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authorMatt Strapp <matt@mattstrapp.net>2021-09-20 18:15:14 -0500
committerMatt Strapp <matt@mattstrapp.net>2021-09-20 18:15:14 -0500
commit342403a02f8063903d0f38327430721d4d0ae331 (patch)
tree29d020a27bc16939c568dd4b29166566d1c0e658 /dev/mesh-demo/example.cc
parentFix parenthesis (diff)
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-rw-r--r--dev/mesh-demo/example.cc214
1 files changed, 107 insertions, 107 deletions
diff --git a/dev/mesh-demo/example.cc b/dev/mesh-demo/example.cc
index 759b09b..ae7537b 100644
--- a/dev/mesh-demo/example.cc
+++ b/dev/mesh-demo/example.cc
@@ -1,107 +1,107 @@
-/** CSci-4611 In-Class Example */
-
-#include "Example.h"
-
-#include <iostream>
-#include <sstream>
-
-
-
-Example::Example() : GraphicsApp(1024,768, "MinGfx Example") {
-}
-
-
-Example::~Example() {
-}
-
-
-void Example::UpdateSimulation(double dt) {
-}
-
-
-void Example::InitOpenGL() {
- // Set up the camera in a good position to see the entire scene
- proj_matrix_ = Matrix4::Perspective(60.0f, aspect_ratio(), 0.01f, 100.0f);
- view_matrix_ = Matrix4::LookAt(Point3(0,0,3), Point3(0,0,0), Vector3(0,1,0));
- glClearColor(1,1,1,1);
-
-
- // EXAMPLE 1: Load the mesh from a file
- teapot_mesh_.LoadFromOBJ(Platform::FindMinGfxDataFile("teapot.obj"));
-
-
-
-
- // EXAMPLE 2: Create the mesh by adding triangles one at a time
- int tri_id;
- // add a first triangle
- tri_id = triangles_mesh_.AddTriangle(Point3(0,0,0), Point3(1,0,0), Point3(1,1,0));
- // set attributes for the vertices
- triangles_mesh_.SetNormals(tri_id, Vector3(0,0,1), Vector3(0,0,1), Vector3(0,0,1));
- // add a second triangle and attributes
- tri_id = triangles_mesh_.AddTriangle(Point3(0,0,0), Point3(1,1,0), Point3(0,1,0));
- triangles_mesh_.SetNormals(tri_id, Vector3(0,0,1), Vector3(0,0,1), Vector3(0,0,1));
- // call this when done to save to the GPU
- triangles_mesh_.UpdateGPUMemory();
-
-
-
-
-
- // EXAMPLE 3: Create the mesh by setting the vertex and index arrays directly
- std::vector<unsigned int> indices;
- std::vector<Point3> vertices;
- std::vector<Vector3> normals;
-
- // four vertices, each requires 3 floats: (x,y,z)
- vertices.push_back(Point3(0,0,0));
- vertices.push_back(Point3(1,0,0));
- vertices.push_back(Point3(1,1,0));
- vertices.push_back(Point3(0,1,0));
-
- // four normals, each requires 3 floats: (x,y,z)
- normals.push_back(Vector3(0,0,1));
- normals.push_back(Vector3(0,0,1));
- normals.push_back(Vector3(0,0,1));
- normals.push_back(Vector3(0,0,1));
-
- // indices into the arrays above for the first triangle
- indices.push_back(0);
- indices.push_back(1);
- indices.push_back(2);
-
- // indices for the second triangle, note some are reused
- indices.push_back(0);
- indices.push_back(2);
- indices.push_back(3);
-
- indexed_tris_mesh_.SetVertices(vertices);
- indexed_tris_mesh_.SetNormals(normals);
- indexed_tris_mesh_.SetIndices(indices);
- indexed_tris_mesh_.UpdateGPUMemory();
-
-}
-
-
-void Example::DrawUsingOpenGL() {
- // draws a set of axes at the world origin, since we are passing the identity
- // matrix for the "model" matrix.
