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author | Matt Strapp <matt@mattstrapp.net> | 2021-09-20 18:15:14 -0500 |
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committer | Matt Strapp <matt@mattstrapp.net> | 2021-09-20 18:15:14 -0500 |
commit | 342403a02f8063903d0f38327430721d4d0ae331 (patch) | |
tree | 29d020a27bc16939c568dd4b29166566d1c0e658 /dev/mesh-demo/example.cc | |
parent | Fix parenthesis (diff) | |
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Diffstat (limited to 'dev/mesh-demo/example.cc')
-rw-r--r-- | dev/mesh-demo/example.cc | 214 |
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());
+}
+
+
+
+
+
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