diff options
32 files changed, 2971 insertions, 2966 deletions
diff --git a/dev/MinGfx/src/gfxmath.cc b/dev/MinGfx/src/gfxmath.cc index 28cfedf..19d99ef 100644 --- a/dev/MinGfx/src/gfxmath.cc +++ b/dev/MinGfx/src/gfxmath.cc @@ -1,137 +1,137 @@ -/* - Copyright (c) 2017,2018 Regents of the University of Minnesota. - All Rights Reserved. - See corresponding header file for details. - */ - -#include "gfxmath.h" - -#define _USE_MATH_DEFINES -#include <math.h> -#include <algorithm> - -#include "ray.h" - - -namespace mingfx { - -const float GfxMath::PI = 3.14159265359f; -const float GfxMath::TWO_PI = 6.28318530718f; -const float GfxMath::HALF_PI = 1.57079632679f; - -float GfxMath::sin(float a) { -#ifdef WIN32 - return std::sinf(a); -#else - return std::sin(a); -#endif -} - -float GfxMath::cos(float a) { -#ifdef WIN32 - return std::cosf(a); -#else - return std::cos(a); -#endif -} - -float GfxMath::tan(float a) { -#ifdef WIN32 - return std::tanf(a); -#else - return std::tan(a); -#endif -} - -float GfxMath::asin(float a) { -#ifdef WIN32 - return std::asinf(a); -#else - return std::asin(a); -#endif -} - -float GfxMath::acos(float a) { -#ifdef WIN32 - return std::acosf(a); -#else - return std::acos(a); -#endif -} - -float GfxMath::atan(float a) { -#ifdef WIN32 - return std::atanf(a); -#else - return std::atan(a); -#endif -} - -float GfxMath::atan2(float a, float b) { -#ifdef WIN32 - return std::atan2f(a, b); -#else - return std::atan2(a, b); -#endif -} - -float GfxMath::Clamp(float x, float a, float b) { - return std::min(std::max(x, a), b); -} - -float GfxMath::ToRadians(float degrees) { - return degrees * GfxMath::PI / 180.0f; -} - -float GfxMath::ToDegrees(float radians) { - return radians * 180.0f / GfxMath::PI; -} - -Vector3 GfxMath::ToRadians(Vector3 degrees) { - return Vector3(ToRadians(degrees[0]), ToRadians(degrees[1]), ToRadians(degrees[2])); -} - -Vector3 GfxMath::ToDegrees(Vector3 radians) { - return Vector3(ToDegrees(radians[0]), ToDegrees(radians[1]), ToDegrees(radians[2])); -} - -float GfxMath::Lerp(float a, float b, float alpha) { - return (1.0f-alpha)*a + alpha*b; -} - -int GfxMath::iLerp(int a, int b, float alpha) { - return (int)std::round((1.0f-alpha)*(float)a + alpha*(float)b); -} - -Point3 GfxMath::ScreenToNearPlane(const Matrix4 &V, const Matrix4 &P, const Point2 &ndcPoint) { - Matrix4 filmPtToWorld = (P*V).Inverse(); - return filmPtToWorld * Point3(ndcPoint[0], ndcPoint[1], -1.0); -} - - -Point3 GfxMath::ScreenToWorld(const Matrix4 &V, const Matrix4 &P, const Point2 &ndcPoint, float zValue) { - Matrix4 filmPtToWorld = (P*V).Inverse(); - float zneg1topos1 = zValue*2.0f - 1.0f; - return filmPtToWorld * Point3(ndcPoint[0], ndcPoint[1], zneg1topos1); -} - - -Point3 GfxMath::ScreenToDepthPlane(const Matrix4 &V, const Matrix4 &P, const Point2 &ndcPoint, float planeDepth) { - Point3 pNear = ScreenToNearPlane(V, P, ndcPoint); - - Matrix4 camMat = V.Inverse(); - Point3 eye = camMat.ColumnToPoint3(3); - Vector3 look = -camMat.ColumnToVector3(2); - - Ray r(eye, pNear - eye); - - Point3 p3D; - float t; - if (!r.IntersectPlane(eye + planeDepth*look, -look, &t, &p3D)) { - std::cerr << "filmplane2D_to_plane3D() error -- no intersection found!" << std::endl; - } - return p3D; -} - - -} // end namespace +/*
+ Copyright (c) 2017,2018 Regents of the University of Minnesota.
+ All Rights Reserved.
+ See corresponding header file for details.
+ */
+
+#include "gfxmath.h"
+
+#define _USE_MATH_DEFINES
+#include <math.h>
+#include <algorithm>
+
+#include "ray.h"
+
+
+namespace mingfx {
+
+const float GfxMath::PI = 3.14159265359f;
+const float GfxMath::TWO_PI = 6.28318530718f;
+const float GfxMath::HALF_PI = 1.57079632679f;
+
+float GfxMath::sin(float a) {
+#ifdef WIN32
+ return std::sinf(a);
+#else
+ return std::sin(a);
+#endif
+}
+
+float GfxMath::cos(float a) {
+#ifdef WIN32
+ return std::cosf(a);
+#else
+ return std::cos(a);
+#endif
+}
+
+float GfxMath::tan(float a) {
+#ifdef WIN32
+ return std::tanf(a);
+#else
+ return std::tan(a);
+#endif
+}
+
+float GfxMath::asin(float a) {
+#ifdef WIN32
+ return std::asinf(a);
+#else
+ return std::asin(a);
+#endif
+}
+
+float GfxMath::acos(float a) {
+#ifdef WIN32
+ return std::acosf(a);
+#else
+ return std::acos(a);
+#endif
+}
+
+float GfxMath::atan(float a) {
+#ifdef WIN32
+ return std::atanf(a);
+#else
+ return std::atan(a);
+#endif
+}
+
+float GfxMath::atan2(float a, float b) {
+#ifdef WIN32
+ return std::atan2f(a, b);
+#else
+ return std::atan2(a, b);
+#endif
+}
+
+float GfxMath::Clamp(float x, float a, float b) {
+ return std::min(std::max(x, a), b);
+}
+
+float GfxMath::ToRadians(float degrees) {
+ return degrees * GfxMath::PI / 180.0f;
+}
+
+float GfxMath::ToDegrees(float radians) {
+ return radians * 180.0f / GfxMath::PI;
+}
+
+Vector3 GfxMath::ToRadians(Vector3 degrees) {
+ return Vector3(ToRadians(degrees[0]), ToRadians(degrees[1]), ToRadians(degrees[2]));
+}
+
+Vector3 GfxMath::ToDegrees(Vector3 radians) {
+ return Vector3(ToDegrees(radians[0]), ToDegrees(radians[1]), ToDegrees(radians[2]));
+}
+
+float GfxMath::Lerp(float a, float b, float alpha) {
+ return (1.0f-alpha)*a + alpha*b;
+}
+
+int GfxMath::iLerp(int a, int b, float alpha) {
+ return (int)std::round((1.0f-alpha)*(float)a + alpha*(float)b);
+}
+
+Point3 GfxMath::ScreenToNearPlane(const Matrix4 &V, const Matrix4 &P, const Point2 &ndcPoint) {
+ Matrix4 filmPtToWorld = (P*V).Inverse();
+ return filmPtToWorld * Point3(ndcPoint[0], ndcPoint[1], -1.0);
+}
+
+
+Point3 GfxMath::ScreenToWorld(const Matrix4 &V, const Matrix4 &P, const Point2 &ndcPoint, float zValue) {
+ Matrix4 filmPtToWorld = (P*V).Inverse();
+ float zneg1topos1 = zValue*2.0f - 1.0f;
+ return filmPtToWorld * Point3(ndcPoint[0], ndcPoint[1], zneg1topos1);
+}
+
+
+Point3 GfxMath::ScreenToDepthPlane(const Matrix4 &V, const Matrix4 &P, const Point2 &ndcPoint, float planeDepth) {
+ Point3 pNear = ScreenToNearPlane(V, P, ndcPoint);
+
+ Matrix4 camMat = V.Inverse();
+ Point3 eye = camMat.ColumnToPoint3(3);
+ Vector3 look = -camMat.ColumnToVector3(2);
+
+ Ray r(eye, pNear - eye);
+
+ Point3 p3D;
+ float t;
+ if (!r.IntersectPlane(eye + planeDepth*look, -look, &t, &p3D)) {
+ std::cerr << "filmplane2D_to_plane3D() error -- no intersection found!" << std::endl;
+ }
+ return p3D;
+}
+
+
+} // end namespace
diff --git a/dev/MinGfx/src/gfxmath.h b/dev/MinGfx/src/gfxmath.h index 86c1061..3240072 100644 --- a/dev/MinGfx/src/gfxmath.h +++ b/dev/MinGfx/src/gfxmath.h @@ -1,97 +1,97 @@ -/* - This file is part of the MinGfx Project. - - Copyright (c) 2017,2018 Regents of the University of Minnesota. - All Rights Reserved. - - Original Author(s) of this File: - Dan Keefe, 2018, University of Minnesota - - Author(s) of Significant Updates/Modifications to the File: - ... - */ - -#ifndef SRC_GFXMATH_H_ -#define SRC_GFXMATH_H_ - -#include "point2.h" -#include "point3.h" -#include "vector3.h" -#include "matrix4.h" - -namespace mingfx { - - -/** This class holds a variety of static math functions that are useful to have - defined with creating graphics programs. - */ -class GfxMath { -public: - - /// MinGfx specific implementations of trigonometric functions included to - /// solve compilation issues between different platforms. - static float sin(float a); - - static float cos(float a); - - static float tan(float a); - - static float asin(float a); - - static float acos(float a); - - static float atan(float a); - - static float atan2(float a, float b); - - /// Returns a if x is less than a and b if x is greater than b. - static float Clamp(float x, float a, float b); - - static float ToRadians(float degrees); - - static float ToDegrees(float radians); - - static Vector3 ToRadians(Vector3 degrees); - - static Vector3 ToDegrees(Vector3 radians); - - static float Lerp(float a, float b, float alpha); - - static int iLerp(int a, int b, float alpha); - - /// Converts a 2D point on the filmplane represented in Normalized Device - /// Coorindates, which means (-1,1) for the top left corner of the screen and - /// (1,-1) for the bottom right corner, to a 3D point that lies on the camera's - /// near plane. Useful for converting mouse coordinates into a 3D point. - /// Remember that this uses NORMALIZED device coordinates for the screenPt, - /// not pixels. GraphicsApp and most other graphics engines report mouse move - /// events in pixels, so you need to convert these to normalized device coordinates - /// first. If you are using GraphicsApp, you can do this with: - /// Point2 normPos = graphicsApp->pixels_to_normalized_coordinates(mousePos); - static Point3 ScreenToNearPlane(const Matrix4 &viewMatrix, const Matrix4 &projMatrix, const Point2 &normalizedScreenPt); - - /// Similar to filmplane2D_to_nearplane3D() but here rather than using the - /// nearplane, you specify the depth of the plane to use as a distance away - /// from the camera's focal point. - static Point3 ScreenToDepthPlane(const Matrix4 &viewMatrix, const Matrix4 &projMatrix, const Point2 &normalizedScreenPt, float planeDepth); - - /// Converts a 2D point on the filmplane represented in Normalized Device - /// Coorindates, which means (-1,1) for the top left corner of the screen and - /// (1,-1) for the bottom right corner, to a 3D point in the world. The depth - /// buffer value under the pixel must be supplied. If you are using GraphicsApp, - /// you can use the mouse pos in pixels to get the required arguments like this: - /// Point2 normPos = graphicsApp->pixels_to_normalized_coordinates(mousePos); - /// float normZ = graphicsApp->z_value_at_pixel(mousePos); - static Point3 ScreenToWorld(const Matrix4 &viewMatrix, const Matrix4 &projMatrix, const Point2 &normalizedScreenPt, float normalizedZ); - - - static const float PI; - static const float TWO_PI; - static const float HALF_PI; -}; - - - -} // end namespace - +/*
+ This file is part of the MinGfx Project.
+
+ Copyright (c) 2017,2018 Regents of the University of Minnesota.
+ All Rights Reserved.
+
+ Original Author(s) of this File:
+ Dan Keefe, 2018, University of Minnesota
+
+ Author(s) of Significant Updates/Modifications to the File:
+ ...
+ */
+
+#ifndef SRC_GFXMATH_H_
+#define SRC_GFXMATH_H_
+
+#include "point2.h"
+#include "point3.h"
+#include "vector3.h"
+#include "matrix4.h"
+
+namespace mingfx {
+
+
+/** This class holds a variety of static math functions that are useful to have
+ defined with creating graphics programs.
+ */
+class GfxMath {
+public:
+
+ /// MinGfx specific implementations of trigonometric functions included to
+ /// solve compilation issues between different platforms.
+ static float sin(float a);
+
+ static float cos(float a);
+
+ static float tan(float a);
+
+ static float asin(float a);
+
+ static float acos(float a);
+
+ static float atan(float a);
+
+ static float atan2(float a, float b);
+
+ /// Returns a if x is less than a and b if x is greater than b.
+ static float Clamp(float x, float a, float b);
+
+ static float ToRadians(float degrees);
+
+ static float ToDegrees(float radians);
+
+ static Vector3 ToRadians(Vector3 degrees);
+
+ static Vector3 ToDegrees(Vector3 radians);
+
+ static float Lerp(float a, float b, float alpha);
+
+ static int iLerp(int a, int b, float alpha);
+
+ /// Converts a 2D point on the filmplane represented in Normalized Device
+ /// Coorindates, which means (-1,1) for the top left corner of the screen and
+ /// (1,-1) for the bottom right corner, to a 3D point that lies on the camera's
+ /// near plane. Useful for converting mouse coordinates into a 3D point.
