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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
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tree5dd4834daef547cd45fc0b643f44a10b581de0ad /dev/texture-demo/example.cc
parentAdded missing images for the A6 worksheet (diff)
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-/** 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) {
-}
-
-
-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(2,1,4), Point3(2,1,0), Vector3(0,1,0));
- glClearColor(1,1,1,1);
-
-
- // Load the texture we will use
- texture_.InitFromFile(Platform::FindFile("monalisa.png", search_path_));
-
-
- // Create the mesh by setting the vertex and index arrays directly
- std::vector<unsigned int> indices;
- std::vector<Point3> vertices;
- std::vector<Vector3> normals;
- std::vector<Point2> tex_coords;
-
- // 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,-1));
- vertices.push_back(Point3(0,1,-1));
-
- // four normals, each requires 3 floats: (x,y,z)
- normals.push_back(Vector3(0,1,1).ToUnit());
- normals.push_back(Vector3(0,1,1).ToUnit());
- normals.push_back(Vector3(0,1,1).ToUnit());
- normals.push_back(Vector3(0,1,1).ToUnit());
-
- // TODO: YOU ADD TEXTURE COORDINATES TO THE MESH
-
-
-
- // 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);
-
- mesh_.SetVertices(vertices);
- mesh_.SetNormals(normals);
- mesh_.SetIndices(indices);
-
- // TODO: ALSO REMEMBER TO CALL mesh_.SetTexCoords(..) HERE ONCE YOU HAVE THEM DEFINED.
- // USE TEXTURE UNIT = 0 SINCE WE HAVE ONLY ONE TEXTURE APPLIED TO THE MESH.
-
- 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_);
-
-
- // We're already learned about how to use transformation matrices to move
- // an individual model around within the scene.
- Matrix4 model_matrix = Matrix4::Scale(Vector3(4,4,4));
-
-
- // Since we want to texture the mesh we will define a custom material for the
- // mesh. The material property we are interested in is called "surface_texture".
- // We'll set that to point to the Texture2D that we loaded earlier. You can
- // also set other properties of the material to define how it reflects light.
- DefaultShader::MaterialProperties mesh_material;
- mesh_material.surface_texture = texture_;
- mesh_material.ambient_reflectance = Color(0.8f, 0.8f, 0.8f);
- mesh_material.diffuse_reflectance = Color(0.8f, 0.8f, 0.8f);
-
-
- // Use a shader program to draw the mesh with the given model, view, and projection
- // matrices and with the material properties defined in mesh_material.
- shader_.Draw(model_matrix, view_matrix_, proj_matrix_, &mesh_, mesh_material);
-}
-
-
-
-