3d_shaderprog_);
- billboards_.Init(&stroke3d_shaderprog_);
-}
-
-
-
-void HaroldApp::AddToStroke(const Point2 &normalized_screen_pt) {
- // the stroke2d_ array stores the raw 2D screen coordinates of the
- // centerline of the stroke
- stroke2d_.push_back(normalized_screen_pt);
-
- // the mesh is a triangle strip that follows the centerline
- // we need at least 2 samples before we can create triangles
- if (stroke2d_.size() >= 2) {
- const float half_stroke_width = 0.01f;
- std::vector<Point3> verts;
- std::vector<unsigned int> indices;
- Point3 last_pt = Point3(stroke2d_[0][0], stroke2d_[0][1], 0);
- Point3 pt = Point3(stroke2d_[1][0], stroke2d_[1][1], 0);
- Vector3 tangent = (pt - last_pt).ToUnit();
- Vector3 cotangent = tangent.Cross(Vector3::UnitZ());
- verts.push_back(last_pt - half_stroke_width*cotangent);
- verts.push_back(last_pt + half_stroke_width*cotangent);
- for (int i=1; i<stroke2d_.size(); i++) {
- pt = Point3(stroke2d_[i][0], stroke2d_[i][1], 0);
- tangent = (pt - last_pt).ToUnit();
- cotangent = tangent.Cross(Vector3::UnitZ());
-
- verts.push_back(pt - half_stroke_width*cotangent);
- verts.push_back(pt + half_stroke_width*cotangent);
-
- indices.push_back((int)verts.size()-4);
- indices.push_back((int)verts.size()-3);
- indices.push_back((int)verts.size()-2);
-
- indices.push_back((int)verts.size()-3);
- indices.push_back((int)verts.size()-1);
- indices.push_back((int)verts.size()-2);
-
- last_pt = pt;
- }
- stroke2d_mesh_.SetVertices(verts);
- stroke2d_mesh_.SetIndices(indices);
- stroke2d_mesh_.UpdateGPUMemory();
- }
-}
-
-
-
-// This function is called at the start of each new crayon stroke
-void HaroldApp::OnLeftMouseDown(const Point2 &mouse_in_pixels) {
- // Add to the stroke_mesh_, which is a 2D triangle strip used to draw the user's
- // crayon stroke on the screen.
- Point2 mouse_in_ndc = PixelsToNormalizedDeviceCoords(mouse_in_pixels);
- AddToStroke(mouse_in_ndc);
-
-
- // Next, try to figure out what we are drawing based on where the stroke originated.
- Point3 i_point;
- edit_billboard_id_ = billboards_.IntersectBillboard(cam_.view_matrix(), proj_matrix_, mouse_in_ndc);
- if (edit_billboard_id_ >= 0) {
- // If the mouse starts on an existing billboard, then we are editing the billboard.
- drawing_state_ = DrawingState::DRAWING_BILLBOARD_EDIT;
- }
- else if (ground_.ScreenPtHitsGround(cam_.view_matrix(), proj_matrix_, mouse_in_ndc, &i_point)) {
- // If the mouse starts on the ground, then we could be about to edit the
- // ground, OR we might be creating a new billboard. We won't know for sure
- // until the user releases the mouse and we can check to see whether the
- // stroke also ends on the ground.
- drawing_state_ = DrawingState::DRAWING_GROUND_OR_BILLBOARD;
- }
- else {
- // Otherwise, we must be drawing a stroke in the sky.
- drawing_state_ = DrawingState::DRAWING_SKY;
- }
-}
-
-
-// This function is called once each frame while the user is drawing with the crayon
-void HaroldApp::OnLeftMouseDrag(const Point2 &mouse_in_pixels, const Vector2 &delta_in_pixels) {
- // Add to the stroke_mesh_, which is a 2D triangle strip used to draw the user's
- // crayon stroke on the screen.