+ /// Remember that this uses NORMALIZED device coordinates for the screenPt,
+ /// not pixels. GraphicsApp and most other graphics engines report mouse move
+ /// events in pixels, so you need to convert these to normalized device coordinates
+ /// first. If you are using GraphicsApp, you can do this with:
+ /// Point2 normPos = graphicsApp->pixels_to_normalized_coordinates(mousePos);
+ static Point3 ScreenToNearPlane(const Matrix4 &viewMatrix, const Matrix4 &projMatrix, const Point2 &normalizedScreenPt);
+
+ /// Similar to filmplane2D_to_nearplane3D() but here rather than using the
+ /// nearplane, you specify the depth of the plane to use as a distance away
+ /// from the camera's focal point.
+ static Point3 ScreenToDepthPlane(const Matrix4 &viewMatrix, const Matrix4 &projMatrix, const Point2 &normalizedScreenPt, float planeDepth);
+
+ /// Converts a 2D point on the filmplane represented in Normalized Device
+ /// Coorindates, which means (-1,1) for the top left corner of the screen and
+ /// (1,-1) for the bottom right corner, to a 3D point in the world. The depth
+ /// buffer value under the pixel must be supplied. If you are using GraphicsApp,
+ /// you can use the mouse pos in pixels to get the required arguments like this:
+ /// Point2 normPos = graphicsApp->pixels_to_normalized_coordinates(mousePos);
+ /// float normZ = graphicsApp->z_value_at_pixel(mousePos);
+ static Point3 ScreenToWorld(const Matrix4 &viewMatrix, const Matrix4 &projMatrix, const Point2 &normalizedScreenPt, float normalizedZ);
+
+
+ static const float PI;
+ static const float TWO_PI;
+ static const float HALF_PI;
+};
+
+
+
+} // end namespace
+
#endif
\ No newline at end of file diff --git a/dev/MinGfx/src/quaternion.cc b/dev/MinGfx/src/quaternion.cc index 24830c8..42723f1 100644 --- a/dev/MinGfx/src/quaternion.cc +++ b/dev/MinGfx/src/quaternion.cc @@ -1,261 +1,261 @@ -/* -Copyright (c) 2017,2018 Regents of the University of Minnesota. -All Rights Reserved. -See corresponding header file for details. -*/ - -#define _USE_MATH_DEFINES -#include "quaternion.h" - -#include "gfxmath.h" - -namespace mingfx { - - -Quaternion::Quaternion() { - q[0] = 0.0; - q[1] = 0.0; - q[2] = 0.0; - q[3] = 1.0; -} - -Quaternion::Quaternion(float qx, float qy, float qz, float qw) { - q[0] = qx; - q[1] = qy; - q[2] = qz; - q[3] = qw; -} - -Quaternion::Quaternion(float *ptr) { - q[0] = ptr[0]; - q[1] = ptr[1]; - q[2] = ptr[2]; - q[3] = ptr[3]; -} - -Quaternion::Quaternion(const Quaternion& other) { - q[0] = other[0]; - q[1] = other[1]; - q[2] = other[2]; - q[3] = other[3]; -} - -Quaternion::~Quaternion() { -} - -bool Quaternion::operator==(const Quaternion& other) const { - return (fabs(other[0] - q[0]) < MINGFX_MATH_EPSILON && - fabs(other[1] - q[1]) < MINGFX_MATH_EPSILON && - fabs(other[2] - q[2]) < MINGFX_MATH_EPSILON && - fabs(other[3] - q[3]) < MINGFX_MATH_EPSILON); -} - -bool Quaternion::operator!=(const Quaternion& other) const { - return (fabs(other[0] - q[0]) >= MINGFX_MATH_EPSILON || - fabs(other[1] - q[1]) >= MINGFX_MATH_EPSILON || - fabs(other[2] - q[2]) >= MINGFX_MATH_EPSILON || - fabs(other[3] - q[3]) >= MINGFX_MATH_EPSILON); -} - -Quaternion& Quaternion::operator=(const Quaternion& other) { - q[0] = other[0]; - q[1] = other[1]; - q[2] = other[2]; - q[3] = other[3]; - return *this; -} - -float Quaternion::operator[](const int i) const { - if ((i>=0) && (i<=3)) { - return q[i]; - } - else { - // this is an error! - return 0.0; - } -} - -float& Quaternion::operator[](const int i) { - return q[i]; -} - - -const float * Quaternion::value_ptr() const { - return q; -} - -Quaternion Quaternion::Slerp(const Quaternion &other, float alpha) const { - // https://en.wikipedia.org/wiki/Slerp - - Quaternion v0 = *this; - Quaternion v1 = other; - - // Only unit quaternions are valid rotations. - // Normalize to avoid undefined behavior. - v0.Normalize(); - v1.Normalize(); - - // Compute the cosine of the angle between the two vectors. - float dot = v0.Dot(v1); - - // If the dot product is negative, the quaternions - // have opposite handed-ness and slerp won't take - // the shorter path. Fix by reversing one quaternion. - if (dot < 0.0f) { - v1 = -v1; - dot = -dot; - } - - const double DOT_THRESHOLD = 0.9995; - if (dot > DOT_THRESHOLD) { - // If the inputs are too close for comfort, linearly interpolate - // and normalize the result. - - Quaternion result = v0 + alpha*(v1 - v0); - result.Normalize(); - return result; - } - - GfxMath::Clamp(dot, -1, 1); // Robustness: Stay within domain of acos() - float theta_0 = GfxMath::acos(dot); // theta_0 = angle between input vectors - float theta = theta_0 * alpha; // theta = angle between v0 and result - - float s0 = GfxMath::cos(theta) - dot - * GfxMath::sin(theta) / GfxMath::sin(theta_0); // == sin(theta_0 - theta) / sin(theta_0) - float s1 = GfxMath::sin(theta) / GfxMath::sin(theta_0); - - return (s0 * v0) + (s1 * v1); -} - -Quaternion Quaternion::Slerp(const Quaternion &a, const Quaternion &b, float alpha) { - return a.Slerp(b, alpha); -} - - -std::ostream & operator<< ( std::ostream &os, const Quaternion &q) { - return os << "<" << q[0] << ", " << q[1] << ", " << q[2] << ", " << q[3] << ")"; -} - -std::istream & operator>> ( std::istream &is, Quaternion &q) { - // format: <qx, qy, qz, qw> - char dummy; - return is >> dummy >> q[0] >> dummy >> q[1] >> dummy >> q[2] >> dummy >> q[3] >> dummy; -} - - -float Quaternion::Dot(const Quaternion& other) const { - return q[0]*other[0] + q[1]*other[1] + q[2]*other[2] + q[3]*other[3]; - -} - -float Quaternion::Length() const { - return sqrt(q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3]); -} - -void Quaternion::Normalize() { - float sizeSq = + q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3]; - if (sizeSq < MINGFX_MATH_EPSILON) { - return; // do nothing to zero quats - } - float scaleFactor = (float)1.0/(float)sqrt(sizeSq); - q[0] *= scaleFactor; - q[1] *= scaleFactor; - q[2] *= scaleFactor; - q[3] *= scaleFactor; -} - -Quaternion Quaternion::ToUnit() const { - Quaternion qtmp(*this); - qtmp.Normalize(); - return qtmp; -} - -/// Returns the conjugate of the quaternion. -Quaternion Quaternion::Conjugate() const { - return Quaternion(-q[0], -q[1], -q[2], q[3]); -} - - -Quaternion Quaternion::FromAxisAngle(const Vector3 &axis, float angle) { - // [qx, qy, qz, qw] = [sin(a/2) * vx, sin(a/2)* vy, sin(a/2) * vz, cos(a/2)] - float x = GfxMath::sin(angle/2.0) * axis[0]; - float y = GfxMath::sin(angle/2.0) * axis[1]; - float z = GfxMath::sin(angle/2.0) * axis[2]; - float w = GfxMath::cos(angle/2.0); - return Quaternion(x,y,z,w); -} - - -Quaternion Quaternion::FromEulerAnglesZYX(const Vector3 &angles) { - Quaternion rot_x = Quaternion::FromAxisAngle(Vector3::UnitX(), angles[0]); - Quaternion rot_y = Quaternion::FromAxisAngle(Vector3::UnitY(), angles[1]); - Quaternion rot_z = Quaternion::FromAxisAngle(Vector3::UnitZ(), angles[2]); - return rot_z * rot_y * rot_x; -} - -Vector3 Quaternion::ToEulerAnglesZYX() const { - // https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles - - Vector3 angles; - - // roll (x-axis rotation) - float sinr = +2.0f * (w() * x() + y() * z()); - float cosr = +1.0f - 2.0f * (x() * x() + y() * y()); - angles[0] = std::atan2(sinr, cosr); - - // pitch (y-axis rotation) - float sinp = +2.0f * (w() * y() - z() * x()); - if (std::fabs(sinp) >= 1.f) - angles[1] = std::copysign(GfxMath::HALF_PI, sinp); // use 90 degrees if out of range - else - angles[1] = std::asin(sinp); - - // yaw (z-axis rotation) - float siny = +2.0f * (w() * z() + x() * y()); - float cosy = +1.0f - 2.0f * (y() * y() + z() * z()); - angles[2] = std::atan2(siny, cosy); - - return angles; -} - - -Quaternion operator*(const Quaternion& q1, const Quaternion& q2) { - float real1 = q1[3]; - Vector3 imag1 = Vector3(q1[0], q1[1], q1[2]); - - float real2 = q2[3]; - Vector3 imag2 = Vector3(q2[0], q2[1], q2[2]); - - float real = real1*real2 - imag1.Dot(imag2); - Vector3 imag = real1*imag2 + real2*imag1 + imag1.Cross(imag2); - - return Quaternion(imag[0], imag[1], imag[2], real); -} - - -Quaternion operator/(const Quaternion& q, const float s) { - const float invS = 1.0f / s; - return Quaternion(q[0]*invS, q[1]*invS, q[2]*invS, q[3]*invS); -} - -Quaternion operator*(const float s, const Quaternion& q) { - return Quaternion(q[0]*s, q[1]*s, q[2]*s, q[3]*s); -} - -Quaternion operator*(const Quaternion& q, const float s) { - return Quaternion(q[0]*s, q[1]*s, q[2]*s, q[3]*s); -} - -Quaternion operator-(const Quaternion& q) { - return Quaternion(-q[0], -q[1], -q[2], -q[3]); -} - -Quaternion operator+(const Quaternion& q1, const Quaternion& q2) { - return Quaternion(q1[0] + q2[0], q1[1] + q2[1], q1[2] + q2[2], q1[3] + q2[3]); -} - -Quaternion operator-(const Quaternion& q1, const Quaternion& q2) { - return Quaternion(q1[0] - q2[0], q1[1] - q2[1], q1[2] - q2[2], q1[3] - q2[3]); -} - -} // end namespace +/*
+Copyright (c) 2017,2018 Regents of the University of Minnesota.
+All Rights Reserved.
+See corresponding header file for details.
+*/
+
+#define _USE_MATH_DEFINES
+#include "quaternion.h"
+
+#include "gfxmath.h"
+
+namespace mingfx {
+
+
+Quaternion::Quaternion() {
+ q[0] = 0.0;
+ q[1] = 0.0;
+ q[2] = 0.0;
+ q[3] = 1.0;
+}
+
+Quaternion::Quaternion(float qx, float qy, float qz, float qw) {
+ q[0] = qx;
+ q[1] = qy;
+ q[2] = qz;
+ q[3] = qw;
+}
+
+Quaternion::Quaternion(float *ptr) {
+ q[0] = ptr[0];
+ q[1] = ptr[1];
+ q[2] = ptr[2];
+ q[3] = ptr[3];
+}
+
+Quaternion::Quaternion(const Quaternion& other) {
+ q[0] = other[0];
+ q[1] = other[1];
+ q[2] = other[2];
+ q[3] = other[3];
+}
+
+Quaternion::~Quaternion() {
+}
+
+bool Quaternion::operator==(const Quaternion& other) const {
+ return (fabs(other[0] - q[0]) < MINGFX_MATH_EPSILON &&
+ fabs(other[1] - q[1]) < MINGFX_MATH_EPSILON &&
+ fabs(other[2] - q[2]) < MINGFX_MATH_EPSILON &&
+ fabs(other[3] - q[3]) < MINGFX_MATH_EPSILON);
+}
+
+bool Quaternion::operator!=(const Quaternion& other) const {
+ return (fabs(other[0] - q[0]) >= MINGFX_MATH_EPSILON ||
+ fabs(other[1] - q[1]) >= MINGFX_MATH_EPSILON ||
+ fabs(other[2] - q[2]) >= MINGFX_MATH_EPSILON ||
+ fabs(other[3] - q[3]) >= MINGFX_MATH_EPSILON);
+}
+
+Quaternion& Quaternion::operator=(const Quaternion& other) {
+ q[0] = other[0];
+ q[1] = other[1];
+ q[2] = other[2];
+ q[3] = other[3];
+ return *this;
+}
+
+float Quaternion::operator[](const int i) const {
+ if ((i>=0) && (i<=3)) {
+ return q[i];
+ }
+ else {
+ // this is an error!
+ return 0.0;
+ }
+}
+
+float& Quaternion::operator[](const int i) {
+ return q[i];
+}
+
+
+const float * Quaternion::value_ptr() const {
+ return q;
+}
+
+Quaternion Quaternion::Slerp(const Quaternion &other, float alpha) const {
+ // https://en.wikipedia.org/wiki/Slerp
+
+ Quaternion v0 = *this;
+ Quaternion v1 = other;
+
+ // Only unit quaternions are valid rotations.
+ // Normalize to avoid undefined behavior.
+ v0.Normalize();
+ v1.Normalize();
+
+ // Compute the cosine of the angle between the two vectors.
