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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/rays/example.cc | |
parent | Fix parenthesis (diff) | |
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do ass1submission-p1.0
Diffstat (limited to '')
-rw-r--r-- | dev/rays/example.cc | 160 |
1 files changed, 80 insertions, 80 deletions
diff --git a/dev/rays/example.cc b/dev/rays/example.cc index bfccb05..f1eaa4c 100644 --- a/dev/rays/example.cc +++ b/dev/rays/example.cc @@ -1,80 +1,80 @@ -/** CSci-4611 In-Class Example */ - -#include "example.h" - -#include "config.h" - -#include <iostream> -#include <sstream> - - - -Example::Example() : GraphicsApp(1024,768, "MinGfx Example") { - // Define a search path for finding data files (images and shaders) - search_path_.push_back("."); - search_path_.push_back("./data"); - search_path_.push_back(DATA_DIR_INSTALL); - search_path_.push_back(DATA_DIR_BUILD); -} - - -Example::~Example() { -} - - -void Example::UpdateSimulation(double dt) { - cam_.UpdateSimulation(dt, window()); -} - -// You can look around, like in minecraft, by dragging with the right mouse button. -void Example::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 Example::OnLeftMouseDown(const Point2& mouse_in_pixels) { - -} - -void Example::OnLeftMouseDrag(const Point2& mouse_in_pixels, const Vector2& delta_in_pixels) { - -} - -void Example::OnLeftMouseUp(const Point2& mouse_in_pixels) { - -} - - - - - - -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); - cam_.set_view_matrix(Matrix4::LookAt(Point3(0,0,3), Point3(0,0,0), Vector3(0,1,0))); - glClearColor(1,1,1,1); - - // load textures and shaders - dart_tex_.InitFromFile(Platform::FindFile("dartboard.jpg", search_path_)); -} - - -void Example::DrawUsingOpenGL() { - Matrix4 view_matrix = cam_.view_matrix(); - - // 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 boardTransform = Matrix4::RotationX(GfxMath::ToRadians(90)); - quick_shapes_.DrawSquare(boardTransform, view_matrix, proj_matrix_, Color(1, 1, 1), dart_tex_); -} - - - - +/** CSci-4611 In-Class Example */
+
+#include "example.h"
+
+#include "config.h"
+
+#include <iostream>
+#include <sstream>
+
+
+
+Example::Example() : GraphicsApp(1024,768, "MinGfx Example") {
+ // Define a search path for finding data files (images and shaders)
+ search_path_.push_back(".");
+ search_path_.push_back("./data");
+ search_path_.push_back(DATA_DIR_INSTALL);
+ search_path_.push_back(DATA_DIR_BUILD);
+}
+
+
+Example::~Example() {
+}
+
+
+void Example::UpdateSimulation(double dt) {
+ cam_.UpdateSimulation(dt, window());
+}
+
+// You can look around, like in minecraft, by dragging with the right mouse button.
+void Example::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 Example::OnLeftMouseDown(const Point2& mouse_in_pixels) {
+
+}
+
+void Example::OnLeftMouseDrag(const Point2& mouse_in_pixels, const Vector2& delta_in_pixels) {
+
+}
+
+void Example::OnLeftMouseUp(const Point2& mouse_in_pixels) {
+
+}
+
+
+
+
+
+
+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);
+ cam_.set_view_matrix(Matrix4::LookAt(Point3(0,0,3), Point3(0,0,0), Vector3(0,1,0)));
+ glClearColor(1,1,1,1);
+
+ // load textures and shaders
+ dart_tex_.InitFromFile(Platform::FindFile("dartboard.jpg", search_path_));
+}
+
+
+void Example::DrawUsingOpenGL() {
+ Matrix4 view_matrix = cam_.view_matrix();
+
+ // 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 boardTransform = Matrix4::RotationX(GfxMath::ToRadians(90));
+ quick_shapes_.DrawSquare(boardTransform, view_matrix, proj_matrix_, Color(1, 1, 1), dart_tex_);
+}
+
+
+
+
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