- Point2 mouse_in_ndc = PixelsToNormalizedDeviceCoords(mouse_in_pixels);
- AddToStroke(mouse_in_ndc);
-}
-
-
-// This function is called at the end of each stroke
-void HaroldApp::OnLeftMouseUp(const Point2 &mouse_in_pixels) {
-
- // If we are in the temporary drawing_ground_or_billboard state, then we need
- // to do a final check now to see if the stroke ended on the ground or not.
- // If it did, then we interpret the stroke as drawing_ground. Otherwise, we
- // treat it as creating a new billboard.
- if (drawing_state_ == DrawingState::DRAWING_GROUND_OR_BILLBOARD) {
- // The stroke was started on the ground, does it also end on the ground?
- Point2 mouse_in_ndc = PixelsToNormalizedDeviceCoords(mouse_in_pixels);
- Point3 i_point;
- if (ground_.ScreenPtHitsGround(cam_.view_matrix(), proj_matrix_, mouse_in_ndc, &i_point)) {
- drawing_state_ = DrawingState::DRAWING_GROUND;
- }
- else {
- drawing_state_ = DrawingState::DRAWING_BILLBOARD;
- }
- }
-
-
- // Now, the action to take in terms of what geometry to add or modify in
- // the scene depends entirely on the drawing state:
- if (drawing_state_ == DrawingState::DRAWING_SKY) {
- sky_.AddSkyStroke(cam_.view_matrix(), proj_matrix_, stroke2d_mesh_, crayon_color_);
- }
- else if (drawing_state_ == DrawingState::DRAWING_BILLBOARD) {
- billboards_.AddBillboardStroke(cam_.view_matrix(), proj_matrix_, stroke2d_, stroke2d_mesh_, crayon_color_, &ground_);
- }
- else if (drawing_state_ == DrawingState::DRAWING_BILLBOARD_EDIT) {
- billboards_.AddToBillboard(cam_.view_matrix(), proj_matrix_, edit_billboard_id_, stroke2d_mesh_, crayon_color_);
- }
- else if (drawing_state_ == DrawingState::DRAWING_GROUND) {
- if (stroke2d_.size() < 6) {
- std::cout << "Stroke is too short, try again." << std::endl;
- }
- else {
- ground_.ReshapeGround(cam_.view_matrix(), proj_matrix_, stroke2d_);
- }
- }
-
-
- // Done with this stroke. Clear the 2d stroke and its mesh and reset the drawing state
- stroke2d_.clear();
- stroke2d_mesh_ = Mesh();
- drawing_state_ = DrawingState::DRAWING_NONE;
-}
-
-
-// You can look around, like in minecraft, by dragging with the right mouse button.
-void HaroldApp::OnRightMouseDrag(const Point2 &mouse_in_pixels, const Vector2 &delta_in_pixels) {
- Vector2 delta_in_ndc = PixelsToNormalizedDeviceCoords(delta_in_pixels);
- cam_.OnMouseMove(delta_in_ndc);
-}
-
-
-void HaroldApp::UpdateSimulation(double dt) {
- if (drawing_state_ == DrawingState::DRAWING_NONE) {
- // When walking around using the arrow keys we need to adjust the height
- // of the virtual camera when we walk up a hill. To do that, we shoot
- // a ray straight down from the eye point to the ground, find the point
- // of intersection on the ground, and then set the camera height to be
- // 2.0 meters above this.