+ float dot = v0.Dot(v1);
+
+ // If the dot product is negative, the quaternions
+ // have opposite handed-ness and slerp won't take
+ // the shorter path. Fix by reversing one quaternion.
+ if (dot < 0.0f) {
+ v1 = -v1;
+ dot = -dot;
+ }
+
+ const double DOT_THRESHOLD = 0.9995;
+ if (dot > DOT_THRESHOLD) {
+ // If the inputs are too close for comfort, linearly interpolate
+ // and normalize the result.
+
+ Quaternion result = v0 + alpha*(v1 - v0);
+ result.Normalize();
+ return result;
+ }
+
+ GfxMath::Clamp(dot, -1, 1); // Robustness: Stay within domain of acos()
+ float theta_0 = GfxMath::acos(dot); // theta_0 = angle between input vectors
+ float theta = theta_0 * alpha; // theta = angle between v0 and result
+
+ float s0 = GfxMath::cos(theta) - dot
+ * GfxMath::sin(theta) / GfxMath::sin(theta_0); // == sin(theta_0 - theta) / sin(theta_0)
+ float s1 = GfxMath::sin(theta) / GfxMath::sin(theta_0);
+
+ return (s0 * v0) + (s1 * v1);
+}
+
+Quaternion Quaternion::Slerp(const Quaternion &a, const Quaternion &b, float alpha) {
+ return a.Slerp(b, alpha);
+}
+
+
+std::ostream & operator<< ( std::ostream &os, const Quaternion &q) {
+ return os << "<" << q[0] << ", " << q[1] << ", " << q[2] << ", " << q[3] << ")";
+}
+
+std::istream & operator>> ( std::istream &is, Quaternion &q) {
+ // format: <qx, qy, qz, qw>
+ char dummy;
+ return is >> dummy >> q[0] >> dummy >> q[1] >> dummy >> q[2] >> dummy >> q[3] >> dummy;
+}
+
+
+float Quaternion::Dot(const Quaternion& other) const {
+ return q[0]*other[0] + q[1]*other[1] + q[2]*other[2] + q[3]*other[3];
+
+}
+
+float Quaternion::Length() const {
+ return sqrt(q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3]);
+}
+
+void Quaternion::Normalize() {
+ float sizeSq = + q[0]*q[0] + q[1]*q[1] + q[2]*q[2] + q[3]*q[3];
+ if (sizeSq < MINGFX_MATH_EPSILON) {
+ return; // do nothing to zero quats
+ }
+ float scaleFactor = (float)1.0/(float)sqrt(sizeSq);
+ q[0] *= scaleFactor;
+ q[1] *= scaleFactor;
+ q[2] *= scaleFactor;
+ q[3] *= scaleFactor;
+}
+
+Quaternion Quaternion::ToUnit() const {
+ Quaternion qtmp(*this);
+ qtmp.Normalize();
+ return qtmp;
+}
+
+/// Returns the conjugate of the quaternion.
+Quaternion Quaternion::Conjugate() const {
+ return Quaternion(-q[0], -q[1], -q[2], q[3]);
+}
+
+
+Quaternion Quaternion::FromAxisAngle(const Vector3 &axis, float angle) {
+ // [qx, qy, qz, qw] = [sin(a/2) * vx, sin(a/2)* vy, sin(a/2) * vz, cos(a/2)]
+ float x = GfxMath::sin(angle/2.0) * axis[0];
+ float y = GfxMath::sin(angle/2.0) * axis[1];
+ float z = GfxMath::sin(angle/2.0) * axis[2];
+ float w = GfxMath::cos(angle/2.0);
+ return Quaternion(x,y,z,w);
+}
+
+
+Quaternion Quaternion::FromEulerAnglesZYX(const Vector3 &angles) {
+ Quaternion rot_x = Quaternion::FromAxisAngle(Vector3::UnitX(), angles[0]);
+ Quaternion rot_y = Quaternion::FromAxisAngle(Vector3::UnitY(), angles[1]);
+ Quaternion rot_z = Quaternion::FromAxisAngle(Vector3::UnitZ(), angles[2]);
+ return rot_z * rot_y * rot_x;
+}
+
+Vector3 Quaternion::ToEulerAnglesZYX() const {
+ // https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles
+
+ Vector3 angles;
+
+ // roll (x-axis rotation)
+ float sinr = +2.0f * (w() * x() + y() * z());
+ float cosr = +1.0f - 2.0f * (x() * x() + y() * y());
+ angles[0] = std::atan2(sinr, cosr);
+
+ // pitch (y-axis rotation)
+ float sinp = +2.0f * (w() * y() - z() * x());
+ if (std::fabs(sinp) >= 1.f)
+ angles[1] = std::copysign(GfxMath::HALF_PI, sinp); // use 90 degrees if out of range
+ else
+ angles[1] = std::asin(sinp);
+
+ // yaw (z-axis rotation)
+ float siny = +2.0f * (w() * z() + x() * y());
+ float cosy = +1.0f - 2.0f * (y() * y() + z() * z());
+ angles[2] = std::atan2(siny, cosy);
+
+ return angles;
+}
+
+
+Quaternion operator*(const Quaternion& q1, const Quaternion& q2) {
+ float real1 = q1[3];
+ Vector3 imag1 = Vector3(q1[0], q1[1], q1[2]);
+
+ float real2 = q2[3];
+ Vector3 imag2 = Vector3(q2[0], q2[1], q2[2]);
+
+ float real = real1*real2 - imag1.Dot(imag2);
+ Vector3 imag = real1*imag2 + real2*imag1 + imag1.Cross(imag2);
+
+ return Quaternion(imag[0], imag[1], imag[2], real);
+}
+
+
+Quaternion operator/(const Quaternion& q, const float s) {
+ const float invS = 1.0f / s;
+ return Quaternion(q[0]*invS, q[1]*invS, q[2]*invS, q[3]*invS);
+}
+
+Quaternion operator*(const float s, const Quaternion& q) {
+ return Quaternion(q[0]*s, q[1]*s, q[2]*s, q[3]*s);
+}
+
+Quaternion operator*(const Quaternion& q, const float s) {
+ return Quaternion(q[0]*s, q[1]*s, q[2]*s, q[3]*s);
+}
+
+Quaternion operator-(const Quaternion& q) {
+ return Quaternion(-q[0], -q[1], -q[2], -q[3]);
+}
+
+Quaternion operator+(const Quaternion& q1, const Quaternion& q2) {
+ return Quaternion(q1[0] + q2[0], q1[1] + q2[1], q1[2] + q2[2], q1[3] + q2[3]);
+}
+
+Quaternion operator-(const Quaternion& q1, const Quaternion& q2) {
+ return Quaternion(q1[0] - q2[0], q1[1] - q2[1], q1[2] - q2[2], q1[3] - q2[3]);
+}
+
+} // end namespace
diff --git a/dev/MinGfx/src/quick_shapes.cc b/dev/MinGfx/src/quick_shapes.cc index 01f187a..e0e6888 100644 --- a/dev/MinGfx/src/quick_shapes.cc +++ b/dev/MinGfx/src/quick_shapes.cc @@ -1,733 +1,733 @@ -/* - Copyright (c) 2017,2018 Regents of the University of Minnesota. - All Rights Reserved. - See corresponding header file for details. - */ - -#include "quick_shapes.h" -#include "platform.h" - -#include <cmath> -#include <iostream> -#include <string> - -#include "gfxmath.h" - -namespace mingfx { - - - -#define PI 3.14159265359f -#define TWOPI 6.28318530718f - - - -// Helper datastructure for building shapes algorithmically -class Vertex { -public: - Vertex(GLfloat xx, GLfloat yy, GLfloat zz, GLfloat nnx, GLfloat nny, GLfloat nnz) : - x(xx), y(yy), z(zz), nx(nnx), ny(nny), nz(nnz) {} - - GLfloat x; - GLfloat y; - GLfloat z; - GLfloat nx; - GLfloat ny; - GLfloat nz; -}; - - - - -QuickShapes::QuickShapes() { -} - -QuickShapes::~QuickShapes() { -} - - - - -// ------------ CUBE ------------ - - -void QuickShapes::initCube() { - GLfloat vertices[] = { - 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f,-1.0f, 1.0f, // v0-v1-v2 (front) - -1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // v2-v3-v0 - - 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, 1.0f, 1.0f,-1.0f,-1.0f, // v0-v3-v4 (right) - 1.0f,-1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 1.0f, // v4-v5-v0 - - 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, -1.0f, 1.0f,-1.0f, // v0-v5-v6 (top) - -1.0f, 1.0f,-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // v6-v1-v0 - - -1.0f, 1.0f, 1.0f, -1.0f, 1.0f,-1.0f, -1.0f,-1.0f,-1.0f, // v1-v6-v7 (left) - -1.0f,-1.0f,-1.0f, -1.0f,-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, // v7-v2-v1.0 - - -1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f,-1.0f, 1.0f, // v7-v4-v3 (bottom) - 1.0f,-1.0f, 1.0f, -1.0f,-1.0f, 1.0f, -1.0f,-1.0f,-1.0f, // v3-v2-v7 - - 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f, 1.0f,-1.0f, // v4-v7-v6 (back) - -1.0f, 1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f,-1.0f,-1.0f // v6-v5-v4 - }; - - GLfloat normals[] = { - 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0-v1-v2 (front) - 0, 0, 1, 0, 0, 1, 0, 0, 1, // v2-v3-v0 - - 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0-v3-v4 (right) - 1, 0, 0, 1, 0, 0, 1, 0, 0, // v4-v5-v0 - - 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0-v5-v6 (top) - 0, 1, 0, 0, 1, 0, 0, 1, 0, // v6-v1-v0 - - -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1-v6-v7 (left) - -1, 0, 0, -1, 0, 0, -1, 0, 0, // v7-v2-v1 - - 0,-1, 0, 0,-1, 0, 0,-1, 0, // v7-v4-v3 (bottom) - 0,-1, 0, 0,-1, 0, 0,-1, 0, // v3-v2-v7 - - 0, 0,-1, 0, 0,-1, 0, 0,-1, // v4-v7-v6 (back) - 0, 0,-1, 0, 0,-1, 0, 0,-1 // v6-v5-v4 - }; - - cubeMesh_.SetVertices(vertices, 36); - cubeMesh_.SetNormals(normals, 36); - cubeMesh_.UpdateGPUMemory(); -} - - -void QuickShapes::DrawCube(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, const Color &color) -{ - if (cubeMesh_.num_vertices() == 0) { - initCube(); - } - defaultMaterial_.ambient_reflectance = color; - defaultMaterial_.diffuse_reflectance = color; - defaultMaterial_.surface_texture = emptyTex_; - defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &cubeMesh_, defaultMaterial_); -} - - - - -// ------------ SQUARE ------------ - - -void QuickShapes::initSquare() { - GLfloat vertices[] = { - 1.0f, 0.0f, 1.0f, 1.0f, 0.0f,-1.0f, -1.0f, 0.0f,-1.0f, // v0-v5-v6 (top) - -1.0f, 0.0f,-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f // v6-v1-v0 - }; - - GLfloat normals[] = { - 0, 1, 0, 0, 1, 0, 0, 1, 0, - 0, 1, 0, 0, 1, 0, 0, 1, 0 - }; - - GLfloat texcoords[] = { - 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f - }; - - squareMesh_.SetVertices(vertices, 6); - squareMesh_.SetNormals(normals, 6); - squareMesh_.SetTexCoords(0, texcoords, 6); - squareMesh_.UpdateGPUMemory(); -} - - -void QuickShapes::DrawSquare(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, const Color &color) -{ - if (squareMesh_.num_vertices() == 0) { - initSquare(); - } - defaultMaterial_.ambient_reflectance = color; - defaultMaterial_.diffuse_reflectance = color; - defaultMaterial_.surface_texture = emptyTex_; - defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &squareMesh_, defaultMaterial_); -} - - -void QuickShapes::DrawSquare(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, const Color &color, - const Texture2D &tex) -{ - if (squareMesh_.num_vertices() == 0) { - initSquare(); - } - defaultMaterial_.ambient_reflectance = color; - defaultMaterial_.diffuse_reflectance = color; - defaultMaterial_.surface_texture = tex; - defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &squareMesh_, defaultMaterial_); -} - - - - - -// ------------ CYLINDER ------------ - - -void QuickShapes::initCyl() { - - std::vector<Vertex> verts; - - Vertex top(0,1,0, 0,1,0); - Vertex bot(0,-1,0, 0,-1,0); - - const int nslices = 20; - for (int s=1; s<nslices+1; s++) { - GLfloat xlast = GfxMath::cos(-TWOPI * (float)(s-1)/(float)nslices); - GLfloat zlast = GfxMath::sin(-TWOPI * (float)(s-1)/(float)nslices); - GLfloat xnew = GfxMath::cos(-TWOPI * (float)(s)/(float)nslices); - GLfloat znew = GfxMath::sin(-TWOPI * (float)(s)/(float)nslices); - - // one triangle on the top - verts.push_back(top); - verts.push_back(Vertex(xlast,1,zlast, 0,1,0)); - verts.push_back(Vertex(xnew,1,znew, 0,1,0)); - - // two triangles to create a rect on the side - verts.push_back(Vertex(xlast,1,zlast, xlast,0,zlast)); - verts.push_back(Vertex(xlast,-1,zlast, xlast,0,zlast)); - verts.push_back(Vertex(xnew,1,znew, xnew,0,znew)); - - verts.push_back(Vertex(xnew,-1,znew, xnew,0,znew)); - verts.push_back(Vertex(xnew,1,znew, xnew,0,znew)); - verts.push_back(Vertex(xlast,-1,zlast, xlast,0,zlast)); - - // one triangle on the bottom - verts.push_back(bot); - verts.push_back(Vertex(xnew,-1,znew, 0,-1,0)); - verts.push_back(Vertex(xlast,-1,zlast, 0,-1,0)); - } - - std::vector<Point3> vertices; - std::vector<Vector3> normals; - for (int i=0; i<verts.size(); i++) { - vertices.push_back(Point3(verts[i].x, verts[i].y, verts[i].z)); - normals.push_back(Vector3(verts[i].nx, verts[i].ny, verts[i].nz)); - } - cylMesh_.SetVertices(vertices); - cylMesh_.SetNormals(normals); - cylMesh_.UpdateGPUMemory(); -} - - -void QuickShapes::DrawCylinder(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, const Color &color) -{ - if (cylMesh_.num_vertices() == 0) { - initCyl(); - } - defaultMaterial_.ambient_reflectance = color; - defaultMaterial_.diffuse_reflectance = color; - defaultMaterial_.surface_texture = emptyTex_; - defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &cylMesh_, defaultMaterial_); -} - - - - -// ------------ CONE ------------ - - -void QuickShapes::initCone() { - - std::vector<Vertex> verts; - - Vertex top(0,1,0, 0,1,0); - Vertex bot(0,-1,0, 0,-1,0); - - const int nslices = 20; - for (int s=1; s<nslices+1; s++) { - GLfloat xlast = GfxMath::cos(-TWOPI * (float)(s-1)/(float)nslices); - GLfloat zlast = GfxMath::sin(-TWOPI * (float)(s-1)/(float)nslices); - GLfloat xnew = GfxMath::cos(-TWOPI * (float)(s)/(float)nslices); - GLfloat znew = GfxMath::sin(-TWOPI * (float)(s)/(float)nslices); - - // one triangle on the side - // normals are a bit more complex than for other shapes... - Vector3 nlast = Vector3(xlast, 2, zlast).ToUnit(); - Vector3 nnew = Vector3(xnew, 2, znew).ToUnit(); - Vector3 ntop = 0.5*(nlast + nnew); - - verts.push_back(Vertex(top.x, top.y, top.z, ntop[0], ntop[1], ntop[2])); - verts.push_back(Vertex(xlast,-1,zlast, nlast[0], nlast[1], nlast[2])); - verts.push_back(Vertex(xnew,-1,znew, nnew[0], nnew[1], nnew[2])); - - // one triangle on the bottom - verts.push_back(bot); - verts.push_back(Vertex(xnew,-1,znew, 0,-1,0)); - verts.push_back(Vertex(xlast,-1,zlast, 0,-1,0)); - } - - std::vector<Point3> vertices; - std::vector<Vector3> normals; - for (int i = 0; i < verts.size(); i++) { - vertices.push_back(Point3(verts[i].x, verts[i].y, verts[i].z)); - normals.push_back(Vector3(verts[i].nx, verts[i].ny, verts[i].nz)); - } - - coneMesh_.SetVertices(vertices); - coneMesh_.SetNormals(normals); - coneMesh_.UpdateGPUMemory(); -} - - -void QuickShapes::DrawCone(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, const Color &color) -{ - if (coneMesh_.num_vertices() == 0) { - initCone(); - } - defaultMaterial_.ambient_reflectance = color; - defaultMaterial_.diffuse_reflectance = color; - defaultMaterial_.surface_texture = emptyTex_; - defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &coneMesh_, defaultMaterial_); -} - - - - - -// ------------ SPHERE ------------ - - -void QuickShapes::initSph() { - - std::vector<Vertex> verts; - - Vertex top(0,1,0, 0,1,0); - Vertex bot(0,-1,0, 0,-1,0); - - const int nslices = 40; - const int nstacks = 40; - for (int s=1; s<nslices+1; s++) { - GLfloat xlast = GfxMath::cos(-TWOPI * (float)(s-1)/(float)nslices); - GLfloat zlast = GfxMath::sin(-TWOPI * (float)(s-1)/(float)nslices); - GLfloat xnew = GfxMath::cos(-TWOPI * (float)(s)/(float)nslices); - GLfloat znew = GfxMath::sin(-TWOPI * (float)(s)/(float)nslices); - - float stackstep = PI/(float)nstacks; - - // one triangle on the top - verts.push_back(top); - verts.push_back(Vertex(GfxMath::sin(stackstep)*xlast,GfxMath::cos(stackstep), - GfxMath::sin(stackstep)*zlast, - GfxMath::sin(stackstep)*xlast,GfxMath::cos(stackstep), - GfxMath::sin(stackstep)*zlast)); - verts.push_back(Vertex(GfxMath::sin(stackstep)*xnew,GfxMath::cos(stackstep), - GfxMath::sin(stackstep)*znew, - GfxMath::sin(stackstep)*xnew,GfxMath::cos(stackstep), - GfxMath::sin(stackstep)*znew)); - - for (int t=2; t<nstacks; t++) { - GLfloat ylast = GfxMath::cos(PI*(float)(t-1)/(float)nstacks); - GLfloat ynew = GfxMath::cos(PI*(float)(t)/(float)nstacks); - - GLfloat rlast = GfxMath::sin(PI * (float)(t-1)/(float)nstacks); - GLfloat rnew = GfxMath::sin(PI * (float)(t)/(float)nstacks); - - // two triangles to create a rect on the side - verts.push_back(Vertex(rlast*xlast,ylast,rlast*zlast, rlast*xlast,ylast,rlast*zlast)); - verts.push_back(Vertex(rnew*xlast,ynew,rnew*zlast, rnew*xlast,ynew,rnew*zlast)); - verts.push_back(Vertex(rnew*xnew,ynew,rnew*znew, rnew*xnew,ynew,rnew*znew)); - - verts.push_back(Vertex(rnew*xnew,ynew,rnew*znew, rnew*xnew,ynew,rnew*znew)); - verts.push_back(Vertex(rlast*xnew,ylast,rlast*znew, rlast*xnew,ylast,rlast*znew)); - verts.push_back(Vertex(rlast*xlast,ylast,rlast*zlast, rlast*xlast,ylast,rlast*zlast)); - } - - // one triangle on the bottom - verts.push_back(bot); - verts.push_back(Vertex(GfxMath::sin(stackstep)*xnew,GfxMath::cos(PI-stackstep), - GfxMath::sin(stackstep)*znew, - GfxMath::sin(stackstep)*xnew,GfxMath::cos(PI-stackstep), - GfxMath::sin(stackstep)*znew)); - verts.push_back(Vertex(GfxMath::sin(stackstep)*xlast,GfxMath::cos(PI-stackstep), - GfxMath::sin(stackstep)*zlast, - GfxMath::sin(stackstep)*xlast,GfxMath::cos(PI-stackstep), - GfxMath::sin(stackstep)*zlast)); - } - - - std::vector<Point3> vertices; - std::vector<Vector3> normals; - for (int i = 0; i < verts.size(); i++) { - vertices.push_back(Point3(verts[i].x, verts[i].y, verts[i].z)); - normals.push_back(Vector3(verts[i].nx, verts[i].ny, verts[i].nz)); - } - sphereMesh_.SetVertices(vertices); - sphereMesh_.SetNormals(normals); - sphereMesh_.UpdateGPUMemory(); -} - - -void QuickShapes::DrawSphere(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, const Color &color) -{ - if (sphereMesh_.num_vertices() == 0) { - initSph(); - } - defaultMaterial_.ambient_reflectance = color; - defaultMaterial_.diffuse_reflectance = color; - defaultMaterial_.surface_texture = emptyTex_; - defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &sphereMesh_, defaultMaterial_); -} - - - - -// ------------ BRUSH ------------ - - -void QuickShapes::initBrush() { - - // Raw vertices -- points that make up the brush geometry - const GLfloat v[19][3] = { - { 0.5f, 0.0f, 0.0f}, // 0 - {-0.5f, 0.0f, 0.0f}, // 1 - - { 0.5f, 0.1f, 0.25f}, // 2 - {-0.5f, 0.1f, 0.25f}, // 3 - { 0.5f, 0.1f, 0.75f}, // 4 - {-0.5f, 0.1f, 0.75f}, // 5 - { 0.1f, 0.06f, 1.0f}, // 6 - {-0.1f, 0.06f, 1.0f}, // 7 - { 0.15f, 0.1f, 1.75f}, // 8 - {-0.15f, 0.1f, 1.75f}, // 9 - - { 0.0f, 0.0f, 1.85f}, // 10 - - { 0.5f, -0.1f, 0.25f}, // 11 - {-0.5f, -0.1f, 0.25f}, // 12 - { 0.5f, -0.1f, 0.75f}, // 13 - {-0.5f, -0.1f, 0.75f}, // 14 - { 0.1f, -0.06f, 1.0f}, // 15 - {-0.1f, -0.06f, 1.0f}, // 16 - { 0.15f, -0.1f, 1.75f}, // 17 - {-0.15f, -0.1f, 1.75f} // 18 - }; - - - // Vertices arranged into triangles - const GLfloat verts[34][3][3] = { - // top - {{v[0][0], v[0][1], v[0][2]}, {v[1][0], v[1][1], v[1][2]}, {v[2][0], v[2][1], v[2][2]}}, - {{v[1][0], v[1][1], v[1][2]}, {v[3][0], v[3][1], v[3][2]}, {v[2][0], v[2][1], v[2][2]}}, - - {{v[2][0], v[2][1], v[2][2]}, {v[3][0], v[3][1], v[3][2]}, {v[4][0], v[4][1], v[4][2]}}, - {{v[3][0], v[3][1], v[3][2]}, {v[5][0], v[5][1], v[5][2]}, {v[4][0], v[4][1], v[4][2]}}, - - {{v[4][0], v[4][1], v[4][2]}, {v[5][0], v[5][1], v[5][2]}, {v[6][0], v[6][1], v[6][2]}}, - {{v[5][0], v[5][1], v[5][2]}, {v[7][0], v[7][1], v[7][2]}, {v[6][0], v[6][1], v[6][2]}}, - - {{v[6][0], v[6][1], v[6][2]}, {v[7][0], v[7][1], v[7][2]}, {v[8][0], v[8][1], v[8][2]}}, - {{v[7][0], v[7][1], v[7][2]}, {v[9][0], v[9][1], v[9][2]}, {v[8][0], v[8][1], v[8][2]}}, - - {{v[8][0], v[8][1], v[8][2]}, {v[9][0], v[9][1], v[9][2]}, {v[10][0], v[10][1], v[10][2]}}, - - // bottom - {{v[0][0], v[0][1], v[0][2]}, {v[12][0], v[12][1], v[12][2]}, {v[1][0], v[1][1], v[1][2]}}, - {{v[11][0], v[11][1], v[11][2]}, {v[12][0], v[12][1], v[12][2]}, {v[0][0], v[0][1], v[0][2]}}, - - {{v[11][0], v[11][1], v[11][2]}, {v[14][0], v[14][1], v[14][2]}, {v[12][0], v[12][1], v[12][2]}}, - {{v[13][0], v[13][1], v[13][2]}, {v[14][0], v[14][1], v[14][2]}, {v[11][0], v[11][1], v[11][2]}}, - - {{v[13][0], v[13][1], v[13][2]}, {v[16][0], v[16][1], v[16][2]}, {v[14][0], v[14][1], v[14][2]}}, - {{v[15][0], v[15][1], v[15][2]}, {v[16][0], v[16][1], v[16][2]}, {v[13][0], v[13][1], v[13][2]}}, - - {{v[15][0], v[15][1], v[15][2]}, {v[18][0], v[18][1], v[18][2]}, {v[16][0], v[16][1], v[16][2]}}, - {{v[17][0], v[17][1], v[17][2]}, {v[18][0], v[18][1], v[18][2]}, {v[15][0], v[15][1], v[15][2]}}, - - {{v[18][0], v[18][1], v[18][2]}, {v[17][0], v[17][1], v[17][2]}, {v[10][0], v[10][1], v[10][2]}}, - - // one