- Matrix4 identity;
- quick_shapes_.DrawAxes(identity, view_matrix_, proj_matrix_);
-
-
-
- Matrix4 teapot_transform = Matrix4::Translation(Vector3(-1.5,0,0));
- shader_.Draw(teapot_transform, view_matrix_, proj_matrix_, &teapot_mesh_, DefaultShader::MaterialProperties());
-
- Matrix4 mesh2_transform = Matrix4::Translation(Vector3(-0.5,-0.5,0));
- shader_.Draw(mesh2_transform, view_matrix_, proj_matrix_, &triangles_mesh_, DefaultShader::MaterialProperties());
-
- Matrix4 mesh3_transform = Matrix4::Translation(Vector3(1,-0.5,0));
- shader_.Draw(mesh3_transform, view_matrix_, proj_matrix_, &indexed_tris_mesh_, DefaultShader::MaterialProperties());
-}
-
-
-
-
-
+/** CSci-4611 In-Class Example */
+
+#include "Example.h"
+
+#include <iostream>
+#include <sstream>
+
+
+
+Example::Example() : GraphicsApp(1024,768, "MinGfx Example") {
+}
+
+
+Example::~Example() {
+}
+
+
+void Example::UpdateSimulation(double dt) {
+}
+
+
+void Example::InitOpenGL() {
+ // Set up the camera in a good position to see the entire scene
+ proj_matrix_ = Matrix4::Perspective(60.0f, aspect_ratio(), 0.01f, 100.0f);
+ view_matrix_ = Matrix4::LookAt(Point3(0,0,3), Point3(0,0,0), Vector3(0,1,0));
+ glClearColor(1,1,1,1);
+
+
+ // EXAMPLE 1: Load the mesh from a file
+ teapot_mesh_.LoadFromOBJ(Platform::FindMinGfxDataFile("teapot.obj"));
+
+
+
+
+ // EXAMPLE 2: Create the mesh by adding triangles one at a time
+ int tri_id;
+ // add a first triangle
+ tri_id = triangles_mesh_.AddTriangle(Point3(0,0,0), Point3(1,0,0), Point3(1,1,0));
+ // set attributes for the vertices
+ triangles_mesh_.SetNormals(tri_id, Vector3(0,0,1), Vector3(0,0,1), Vector3(0,0,1));
+ // add a second triangle and attributes
+ tri_id = triangles_mesh_.AddTriangle(Point3(0,0,0), Point3(1,1,0), Point3(0,1,0));
+ triangles_mesh_.SetNormals(tri_id, Vector3(0,0,1), Vector3(0,0,1), Vector3(0,0,1));
+ // call this when done to save to the GPU
+ triangles_mesh_.UpdateGPUMemory();
+
+
+
+
+
+ // EXAMPLE 3: Create the mesh by setting the vertex and index arrays directly
+ std::vector<unsigned int> indices;
+ std::vector<Point3> vertices;
+ std::vector<Vector3> normals;
+
+ // four vertices, each requires 3 floats: (x,y,z)
+ vertices.push_back(Point3(0,0,0));
+ vertices.push_back(Point3(1,0,0));
+ vertices.push_back(Point3(1,1,0));
+ vertices.push_back(Point3(0,1,0));
+
+ // four normals, each requires 3 floats: (x,y,z)
+ normals.push_back(Vector3(0,0,1));
+ normals.push_back(Vector3(0,0,1));
+ normals.push_back(Vector3(0,0,1));
+ normals.push_back(Vector3(0,0,1));
+
+ // indices into the arrays above for the first triangle
+ indices.push_back(0);
+ indices.push_back(1);
+ indices.push_back(2);
+
+ // indices for the second triangle, note some are reused
+ indices.push_back(0);
+ indices.push_back(2);
+ indices.push_back(3);
+
+ indexed_tris_mesh_.SetVertices(vertices);
+ indexed_tris_mesh_.SetNormals(normals);
+ indexed_tris_mesh_.SetIndices(indices);
+ indexed_tris_mesh_.UpdateGPUMemory();
+
+}
+
+
+void Example::DrawUsingOpenGL() {
+ // draws a set of axes at the world origin, since we are passing the identity
+ // matrix for the "model" matrix.
+ Matrix4 identity;
+ quick_shapes_.DrawAxes(identity, view_matrix_, proj_matrix_);
+
+
+
+ Matrix4 teapot_transform = Matrix4::Translation(Vector3(-1.5,0,0));
+ shader_.Draw(teapot_transform, view_matrix_, proj_matrix_, &teapot_mesh_, DefaultShader::MaterialProperties());
+
+ Matrix4 mesh2_transform = Matrix4::Translation(Vector3(-0.5,-0.5,0));
+ shader_.Draw(mesh2_transform, view_matrix_, proj_matrix_, &triangles_mesh_, DefaultShader::MaterialProperties());
+
+ Matrix4 mesh3_transform = Matrix4::Translation(Vector3(1,-0.5,0));
+ shader_.Draw(mesh3_transform, view_matrix_, proj_matrix_, &indexed_tris_mesh_, DefaultShader::MaterialProperties());
+}
+
+
+
+
+