- Ray ray(cam_.eye(), -Vector3::UnitY());
- float i_time;
- Point3 i_pt;
- int i_tri;
- if (ray.FastIntersectMesh(ground_.mesh_ptr(), &i_time, &i_pt, &i_tri)) {
- float height = 2.0f + i_pt[1]; // 2 meters above the gound
- cam_.UpdateHeight(height);
- }
- cam_.UpdateSimulation(dt, window());
-
-
- // The billboards also need to be updated to face the current camera
- billboards_.UpdateBillboardRotations(cam_.eye());
- }
-}
-
-
-void HaroldApp::DrawUsingOpenGL() {
- // Clear the screen using the current sky color
- glClearColor(sky_color_[0], sky_color_[1], sky_color_[2], 1);
-
- // Draw the sky strokes
- sky_.Draw(cam_.view_matrix(), proj_matrix_);
-
- // Draw the ground mesh
- ground_.Draw(cam_.view_matrix(), proj_matrix_, ground_color_);
-
- // Draw the billboards
- billboards_.Draw(cam_.view_matrix(), proj_matrix_);
-
-
- // If we are currently drawing (indicated by the stroke mesh containing >0
- // triangles), then draw the 2D triangle strip mesh for the crayon stroke
- if (stroke2d_mesh_.num_triangles() > 0) {
- stroke2d_shaderprog_.UseProgram();
- stroke2d_shaderprog_.SetUniform("strokeColor", crayon_color_);
- stroke2d_mesh_.Draw();
- stroke2d_shaderprog_.StopProgram();
- }
-}
-
diff --git a/dev/a6-harold/harold_app.h b/dev/a6-harold/harold_app.h
deleted file mode 100644
index 801a49a..0000000
--- a/dev/a6-harold/harold_app.h
+++ /dev/null
@@ -1,120 +0,0 @@
-/** 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 \ No newline at end of file
diff --git a/dev/a6-harold/main.cc b/dev/a6-harold/main.cc
deleted file mode 100644
index b672b01..0000000
--- a/dev/a6-harold/main.cc
+++ /dev/null
@@ -1,10 +0,0 @@
-/** CSci-4611 Assignment 6: Harold
- */
-
-#include "harold_app.h"
-
-int main(int argc, const char *argv[]) {
- HaroldApp app;
- app.Run();
- return 0;
-}
diff --git a/dev/a6-harold/shaders/artsy.frag b/dev/a6-harold/shaders/artsy.frag
deleted file mode 100644
index 403009d..0000000
--- a/dev/a6-harold/shaders/artsy.frag
+++ /dev/null
@@ -1,29 +0,0 @@
-#version 330
-
-in vec3 Position;
-in vec3 Normal;
-
-out vec4 color;
-
-uniform vec3 lightPosition;
-uniform vec4 Ia, Id, Is;
-
-uniform vec4 ka, kd, ks;
-uniform float s;
-
-uniform sampler2D diffuseRamp;
-uniform sampler2D specularRamp;
-
-
-void main() {
- vec3 l = normalize(lightPosition.xyz - Position);
- vec3 n = normalize(Normal);
- vec3 e = normalize(-Position);
- vec3 h = normalize(e + l);
- float diffuse = (dot(l,n) + 1)/2;
- float specular = pow(max(dot(n,h),0), s);
- color = ka*Ia
- + kd*Id*texture(diffuseRamp, vec2(diffuse,0))
- + ks*Is*texture(specularRamp, vec2(specular,0));
- color.a = 1;
-}
diff --git a/dev/a6-harold/shaders/artsy.vert b/dev/a6-harold/shaders/artsy.vert
deleted file mode 100644
index cd9b998..0000000
--- a/dev/a6-harold/shaders/artsy.vert
+++ /dev/null
@@ -1,17 +0,0 @@
-#version 330
-
-uniform mat4 modelViewMatrix;
-uniform mat4 normalMatrix;
-uniform mat4 projectionMatrix;
-
-layout(location = 0) in vec3 vertex;
-layout(location = 1) in vec3 normal;
-
-out vec3 Position;
-out vec3 Normal;
-
-void main() {
- Position = (modelViewMatrix * vec4(vertex,1)).xyz;