side - {{v[11][0], v[11][1], v[11][2]}, {v[0][0], v[0][1], v[0][2]}, {v[2][0], v[2][1], v[2][2]}}, - - {{v[11][0], v[11][1], v[11][2]}, {v[2][0], v[2][1], v[2][2]}, {v[4][0], v[4][1], v[4][2]}}, - {{v[4][0], v[4][1], v[4][2]}, {v[13][0], v[13][1], v[13][2]}, {v[11][0], v[11][1], v[11][2]}}, - - {{v[13][0], v[13][1], v[13][2]}, {v[4][0], v[4][1], v[4][2]}, {v[6][0], v[6][1], v[6][2]}}, - {{v[6][0], v[6][1], v[6][2]}, {v[15][0], v[15][1], v[15][2]}, {v[13][0], v[13][1], v[13][2]}}, - - {{v[15][0], v[15][1], v[15][2]}, {v[6][0], v[6][1], v[6][2]}, {v[8][0], v[8][1], v[8][2]}}, - {{v[8][0], v[8][1], v[8][2]}, {v[17][0], v[17][1], v[17][2]}, {v[15][0], v[15][1], v[15][2]}}, - - {{v[17][0], v[17][1], v[17][2]}, {v[8][0], v[8][1], v[8][2]}, {v[10][0], v[10][1], v[10][2]}}, - - // other side - {{v[3][0], v[3][1], v[3][2]}, {v[1][0], v[1][1], v[1][2]}, {v[12][0], v[12][1], v[12][2]}}, - - {{v[3][0], v[3][1], v[3][2]}, {v[12][0], v[12][1], v[12][2]}, {v[14][0], v[14][1], v[14][2]}}, - {{v[14][0], v[14][1], v[14][2]}, {v[5][0], v[5][1], v[5][2]}, {v[3][0], v[3][1], v[3][2]}}, - - {{v[5][0], v[5][1], v[5][2]}, {v[14][0], v[14][1], v[14][2]}, {v[16][0], v[16][1], v[16][2]}}, - {{v[16][0], v[16][1], v[16][2]}, {v[7][0], v[7][1], v[7][2]}, {v[5][0], v[5][1], v[5][2]}}, - - {{v[7][0], v[7][1], v[7][2]}, {v[16][0], v[16][1], v[16][2]}, {v[18][0], v[18][1], v[18][2]}}, - {{v[18][0], v[18][1], v[18][2]}, {v[9][0], v[9][1], v[9][2]}, {v[7][0], v[7][1], v[7][2]}}, - - {{v[9][0], v[9][1], v[9][2]}, {v[18][0], v[18][1], v[18][2]}, {v[10][0], v[10][1], v[10][2]}} - - }; - - - // Normals defined so as to make each face of the brush a flat surface - const GLfloat norms[34][3][3] = { - // top - {{0.0f, 0.93f, -0.37f}, {0.0f, 0.93f, -0.37f}, {0.0f, 0.93f, -0.37f}}, - {{0.0f, 0.93f, -0.37f}, {0.0f, 0.93f, -0.37f}, {0.0f, 0.93f, -0.37f}}, - - {{0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}}, - {{0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}}, - - {{0.0f, 0.988f, 0.158f}, {0.0f, 0.988f, 0.158f}, {0.0f, 0.988f, 0.158f}}, - {{0.0f, 0.988f, 0.158f}, {0.0f, 0.988f, 0.158f}, {0.0f, 0.988f, 0.158f}}, - - {{0.0f, 0.999f, -0.0533f}, {0.0f, 0.999f, -0.0533f}, {0.0f, 0.999f, -0.0533f}}, - {{0.0f, 0.999f, -0.0533f}, {0.0f, 0.999f, -0.0533f}, {0.0f, 0.999f, -0.0533f}}, - - {{0.0f, 0.709f, 0.709f}, {0.0f, 0.709f, 0.709f}, {0.0f, 0.709f, 0.709f}}, - - // bottom - {{0.0f, -0.93f, -0.37f}, {0.0f, -0.93f, -0.37f}, {0.0f, -0.93f, -0.37f}}, - {{0.0f, -0.93f, -0.37f}, {0.0f, -0.93f, -0.37f}, {0.0f, -0.93f, -0.37f}}, - - {{0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}}, - {{0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}}, - - {{0.0f, -0.988f, 0.158f}, {0.0f, -0.988f, 0.158f}, {0.0f, -0.988f, 0.158f}}, - {{0.0f, -0.988f, 0.158f}, {0.0f, -0.988f, 0.158f}, {0.0f, -0.988f, 0.158f}}, - - {{0.0f, -0.999f, -0.0533f}, {0.0f, -0.999f, -0.0533f}, {0.0f, -0.999f, -0.0533f}}, - {{0.0f, -0.999f, -0.0533f}, {0.0f, -0.999f, -0.0533f}, {0.0f, -0.999f, -0.0533f}}, - - {{0.0f, -0.709f, 0.709f}, {0.0f, -0.709f, 0.709f}, {0.0f, -0.709f, 0.709f}}, - - // one side - {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, - - {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, - {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, - - {{0.848f, 0.0f, 0.530f}, {0.848f, 0.0f, 0.530f}, {0.848f, 0.0f, 0.530f}}, - {{0.848f, 0.0f, 0.530f}, {0.848f, 0.0f, 0.530f}, {0.848f, 0.0f, 0.530f}}, - - {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, - {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}}, - - {{0.709f, 0.0f, 0.709f}, {0.709f, 0.0f, 0.709f}, {0.709f, 0.0f, 0.709f}}, - - // other side - {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, - - {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, - {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, - - {{-0.848f, 0.0f, 0.530f}, {-0.848f, 0.0f, 0.530f}, {-0.848f, 0.0f, 0.530f}}, - {{-0.848f, 0.0f, 0.530f}, {-0.848f, 0.0f, 0.530f}, {-0.848f, 0.0f, 0.530f}}, - - {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, - {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}}, - - {{-0.709f, 0.0f, 0.709f}, {-0.709f, 0.0f, 0.709f}, {-0.709f, 0.0f, 0.709f}} - }; - - brushMesh_.SetVertices((float*)verts, 102); - brushMesh_.SetNormals((float*)norms, 102); - brushMesh_.UpdateGPUMemory(); -} - - -void QuickShapes::DrawBrush(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, const Color &color) -{ - if (brushMesh_.num_vertices() == 0) { - initBrush(); - } - defaultMaterial_.ambient_reflectance = color; - defaultMaterial_.diffuse_reflectance = color; - defaultMaterial_.surface_texture = emptyTex_; - defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &brushMesh_, defaultMaterial_); -} - - - -// ---------------- - - -void QuickShapes::DrawLineSegment(const Matrix4 &modelMatrix, - const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, - const Color &color, - const Point3 &p1, - const Point3 &p2, - float radius) -{ - Matrix4 S = Matrix4::Scale(Vector3(radius, 0.5f*(p2-p1).Length(), radius)); - Vector3 y = (p2-p1).ToUnit(); - Vector3 z = Vector3(1,0,0).Cross(y).ToUnit(); - if (z == Vector3(0,0,0)) { - z = Vector3(0,0,1).Cross(y).ToUnit(); - } - Vector3 x = y.Cross(z); - Matrix4 R = Matrix4::FromRowMajorElements( - x[0], y[0], z[0], 0, - x[1], y[1], z[1], 0, - x[2], y[2], z[2], 0, - 0, 0, 0, 1 - ); - Matrix4 T = Matrix4::Translation(0.5 * Vector3(p1[0]+p2[0], p1[1]+p2[1], p1[2]+p2[2])); - - Matrix4 M = T * R * S; - - DrawCylinder(modelMatrix * M, viewMatrix, projectionMatrix, color); -} - - - -void QuickShapes::DrawLines(const Matrix4 &modelMatrix, - const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, - const Color &color, - const std::vector<Point3> &points, - LinesType ltype, - float radius) -{ - if (ltype == LinesType::LINES) { - for (size_t i=0; i<points.size(); i+=2) { - DrawLineSegment(modelMatrix, viewMatrix, projectionMatrix, color, points[i], points[i+1], radius); - } - } - else { - for (size_t i=0; i<points.size()-1; i++) { - DrawLineSegment(modelMatrix, viewMatrix, projectionMatrix, color, points[i], points[i+1], radius); - } - if (ltype == LinesType::LINE_LOOP) { - DrawLineSegment(modelMatrix, viewMatrix, projectionMatrix, color, points[points.size()-1], points[0], radius); - } - } -} - - - -void QuickShapes::DrawArrow(const Matrix4 &modelMatrix, - const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix, - const Color &color, - Point3 p, Vector3 dir, float radius) -{ - float d = dir.Length() - 8.0f*radius; - DrawLineSegment(modelMatrix, viewMatrix, projectionMatrix, color, p, p + d*dir.ToUnit(), radius); - - Matrix4 S = Matrix4::Scale(Vector3(radius*3.0f, radius*4.0f, radius*3.0f)); - Vector3 y = dir.ToUnit(); - Vector3 z = Vector3(1,0,0).Cross(y).ToUnit(); - if (z == Vector3(0,0,0)) { - z = Vector3(0,0,1).Cross(y).ToUnit(); - } - Vector3 x = y.Cross(z); - Matrix4 R = Matrix4::FromRowMajorElements( - x[0], y[0], z[0], 0, - x[1], y[1], z[1], 0, - x[2], y[2], z[2], 0, - 0, 0, 0, 1 - ); - Matrix4 T = Matrix4::Translation((p + d*dir.ToUnit()) - Point3::Origin()); - - Matrix4 M = T * R * S * Matrix4::Translation(Vector3(0,1,0)); - - DrawCone(modelMatrix * M, viewMatrix, projectionMatrix, color); -} - - -void QuickShapes::DrawAxes(const Matrix4 &modelMatrix, - const Matrix4 &viewMatrix, - const Matrix4 &projectionMatrix) -{ - DrawArrow(modelMatrix, viewMatrix, projectionMatrix, Color(1.0f, 0.6f, 0.6f), Point3::Origin(), Vector3::UnitX(), 0.02f); - DrawArrow(modelMatrix, viewMatrix, projectionMatrix, Color(0.6f, 1.0f, 0.6f), Point3::Origin(), Vector3::UnitY(), 0.02f); - DrawArrow(modelMatrix, viewMatrix, projectionMatrix, Color(0.6f, 0.6f, 1.0f), Point3::Origin(), Vector3::UnitZ(), 0.02f); - -} - - -void QuickShapes::initFull() { - GLfloat vertices[] = { - -1, -1, 0, 1, -1, 0, 1, 1, 0, - -1, -1, 0, 1, 1, 0, -1, 1, 0 - }; - - GLfloat normals[] = { - 0, 0, 1, 0, 0, 1, 0, 0, 1, - 0, 0, 1, 0, 0, 1, 0, 0, 1 - }; - - GLfloat texcoords[] = { - 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, - 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f - }; - - fullMesh_.SetVertices(vertices, 6); - fullMesh_.SetNormals(normals, 6); - fullMesh_.SetTexCoords(0, texcoords, 6); - fullMesh_.UpdateGPUMemory(); -} - - -void QuickShapes::DrawFullscreenTexture(const Color &color, const Texture2D &tex) { - if (fullMesh_.num_vertices() == 0) { - initFull(); - } - DrawWithFullscreen(color, &fullMesh_, tex); -} - - - - - -void QuickShapes::DrawWithFullscreen(const Color &color, Mesh *mesh, const Texture2D &tex) { - if (!fullscreenShader_.initialized()) { - fullscreenShader_.AddVertexShaderFromFile(Platform::FindMinGfxShaderFile("fullscreen.vert")); - fullscreenShader_.AddFragmentShaderFromFile(Platform::FindMinGfxShaderFile("fullscreen.frag")); - fullscreenShader_.LinkProgram(); - } - - glDisable(GL_DEPTH_TEST); - glDepthMask(GL_FALSE); - - // Activate the shader program - fullscreenShader_.UseProgram(); - - // Pass uniforms and textures from C++ to the GPU Shader Program - fullscreenShader_.SetUniform("TintColor", color); - fullscreenShader_.BindTexture("SurfaceTexture", tex); - - // Draw the mesh using the shader program - mesh->Draw(); - - // Deactivate the shader program - fullscreenShader_.StopProgram(); - - glEnable(GL_DEPTH_TEST); - glDepthMask(GL_TRUE); -} - - -DefaultShader* QuickShapes::default_shader() { - return &defaultShader_; -} - - -DefaultShader::MaterialProperties* QuickShapes::material() { - return &defaultMaterial_; -} - - -} // end namespace +/*
+ Copyright (c) 2017,2018 Regents of the University of Minnesota.
+ All Rights Reserved.
+ See corresponding header file for details.
+ */
+
+#include "quick_shapes.h"
+#include "platform.h"
+
+#include <cmath>
+#include <iostream>
+#include <string>
+
+#include "gfxmath.h"
+
+namespace mingfx {
+
+
+
+#define PI 3.14159265359f
+#define TWOPI 6.28318530718f
+
+
+
+// Helper datastructure for building shapes algorithmically
+class Vertex {
+public:
+ Vertex(GLfloat xx, GLfloat yy, GLfloat zz, GLfloat nnx, GLfloat nny, GLfloat nnz) :
+ x(xx), y(yy), z(zz), nx(nnx), ny(nny), nz(nnz) {}
+
+ GLfloat x;
+ GLfloat y;
+ GLfloat z;
+ GLfloat nx;
+ GLfloat ny;
+ GLfloat nz;
+};
+
+
+
+
+QuickShapes::QuickShapes() {
+}
+
+QuickShapes::~QuickShapes() {
+}
+
+
+
+
+// ------------ CUBE ------------
+
+
+void QuickShapes::initCube() {
+ GLfloat vertices[] = {
+ 1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f,-1.0f, 1.0f, // v0-v1-v2 (front)
+ -1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // v2-v3-v0
+
+ 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, 1.0f, 1.0f,-1.0f,-1.0f, // v0-v3-v4 (right)
+ 1.0f,-1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f, 1.0f, 1.0f, // v4-v5-v0
+
+ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f,-1.0f, -1.0f, 1.0f,-1.0f, // v0-v5-v6 (top)
+ -1.0f, 1.0f,-1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, // v6-v1-v0
+
+ -1.0f, 1.0f, 1.0f, -1.0f, 1.0f,-1.0f, -1.0f,-1.0f,-1.0f, // v1-v6-v7 (left)
+ -1.0f,-1.0f,-1.0f, -1.0f,-1.0f, 1.0f, -1.0f, 1.0f, 1.0f, // v7-v2-v1.0
+
+ -1.0f,-1.0f,-1.0f, 1.0f,-1.0f,-1.0f, 1.0f,-1.0f, 1.0f, // v7-v4-v3 (bottom)
+ 1.0f,-1.0f, 1.0f, -1.0f,-1.0f, 1.0f, -1.0f,-1.0f,-1.0f, // v3-v2-v7
+
+ 1.0f,-1.0f,-1.0f, -1.0f,-1.0f,-1.0f, -1.0f, 1.0f,-1.0f, // v4-v7-v6 (back)
+ -1.0f, 1.0f,-1.0f, 1.0f, 1.0f,-1.0f, 1.0f,-1.0f,-1.0f // v6-v5-v4
+ };
+
+ GLfloat normals[] = {
+ 0, 0, 1, 0, 0, 1, 0, 0, 1, // v0-v1-v2 (front)
+ 0, 0, 1, 0, 0, 1, 0, 0, 1, // v2-v3-v0
+
+ 1, 0, 0, 1, 0, 0, 1, 0, 0, // v0-v3-v4 (right)
+ 1, 0, 0, 1, 0, 0, 1, 0, 0, // v4-v5-v0
+
+ 0, 1, 0, 0, 1, 0, 0, 1, 0, // v0-v5-v6 (top)
+ 0, 1, 0, 0, 1, 0, 0, 1, 0, // v6-v1-v0
+
+ -1, 0, 0, -1, 0, 0, -1, 0, 0, // v1-v6-v7 (left)
+ -1, 0, 0, -1, 0, 0, -1, 0, 0, // v7-v2-v1
+
+ 0,-1, 0, 0,-1, 0, 0,-1, 0, // v7-v4-v3 (bottom)
+ 0,-1, 0, 0,-1, 0, 0,-1, 0, // v3-v2-v7
+
+ 0, 0,-1, 0, 0,-1, 0, 0,-1, // v4-v7-v6 (back)
+ 0, 0,-1, 0, 0,-1, 0, 0,-1 // v6-v5-v4
+ };
+
+ cubeMesh_.SetVertices(vertices, 36);
+ cubeMesh_.SetNormals(normals, 36);
+ cubeMesh_.UpdateGPUMemory();
+}
+
+
+void QuickShapes::DrawCube(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix, const Color &color)
+{
+ if (cubeMesh_.num_vertices() == 0) {
+ initCube();
+ }
+ defaultMaterial_.ambient_reflectance = color;
+ defaultMaterial_.diffuse_reflectance = color;
+ defaultMaterial_.surface_texture = emptyTex_;
+ defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &cubeMesh_, defaultMaterial_);
+}
+
+
+
+
+// ------------ SQUARE ------------
+
+
+void QuickShapes::initSquare() {
+ GLfloat vertices[] = {
+ 1.0f, 0.0f, 1.0f, 1.0f, 0.0f,-1.0f, -1.0f, 0.0f,-1.0f, // v0-v5-v6 (top)
+ -1.0f, 0.0f,-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f // v6-v1-v0
+ };
+
+ GLfloat normals[] = {
+ 0, 1, 0, 0, 1, 0, 0, 1, 0,
+ 0, 1, 0, 0, 1, 0, 0, 1, 0
+ };
+
+ GLfloat texcoords[] = {
+ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f
+ };
+
+ squareMesh_.SetVertices(vertices, 6);
+ squareMesh_.SetNormals(normals, 6);
+ squareMesh_.SetTexCoords(0, texcoords, 6);
+ squareMesh_.UpdateGPUMemory();
+}
+
+
+void QuickShapes::DrawSquare(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix, const Color &color)
+{
+ if (squareMesh_.num_vertices() == 0) {
+ initSquare();
+ }
+ defaultMaterial_.ambient_reflectance = color;
+ defaultMaterial_.diffuse_reflectance = color;
+ defaultMaterial_.surface_texture = emptyTex_;
+ defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &squareMesh_, defaultMaterial_);
+}
+
+
+void QuickShapes::DrawSquare(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix, const Color &color,
+ const Texture2D &tex)
+{
+ if (squareMesh_.num_vertices() == 0) {
+ initSquare();
+ }
+ defaultMaterial_.ambient_reflectance = color;
+ defaultMaterial_.diffuse_reflectance = color;
+ defaultMaterial_.surface_texture = tex;
+ defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &squareMesh_, defaultMaterial_);
+}
+
+
+
+
+
+// ------------ CYLINDER ------------
+
+
+void QuickShapes::initCyl() {
+
+ std::vector<Vertex> verts;
+
+ Vertex top(0,1,0, 0,1,0);
+ Vertex bot(0,-1,0, 0,-1,0);
+
+ const int nslices = 20;
+ for (int s=1; s<nslices+1; s++) {
+ GLfloat xlast = GfxMath::cos(-TWOPI * (float)(s-1)/(float)nslices);
+ GLfloat zlast = GfxMath::sin(-TWOPI * (float)(s-1)/(float)nslices);
+ GLfloat xnew = GfxMath::cos(-TWOPI * (float)(s)/(float)nslices);
+ GLfloat znew = GfxMath::sin(-TWOPI * (float)(s)/(float)nslices);
+
+ // one triangle on the top
+ verts.push_back(top);
+ verts.push_back(Vertex(xlast,1,zlast, 0,1,0));
+ verts.push_back(Vertex(xnew,1,znew, 0,1,0));
+
+ // two triangles to create a rect on the side
+ verts.push_back(Vertex(xlast,1,zlast, xlast,0,zlast));
+ verts.push_back(Vertex(xlast,-1,zlast, xlast,0,zlast));
+ verts.push_back(Vertex(xnew,1,znew, xnew,0,znew));
+
+ verts.push_back(Vertex(xnew,-1,znew, xnew,0,znew));
+ verts.push_back(Vertex(xnew,1,znew, xnew,0,znew));
+ verts.push_back(Vertex(xlast,-1,zlast, xlast,0,zlast));
+
+ // one triangle on the bottom
+ verts.push_back(bot);
+ verts.push_back(Vertex(xnew,-1,znew, 0,-1,0));
+ verts.push_back(Vertex(xlast,-1,zlast, 0,-1,0));
+ }
+
+ std::vector<Point3> vertices;
+ std::vector<Vector3> normals;
+ for (int i=0; i<verts.size(); i++) {
+ vertices.push_back(Point3(verts[i].x, verts[i].y, verts[i].z));
+ normals.push_back(Vector3(verts[i].nx, verts[i].ny, verts[i].nz));
+ }
+ cylMesh_.SetVertices(vertices);
+ cylMesh_.SetNormals(normals);
+ cylMesh_.UpdateGPUMemory();
+}
+
+
+void QuickShapes::DrawCylinder(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix, const Color &color)
+{
+ if (cylMesh_.num_vertices() == 0) {
+ initCyl();
+ }
+ defaultMaterial_.ambient_reflectance = color;
+ defaultMaterial_.diffuse_reflectance = color;
+ defaultMaterial_.surface_texture = emptyTex_;
+ defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &cylMesh_, defaultMaterial_);
+}
+
+
+
+
+// ------------ CONE ------------
+
+
+void QuickShapes::initCone() {
+
+ std::vector<Vertex> verts;
+
+ Vertex top(0,1,0, 0,1,0);
+ Vertex bot(0,-1,0, 0,-1,0);
+
+ const int nslices = 20;
+ for (int s=1; s<nslices+1; s++) {
+ GLfloat xlast = GfxMath::cos(-TWOPI * (float)(s-1)/(float)nslices);
+ GLfloat zlast = GfxMath::sin(-TWOPI * (float)(s-1)/(float)nslices);
+ GLfloat xnew = GfxMath::cos(-TWOPI * (float)(s)/(float)nslices);
+ GLfloat znew = GfxMath::sin(-TWOPI * (float)(s)/(float)nslices);
+
+ // one triangle on the side
+ // normals are a bit more complex than for other shapes...
+ Vector3 nlast = Vector3(xlast, 2, zlast).ToUnit();
+ Vector3 nnew = Vector3(xnew, 2, znew).ToUnit();
+ Vector3 ntop = 0.5*(nlast + nnew);
+
+ verts.push_back(Vertex(top.x, top.y, top.z, ntop[0], ntop[1], ntop[2]));
+ verts.push_back(Vertex(xlast,-1,zlast, nlast[0], nlast[1], nlast[2]));
+ verts.push_back(Vertex(xnew,-1,znew, nnew[0], nnew[1], nnew[2]));
+
+ // one triangle on the bottom
+ verts.push_back(bot);
+ verts.push_back(Vertex(xnew,-1,znew, 0,-1,0));
+ verts.push_back(Vertex(xlast,-1,zlast, 0,-1,0));
+ }
+
+ std::vector<Point3> vertices;
+ std::vector<Vector3> normals;
+ for (int i = 0; i < verts.size(); i++) {
+ vertices.push_back(Point3(verts[i].x, verts[i].y, verts[i].z));
+ normals.push_back(Vector3(verts[i].nx, verts[i].ny, verts[i].nz));
+ }
+
+ coneMesh_.SetVertices(vertices);
+ coneMesh_.SetNormals(normals);
+ coneMesh_.UpdateGPUMemory();
+}
+
+
+void QuickShapes::DrawCone(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix, const Color &color)
+{
+ if (coneMesh_.num_vertices() == 0) {
+ initCone();
+ }
+ defaultMaterial_.ambient_reflectance = color;
+ defaultMaterial_.diffuse_reflectance = color;
+ defaultMaterial_.surface_texture = emptyTex_;
+ defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &coneMesh_, defaultMaterial_);
+}
+
+
+
+
+
+// ------------ SPHERE ------------
+
+
+void QuickShapes::initSph() {
+
+ std::vector<Vertex> verts;
+
+ Vertex top(0,1,0, 0,1,0);
+ Vertex bot(0,-1,0, 0,-1,0);
+
+ const int nslices = 40;
+ const int nstacks = 40;
+ for (int s=1; s<nslices+1; s++) {
+ GLfloat xlast = GfxMath::cos(-TWOPI * (float)(s-1)/(float)nslices);
+ GLfloat zlast = GfxMath::sin(-TWOPI * (float)(s-1)/(float)nslices);
+ GLfloat xnew = GfxMath::cos(-TWOPI * (float)(s)/(float)nslices);
+ GLfloat znew = GfxMath::sin(-TWOPI * (float)(s)/(float)nslices);
+
+ float stackstep = PI/(float)nstacks;
+
+ // one triangle on the top
+ verts.push_back(top);
+ verts.push_back(Vertex(GfxMath::sin(stackstep)*xlast,GfxMath::cos(stackstep),
+ GfxMath::sin(stackstep)*zlast,
+ GfxMath::sin(stackstep)*xlast,GfxMath::cos(stackstep),
+ GfxMath::sin(stackstep)*zlast));
+ verts.push_back(Vertex(GfxMath::sin(stackstep)*xnew,GfxMath::cos(stackstep),
+ GfxMath::sin(stackstep)*znew,
+ GfxMath::sin(stackstep)*xnew,GfxMath::cos(stackstep),
+ GfxMath::sin(stackstep)*znew));
+
+ for (int t=2; t<nstacks; t++) {
+ GLfloat ylast = GfxMath::cos(PI*(float)(t-1)/(float)nstacks);
+ GLfloat ynew = GfxMath::cos(PI*(float)(t)/(float)nstacks);
+
+ GLfloat rlast = GfxMath::sin(PI * (float)(t-1)/(float)nstacks);
+ GLfloat rnew = GfxMath::sin(PI * (float)(t)/(float)nstacks);
+
+ // two triangles to create a rect on the side
+ verts.push_back(Vertex(rlast*xlast,ylast,rlast*zlast, rlast*xlast,ylast,rlast*zlast));
+ verts.push_back(Vertex(rnew*xlast,ynew,rnew*zlast, rnew*xlast,ynew,rnew*zlast));
+ verts.push_back(Vertex(rnew*xnew,ynew,rnew*znew, rnew*xnew,ynew,rnew*znew));
+
+ verts.push_back(Vertex(rnew*xnew,ynew,rnew*znew, rnew*xnew,ynew,rnew*znew));
+ verts.push_back(Vertex(rlast*xnew,ylast,rlast*znew, rlast*xnew,ylast,rlast*znew));
+ verts.push_back(Vertex(rlast*xlast,ylast,rlast*zlast, rlast*xlast,ylast,rlast*zlast));
+ }
+
+ // one triangle on the bottom
+ verts.push_back(bot);
+ verts.push_back(Vertex(GfxMath::sin(stackstep)*xnew,GfxMath::cos(PI-stackstep),
+ GfxMath::sin(stackstep)*znew,
+ GfxMath::sin(stackstep)*xnew,GfxMath::cos(PI-stackstep),
+ GfxMath::sin(stackstep)*znew));
+ verts.push_back(Vertex(GfxMath::sin(stackstep)*xlast,GfxMath::cos(PI-stackstep),
+ GfxMath::sin(stackstep)*zlast,
+ GfxMath::sin(stackstep)*xlast,GfxMath::cos(PI-stackstep),
+ GfxMath::sin(stackstep)*zlast));
+ }
+
+
+ std::vector<Point3> vertices;
+ std::vector<Vector3> normals;
+ for (int i = 0; i < verts.size(); i++) {
+ vertices.push_back(Point3(verts[i].x, verts[i].y, verts[i].z));
+ normals.push_back(Vector3(verts[i].nx, verts[i].ny, verts[i].nz));
+ }
+ sphereMesh_.SetVertices(vertices);
+ sphereMesh_.SetNormals(normals);
+ sphereMesh_.UpdateGPUMemory();
+}
+
+
+void QuickShapes::DrawSphere(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix, const Color &color)
+{
+ if (sphereMesh_.num_vertices() == 0) {
+ initSph();
+ }
+ defaultMaterial_.ambient_reflectance = color;
+ defaultMaterial_.diffuse_reflectance = color;
+ defaultMaterial_.surface_texture = emptyTex_;
+ defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &sphereMesh_, defaultMaterial_);
+}
+
+
+
+
+// ------------ BRUSH ------------
+
+
+void QuickShapes::initBrush() {
+
+ // Raw vertices -- points that make up the brush geometry
+ const GLfloat v[19][3] = {
+ { 0.5f, 0.0f, 0.0f}, // 0
+ {-0.5f, 0.0f, 0.0f}, // 1
+
+ { 0.5f, 0.1f, 0.25f}, // 2
+ {-0.5f, 0.1f, 0.25f}, // 3
+ { 0.5f, 0.1f, 0.75f}, // 4
+ {-0.5f, 0.1f, 0.75f}, // 5
+ { 0.1f, 0.06f, 1.0f}, // 6
+ {-0.1f, 0.06f, 1.0f}, // 7
+ { 0.15f, 0.1f, 1.75f}, // 8
+ {-0.15f, 0.1f, 1.75f}, // 9
+
+ { 0.0f, 0.0f, 1.85f}, // 10
+
+ { 0.5f, -0.1f, 0.25f}, // 11
+ {-0.5f, -0.1f, 0.25f}, // 12
+ { 0.5f, -0.1f, 0.75f}, // 13
+ {-0.5f, -0.1f, 0.75f}, // 14
+ { 0.1f, -0.06f, 1.0f}, // 15
+ {-0.1f, -0.06f, 1.0f}, // 16
+ { 0.15f, -0.1f, 1.75f}, // 17
+ {-0.15f, -0.1f, 1.75f} // 18
+ };
+
+
+ // Vertices arranged into triangles
+ const GLfloat verts[34][3][3] = {
+ // top
+ {{v[0][0], v[0][1], v[0][2]}, {v[1][0], v[1][1], v[1][2]}, {v[2][0], v[2][1], v[2][2]}},
+ {{v[1][0], v[1][1], v[1][2]}, {v[3][0], v[3][1], v[3][2]}, {v[2][0], v[2][1], v[2][2]}},
+
+ {{v[2][0], v[2][1], v[2][2]}, {v[3][0], v[3][1], v[3][2]}, {v[4][0], v[4][1], v[4][2]}},
+ {{v[3][0], v[3][1], v[3][2]}, {v[5][0], v[5][1], v[5][2]}, {v[4][0], v[4][1], v[4][2]}},
+
+ {{v[4][0], v[4][1], v[4][2]}, {v[5][0], v[5][1], v[5][2]}, {v[6][0], v[6][1], v[6][2]}},
+ {{v[5][0], v[5][1], v[5][2]}, {v[7][0], v[7][1], v[7][2]}, {v[6][0], v[6][1], v[6][2]}},
+
+ {{v[6][0], v[6][1], v[6][2]}, {v[7][0], v[7][1], v[7][2]}, {v[8][0], v[8][1], v[8][2]}},
+ {{v[7][0], v[7][1], v[7][2]}, {v[9][0], v[9][1], v[9][2]}, {v[8][0], v[8][1], v[8][2]}},
+
+ {{v[8][0], v[8][1], v[8][2]}, {v[9][0], v[9][1], v[9][2]}, {v[10][0], v[10][1], v[10][2]}},
+
+ // bottom
+ {{v[0][0], v[0][1], v[0][2]}, {v[12][0], v[12][1], v[12][2]}, {v[1][0], v[1][1], v[1][2]}},
+ {{v[11][0], v[11][1], v[11][2]}, {v[12][0], v[12][1], v[12][2]}, {v[0][0], v[0][1], v[0][2]}},
+
+ {{v[11][0], v[11][1], v[11][2]}, {v[14][0], v[14][1], v[14][2]}, {v[12][0], v[12][1], v[12][2]}},
+ {{v[13][0], v[13][1], v[13][2]}, {v[14][0], v[14][1], v[14][2]}, {v[11][0], v[11][1], v[11][2]}},
+
+ {{v[13][0], v[13][1], v[13][2]}, {v[16][0], v[16][1], v[16][2]}, {v[14][0], v[14][1], v[14][2]}},
+ {{v[15][0], v[15][1], v[15][2]}, {v[16][0], v[16][1], v[16][2]}, {v[13][0], v[13][1], v[13][2]}},
+
+ {{v[15][0], v[15][1], v[15][2]}, {v[18][0], v[18][1], v[18][2]}, {v[16][0], v[16][1], v[16][2]}},
+ {{v[17][0], v[17][1], v[17][2]}, {v[18][0], v[18][1], v[18][2]}, {v[15][0], v[15][1], v[15][2]}},
+
+ {{v[18][0], v[18][1], v[18][2]}, {v[17][0], v[17][1], v[17][2]}, {v[10][0], v[10][1], v[10][2]}},
+
+ // one side
+ {{v[11][0], v[11][1], v[11][2]}, {v[0][0], v[0][1], v[0][2]}, {v[2][0], v[2][1], v[2][2]}},
+
+ {{v[11][0], v[11][1], v[11][2]}, {v[2][0], v[2][1], v[2][2]}, {v[4][0], v[4][1], v[4][2]}},
+ {{v[4][0], v[4][1], v[4][2]}, {v[13][0], v[13][1], v[13][2]}, {v[11][0], v[11][1], v[11][2]}},
+
+ {{v[13][0], v[13][1], v[13][2]}, {v[4][0], v[4][1], v[4][2]}, {v[6][0], v[6][1], v[6][2]}},
+ {{v[6][0], v[6][1], v[6][2]}, {v[15][0], v[15][1], v[15][2]}, {v[13][0], v[13][1], v[13][2]}},
+
+ {{v[15][0], v[15][1], v[15][2]}, {v[6][0], v[6][1], v[6][2]}, {v[8][0], v[8][1], v[8][2]}},
+ {{v[8][0], v[8][1], v[8][2]}, {v[17][0], v[17][1], v[17][2]}, {v[15][0], v[15][1], v[15][2]}},
+
+ {{v[17][0], v[17][1], v[17][2]}, {v[8][0], v[8][1], v[8][2]}, {v[10][0], v[10][1], v[10][2]}},
+
+ // other side
+ {{v[3][0], v[3][1], v[3][2]}, {v[1][0], v[1][1], v[1][2]}, {v[12][0], v[12][1], v[12][2]}},
+
+ {{v[3][0], v[3][1], v[3][2]}, {v[12][0], v[12][1], v[12][2]}, {v[14][0], v[14][1], v[14][2]}},
+ {{v[14][0], v[14][1], v[14][2]}, {v[5][0], v[5][1], v[5][2]}, {v[3][0], v[3][1], v[3][2]}},
+
+ {{v[5][0], v[5][1], v[5][2]}, {v[14][0], v[14][1], v[14][2]}, {v[16][0], v[16][1], v[16][2]}},
+ {{v[16][0], v[16][1], v[16][2]}, {v[7][0], v[7][1], v[7][2]}, {v[5][0], v[5][1], v[5][2]}},
+
+ {{v[7][0], v[7][1], v[7][2]}, {v[16][0], v[16][1], v[16][2]}, {v[18][0], v[18][1], v[18][2]}},
+ {{v[18][0], v[18][1], v[18][2]}, {v[9][0], v[9][1], v[9][2]}, {v[7][0], v[7][1], v[7][2]}},
+
+ {{v[9][0], v[9][1], v[9][2]}, {v[18][0], v[18][1], v[18][2]}, {v[10][0], v[10][1], v[10][2]}}
+
+ };
+
+
+ // Normals defined so as to make each face of the brush a flat surface
+ const GLfloat norms[34][3][3] = {
+ // top
+ {{0.0f, 0.93f, -0.37f}, {0.0f, 0.93f, -0.37f}, {0.0f, 0.93f, -0.37f}},
+ {{0.0f, 0.93f, -0.37f}, {0.0f, 0.93f, -0.37f}, {0.0f, 0.93f, -0.37f}},
+
+ {{0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}},
+ {{0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}},
+
+ {{0.0f, 0.988f, 0.158f}, {0.0f, 0.988f, 0.158f}, {0.0f, 0.988f, 0.158f}},
+ {{0.0f, 0.988f, 0.158f}, {0.0f, 0.988f, 0.158f}, {0.0f, 0.988f, 0.158f}},
+
+ {{0.0f, 0.999f, -0.0533f}, {0.0f, 0.999f, -0.0533f}, {0.0f, 0.999f, -0.0533f}},
+ {{0.0f, 0.999f, -0.0533f}, {0.0f, 0.999f, -0.0533f}, {0.0f, 0.999f, -0.0533f}},
+
+ {{0.0f, 0.709f, 0.709f}, {0.0f, 0.709f, 0.709f}, {0.0f, 0.709f, 0.709f}},
+
+ // bottom
+ {{0.0f, -0.93f, -0.37f}, {0.0f, -0.93f, -0.37f}, {0.0f, -0.93f, -0.37f}},
+ {{0.0f, -0.93f, -0.37f}, {0.0f, -0.93f, -0.37f}, {0.0f, -0.93f, -0.37f}},
+
+ {{0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}},
+ {{0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}, {0.0f, -1.0f, 0.0f}},
+
+ {{0.0f, -0.988f, 0.158f}, {0.0f, -0.988f, 0.158f}, {0.0f, -0.988f, 0.158f}},
+ {{0.0f, -0.988f, 0.158f}, {0.0f, -0.988f, 0.158f}, {0.0f, -0.988f, 0.158f}},
+
+ {{0.0f, -0.999f, -0.0533f}, {0.0f, -0.999f, -0.0533f}, {0.0f, -0.999f, -0.0533f}},
+ {{0.0f, -0.999f, -0.0533f}, {0.0f, -0.999f, -0.0533f}, {0.0f, -0.999f, -0.0533f}},
+
+ {{0.0f, -0.709f, 0.709f}, {0.0f, -0.709f, 0.709f}, {0.0f, -0.709f, 0.709f}},
+
+ // one side
+ {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
+
+ {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
+ {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
+
+ {{0.848f, 0.0f, 0.530f}, {0.848f, 0.0f, 0.530f}, {0.848f, 0.0f, 0.530f}},
+ {{0.848f, 0.0f, 0.530f}, {0.848f, 0.0f, 0.530f}, {0.848f, 0.0f, 0.530f}},
+
+ {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
+ {{1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
+
+ {{0.709f, 0.0f, 0.709f}, {0.709f, 0.0f, 0.709f}, {0.709f, 0.0f, 0.709f}},
+
+ // other side
+ {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}},
+
+ {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}},
+ {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}},
+
+ {{-0.848f, 0.0f, 0.530f}, {-0.848f, 0.0f, 0.530f}, {-0.848f, 0.0f, 0.530f}},
+ {{-0.848f, 0.0f, 0.530f}, {-0.848f, 0.0f, 0.530f}, {-0.848f, 0.0f, 0.530f}},
+
+ {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}},
+ {{-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}, {-1.0f, 0.0f, 0.0f}},
+
+ {{-0.709f, 0.0f, 0.709f}, {-0.709f, 0.0f, 0.709f}, {-0.709f, 0.0f, 0.709f}}
+ };
+
+ brushMesh_.SetVertices((float*)verts, 102);
+ brushMesh_.SetNormals((float*)norms, 102);
+ brushMesh_.UpdateGPUMemory();
+}
+
+
+void QuickShapes::DrawBrush(const Matrix4 &modelMatrix, const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix, const Color &color)
+{
+ if (brushMesh_.num_vertices() == 0) {
+ initBrush();
+ }
+ defaultMaterial_.ambient_reflectance = color;
+ defaultMaterial_.diffuse_reflectance = color;
+ defaultMaterial_.surface_texture = emptyTex_;
+ defaultShader_.Draw(modelMatrix, viewMatrix, projectionMatrix, &brushMesh_, defaultMaterial_);
+}
+
+
+
+// ----------------
+
+
+void QuickShapes::DrawLineSegment(const Matrix4 &modelMatrix,
+ const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix,
+ const Color &color,
+ const Point3 &p1,
+ const Point3 &p2,
+ float radius)
+{
+ Matrix4 S = Matrix4::Scale(Vector3(radius, 0.5f*(p2-p1).Length(), radius));
+ Vector3 y = (p2-p1).ToUnit();
+ Vector3 z = Vector3(1,0,0).Cross(y).ToUnit();
+ if (z == Vector3(0,0,0)) {
+ z = Vector3(0,0,1).Cross(y).ToUnit();
+ }
+ Vector3 x = y.Cross(z);
+ Matrix4 R = Matrix4::FromRowMajorElements(
+ x[0], y[0], z[0], 0,
+ x[1], y[1], z[1], 0,
+ x[2], y[2], z[2], 0,
+ 0, 0, 0, 1
+ );
+ Matrix4 T = Matrix4::Translation(0.5 * Vector3(p1[0]+p2[0], p1[1]+p2[1], p1[2]+p2[2]));
+
+ Matrix4 M = T * R * S;
+
+ DrawCylinder(modelMatrix * M, viewMatrix, projectionMatrix, color);
+}
+
+
+
+void QuickShapes::DrawLines(const Matrix4 &modelMatrix,
+ const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix,
+ const Color &color,
+ const std::vector<Point3> &points,
+ LinesType ltype,
+ float radius)
+{
+ if (ltype == LinesType::LINES) {
+ for (size_t i=0; i<points.size(); i+=2) {
+ DrawLineSegment(modelMatrix, viewMatrix, projectionMatrix, color, points[i], points[i+1], radius);
+ }
+ }
+ else {
+ for (size_t i=0; i<points.size()-1; i++) {
+ DrawLineSegment(modelMatrix, viewMatrix, projectionMatrix, color, points[i], points[i+1], radius);
+ }
+ if (ltype == LinesType::LINE_LOOP) {
+ DrawLineSegment(modelMatrix, viewMatrix, projectionMatrix, color, points[points.size()-1], points[0], radius);
+ }
+ }
+}
+
+
+
+void QuickShapes::DrawArrow(const Matrix4 &modelMatrix,
+ const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix,
+ const Color &color,
+ Point3 p, Vector3 dir, float radius)
+{
+ float d = dir.Length() - 8.0f*radius;
+ DrawLineSegment(modelMatrix, viewMatrix, projectionMatrix, color, p, p + d*dir.ToUnit(), radius);
+
+ Matrix4 S = Matrix4::Scale(Vector3(radius*3.0f, radius*4.0f, radius*3.0f));
+ Vector3 y = dir.ToUnit();
+ Vector3 z = Vector3(1,0,0).Cross(y).ToUnit();
+ if (z == Vector3(0,0,0)) {
+ z = Vector3(0,0,1).Cross(y).ToUnit();
+ }
+ Vector3 x = y.Cross(z);
+ Matrix4 R = Matrix4::FromRowMajorElements(
+ x[0], y[0], z[0], 0,
+ x[1], y[1], z[1], 0,
+ x[2], y[2], z[2], 0,
+ 0, 0, 0, 1
+ );
+ Matrix4 T = Matrix4::Translation((p + d*dir.ToUnit()) - Point3::Origin());
+
+ Matrix4 M = T * R * S * Matrix4::Translation(Vector3(0,1,0));
+
+ DrawCone(modelMatrix * M, viewMatrix, projectionMatrix, color);
+}
+
+
+void QuickShapes::DrawAxes(const Matrix4 &modelMatrix,
+ const Matrix4 &viewMatrix,
+ const Matrix4 &projectionMatrix)
+{
+ DrawArrow(modelMatrix, viewMatrix, projectionMatrix, Color(1.0f, 0.6f, 0.6f), Point3::Origin(), Vector3::UnitX(), 0.02f);
+ DrawArrow(modelMatrix, viewMatrix, projectionMatrix, Color(0.6f, 1.0f, 0.6f), Point3::Origin(), Vector3::UnitY(), 0.02f);
+ DrawArrow(modelMatrix, viewMatrix, projectionMatrix, Color(0.6f, 0.6f, 1.0f), Point3::Origin(), Vector3::UnitZ(), 0.02f);
+
+}
+
+
+void QuickShapes::initFull() {
+ GLfloat vertices[] = {
+ -1, -1, 0, 1, -1, 0, 1, 1, 0,
+ -1, -1, 0, 1, 1, 0, -1, 1, 0
+ };
+
+ GLfloat normals[] = {
+ 0, 0, 1, 0, 0, 1, 0, 0, 1,
+ 0, 0, 1, 0, 0, 1, 0, 0, 1
+ };
+
+ GLfloat texcoords[] = {
+ 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
+ 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f
+ };
+
+ fullMesh_.SetVertices(vertices, 6);
+ fullMesh_.SetNormals(normals, 6);
+ fullMesh_.SetTexCoords(0, texcoords, 6);
+ fullMesh_.UpdateGPUMemory();
+}
+
+
+void QuickShapes::DrawFullscreenTexture(const Color &color, const Texture2D &tex) {
+ if (fullMesh_.num_vertices() == 0) {
+ initFull();
+ }
+ DrawWithFullscreen(color, &fullMesh_, tex);