- Normal = normalize((normalMatrix * vec4(normal,0)).xyz);
- gl_Position = projectionMatrix * modelViewMatrix * vec4(vertex,1);
-}
diff --git a/dev/a6-harold/shaders/outline.frag b/dev/a6-harold/shaders/outline.frag
deleted file mode 100644
index 096721d..0000000
--- a/dev/a6-harold/shaders/outline.frag
+++ /dev/null
@@ -1,7 +0,0 @@
-#version 330
-
-out vec4 color;
-
-void main() {
- color = vec4(0,0,0, 1);
-}
diff --git a/dev/a6-harold/shaders/outline.vert b/dev/a6-harold/shaders/outline.vert
deleted file mode 100644
index a6073e5..0000000
--- a/dev/a6-harold/shaders/outline.vert
+++ /dev/null
@@ -1,23 +0,0 @@
-#version 330
-
-uniform mat4 modelViewMatrix;
-uniform mat4 normalMatrix;
-uniform mat4 projectionMatrix;
-uniform float thickness;
-
-layout(location = 0) in vec3 vertex;
-layout(location = 1) in vec3 normal;
-layout(location = 2) in vec3 leftNormal;
-layout(location = 3) in vec3 rightNormal;
-
-void main() {
- vec3 p = (modelViewMatrix * vec4(vertex,1)).xyz;
- vec3 e = -p;
- vec3 nl = (normalMatrix * vec4(leftNormal,0)).xyz;
- vec3 nr = (normalMatrix * vec4(rightNormal,0)).xyz;
- vec3 v = vertex;
- if (dot(e,nl) * dot(e,nr) < 0.0) {
- v += thickness*normal;
- }
- gl_Position = projectionMatrix * modelViewMatrix * vec4(v,1);
-}
diff --git a/dev/a6-harold/shaders/stroke2d.frag b/dev/a6-harold/shaders/stroke2d.frag
deleted file mode 100644
index 2dd7efa..0000000
--- a/dev/a6-harold/shaders/stroke2d.frag
+++ /dev/null
@@ -1,9 +0,0 @@
-#version 330
-
-uniform vec4 strokeColor;
-
-out vec4 color;
-
-void main() {
- color = strokeColor;
-}
diff --git a/dev/a6-harold/shaders/stroke2d.vert b/dev/a6-harold/shaders/stroke2d.vert
deleted file mode 100644
index e40fdec..0000000
--- a/dev/a6-harold/shaders/stroke2d.vert
+++ /dev/null
@@ -1,7 +0,0 @@
-#version 330
-
-layout(location = 0) in vec3 vertex;
-
-void main() {
- gl_Position = vec4(vertex,1);
-}
diff --git a/dev/a6-harold/shaders/stroke3d.frag b/dev/a6-harold/shaders/stroke3d.frag
deleted file mode 100644
index 2dd7efa..0000000
--- a/dev/a6-harold/shaders/stroke3d.frag
+++ /dev/null
@@ -1,9 +0,0 @@
-#version 330
-
-uniform vec4 strokeColor;
-
-out vec4 color;
-
-void main() {
- color = strokeColor;
-}
diff --git a/dev/a6-harold/shaders/stroke3d.vert b/dev/a6-harold/shaders/stroke3d.vert
deleted file mode 100644
index d333c4f..0000000
--- a/dev/a6-harold/shaders/stroke3d.vert
+++ /dev/null
@@ -1,10 +0,0 @@
-#version 330
-
-uniform mat4 modelViewMatrix;
-uniform mat4 projectionMatrix;
-
-layout(location = 0) in vec3 vertex;
-
-void main() {
- gl_Position = projectionMatrix * modelViewMatrix * vec4(vertex,1);
-}
diff --git a/dev/a6-harold/sky.cc b/dev/a6-harold/sky.cc
deleted file mode 100644
index 0819ebe..0000000
--- a/dev/a6-harold/sky.cc
+++ /dev/null
@@ -1,74 +0,0 @@
-/** 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();
-}
-
diff --git a/dev/a6-harold/sky.h b/dev/a6-harold/sky.h
deleted file mode 100644
index 06fcca1..0000000
--- a/dev/a6-harold/sky.h
+++ /dev/null
@@ -1,52 +0,0 @@
-/** 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