+}
+
+
+
+
+
+void QuickShapes::DrawWithFullscreen(const Color &color, Mesh *mesh, const Texture2D &tex) {
+ if (!fullscreenShader_.initialized()) {
+ fullscreenShader_.AddVertexShaderFromFile(Platform::FindMinGfxShaderFile("fullscreen.vert"));
+ fullscreenShader_.AddFragmentShaderFromFile(Platform::FindMinGfxShaderFile("fullscreen.frag"));
+ fullscreenShader_.LinkProgram();
+ }
+
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+
+ // Activate the shader program
+ fullscreenShader_.UseProgram();
+
+ // Pass uniforms and textures from C++ to the GPU Shader Program
+ fullscreenShader_.SetUniform("TintColor", color);
+ fullscreenShader_.BindTexture("SurfaceTexture", tex);
+
+ // Draw the mesh using the shader program
+ mesh->Draw();
+
+ // Deactivate the shader program
+ fullscreenShader_.StopProgram();
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
+}
+
+
+DefaultShader* QuickShapes::default_shader() {
+ return &defaultShader_;
+}
+
+
+DefaultShader::MaterialProperties* QuickShapes::material() {
+ return &defaultMaterial_;
+}
+
+
+} // end namespace
diff --git a/dev/MinGfx/src/ray.h b/dev/MinGfx/src/ray.h index d1b41b6..4bc3a8c 100644 --- a/dev/MinGfx/src/ray.h +++ b/dev/MinGfx/src/ray.h @@ -1,166 +1,166 @@ -/* - This file is part of the MinGfx Project. - - Copyright (c) 2017,2018 Regents of the University of Minnesota. - All Rights Reserved. - - Original Author(s) of this File: - Dan Keefe, 2018, University of Minnesota - - Author(s) of Significant Updates/Modifications to the File: - ... - */ - -#ifndef SRC_RAY_H_ -#define SRC_RAY_H_ - -#include <iostream> - -#include "aabb.h" -#include "point3.h" -#include "vector3.h" -#include "mesh.h" - - -namespace mingfx { - - -/** Stores the mathematical object of a ray that begins at an origin (a 3D - point) and points in a direction (a unit 3D vector). Rays can intersect - a variety of other computer graphics objects, such as planes, triangles, - spheres, 3D meshes, etc. These intersections can be tested with the - Intersect...() methods. The Ray can also be transformed by a Matrix4. - Example: - ~~~ - // Create a pick ray from the mouse position - void MyGraphicsApp::OnLeftMouseDown(const Point2 &mouse_in_2d_pixels) { - Point2 mouse_in_2d_ndc = PixelsToNormalizedDeviceCoords(mouse_in_2d_pixels); - Point3 mouse_in_3d = GfxMath::ScreenToNearPlane(view_matrix, proj_matrix, mouse_in_2d_ndc); - Matrix4 camera_matrix = view_matrix.Inverse(); - Point3 eye = camera_matrix.ColumnToPoint3(3); - - Ray pick_ray(eye, mouse_in_3d - eye); - - // check to see if the ray intersects a sphere - float t; - Point3 p; - if (pick_ray.IntersectSphere(Point3(0,0,0), 2.0, &t, &p)) { - std::cout << "Mouse pointing at sphere! Intersection point = " << p << std::endl; - } - } - ~~~ - */ -class Ray { -public: - - /// Defaults to a ray at the origin and pointing in the -Z direction - Ray(); - - /// Creates a ray from a 3D origin and direction - Ray(const Point3 &origin, const Vector3 &direction); - - /// Ray destructor - virtual ~Ray(); - - /// Check for "equality", taking floating point imprecision into account - bool operator==(const Ray& other) const; - - /// Check for "inequality", taking floating point imprecision into account - bool operator!=(const Ray& other) const; - - /// Returns the length of the direction vector - float Length() const; - - /** Checks to see if the ray intersects a plane defined by a point and a normal. - If there was an intersection, true is returned, iTime is set to the intersection - time, and iPoint is set to the intersection point. The plane is considered - to be 1-sided. That is the intersection will only occur if the ray hits the - plane from its front side as determined by the plane's normal. - */ - bool IntersectPlane(const Point3 &planePt, const Vector3 &planeNormal, - float *iTime, Point3 *iPoint) const; - - /** Checks to see if the ray intersects a triangle defined by the vertices v1, v2, and v3. - The vertices must be provided in counter-clockwise order so that the normal of the - triangle can be determined via the right-hand rule. The intersection will only happen - if the ray hits the front side of the triangle. If there was an intersection, - true is returned, iTime is set to the intersection time, and iPoint is set to the intersection point. - */ - bool IntersectTriangle(const Point3 &v1, const Point3 &v2, const Point3 &v3, - float *iTime, Point3 *iPoint) const; - - /** Checks to see if the ray intersects a quad defined by the vertices v1, v2, v3, and v4. - The vertices must be provided in counter-clockwise order so that the normal of the - triangle can be determined via the right-hand rule. The intersection will only happen - if the ray hits the front side of the triangle. If there was an intersection, - true is returned, iTime is set to the intersection time, and iPoint is set to the intersection point. - */ - bool IntersectQuad(const Point3 &v1, const Point3 &v2, const Point3 &v3, const Point3 &v4, - float *iTime, Point3 *iPoint) const; - - /** Checks to see if the ray intersects a sphere defined by a center point and a radius. - If there was an intersection, true is returned, iTime is set to the intersection time, - and iPoint is set to the intersection point. - */ - bool IntersectSphere(const Point3 ¢er, float radius, - float *iTime, Point3 *iPoint) const; - - /** Checks to see if the ray intersects a triangle mesh. This is a brute-force - check over each triangle in the mesh. If there was an intersection, true is returned, - iTime is set to the intersection time, iPoint is set to the intersection point, - and iTriangleID is set to the ID of the closest intersected triangle along the ray. - */ - bool IntersectMesh(const Mesh &mesh, float *iTime, - Point3 *iPoint, int *iTriangleID) const; - - /** Checks to see if the ray intersects a triangle mesh. This uses a BVH - (Bounding Volume Hierarchy) to accelerate the ray-triangle intersection tests. - Each mesh can optionally store a BVH. If a BVH has already been calculated - for the mesh (done with Mesh::CalculateBVH()), then this function will be - much faster than the brute-force IntersectMesh() function. If a BVH has - not already been calculated for the mesh, the first call to FastIntersectMesh() - will trigger the mesh to create a BVH (not a fast operation) but then - subsequent calls to FastIntersectMesh() will be fast. - */ - bool FastIntersectMesh(Mesh *mesh, float *iTime, - Point3 *iPoint, int *iTriangleID) const; - - /** Checks to see if the ray intersects an AABB (Axis-Aligned Bounding Box). - Typically, this is the first step of a more detailed intersection test and - we don't care about the actual point of intersection, just whether it - intersects or not. So, we don't bother calculating the iPoint. We get the - iTime for free though, so we do return that. You can calc the iPoint if - you want using: - ~~~ - float t; - if (ray.IntersectAABB(box, &t)) { - Point3 iPoint = ray.origin() + t*ray.direction(); - } - ~~~ - */ - bool IntersectAABB(const AABB &box, float *iTime) const; - - /// Returns the origin - Point3 origin() const; - - /// Returns the direction - Vector3 direction() const; - - /// Sets a new origin and direction - void set(Point3 newOrigin, Vector3 newDir); - -private: - Point3 p_; - Vector3 d_; -}; - - -// --- Stream operators --- - -std::ostream & operator<< ( std::ostream &os, const Ray &r); -std::istream & operator>> ( std::istream &is, Ray &r); - - -} // end namespace - -#endif +/*
+ This file is part of the MinGfx Project.
+
+ Copyright (c) 2017,2018 Regents of the University of Minnesota.
+ All Rights Reserved.
+
+ Original Author(s) of this File:
+ Dan Keefe, 2018, University of Minnesota
+
+ Author(s) of Significant Updates/Modifications to the File:
+ ...
+ */
+
+#ifndef SRC_RAY_H_
+#define SRC_RAY_H_
+
+#include <iostream>
+
+#include "aabb.h"
+#include "point3.h"
+#include "vector3.h"
+#include "mesh.h"
+
+
+namespace mingfx {
+
+
+/** Stores the mathematical object of a ray that begins at an origin (a 3D
+ point) and points in a direction (a unit 3D vector). Rays can intersect
+ a variety of other computer graphics objects, such as planes, triangles,
+ spheres, 3D meshes, etc. These intersections can be tested with the
+ Intersect...() methods. The Ray can also be transformed by a Matrix4.
+ Example:
+ ~~~
+ // Create a pick ray from the mouse position
+ void MyGraphicsApp::OnLeftMouseDown(const Point2 &mouse_in_2d_pixels) {
+ Point2 mouse_in_2d_ndc = PixelsToNormalizedDeviceCoords(mouse_in_2d_pixels);
+ Point3 mouse_in_3d = GfxMath::ScreenToNearPlane(view_matrix, proj_matrix, mouse_in_2d_ndc);
+ Matrix4 camera_matrix = view_matrix.Inverse();
+ Point3 eye = camera_matrix.ColumnToPoint3(3);
+
+ Ray pick_ray(eye, mouse_in_3d - eye);
+
+ // check to see if the ray intersects a sphere
+ float t;
+ Point3 p;
+ if (pick_ray.IntersectSphere(Point3(0,0,0), 2.0, &t, &p)) {
+ std::cout << "Mouse pointing at sphere! Intersection point = " << p << std::endl;
+ }
+ }
+ ~~~
+ */
+class Ray {
+public:
+
+ /// Defaults to a ray at the origin and pointing in the -Z direction
+ Ray();
+
+ /// Creates a ray from a 3D origin and direction
+ Ray(const Point3 &origin, const Vector3 &direction);
+
+ /// Ray destructor
+ virtual ~Ray();
+
+ /// Check for "equality", taking floating point imprecision into account
+ bool operator==(const Ray& other) const;
+
+ /// Check for "inequality", taking floating point imprecision into account
+ bool operator!=(const Ray& other) const;
+
+ /// Returns the length of the direction vector
+ float Length() const;
+
+ /** Checks to see if the ray intersects a plane defined by a point and a normal.
+ If there was an intersection, true is returned, iTime is set to the intersection
+ time, and iPoint is set to the intersection point. The plane is considered
+ to be 1-sided. That is the intersection will only occur if the ray hits the
+ plane from its front side as determined by the plane's normal.
+ */
+ bool IntersectPlane(const Point3 &planePt, const Vector3 &planeNormal,
+ float *iTime, Point3 *iPoint) const;
+
+ /** Checks to see if the ray intersects a triangle defined by the vertices v1, v2, and v3.
+ The vertices must be provided in counter-clockwise order so that the normal of the
+ triangle can be determined via the right-hand rule. The intersection will only happen
+ if the ray hits the front side of the triangle. If there was an intersection,
+ true is returned, iTime is set to the intersection time, and iPoint is set to the intersection point.
+ */
+ bool IntersectTriangle(const Point3 &v1, const Point3 &v2, const Point3 &v3,
+ float *iTime, Point3 *iPoint) const;
+
+ /** Checks to see if the ray intersects a quad defined by the vertices v1, v2, v3, and v4.
+ The vertices must be provided in counter-clockwise order so that the normal of the
+ triangle can be determined via the right-hand rule. The intersection will only happen
+ if the ray hits the front side of the triangle. If there was an intersection,
+ true is returned, iTime is set to the intersection time, and iPoint is set to the intersection point.
+ */
+ bool IntersectQuad(const Point3 &v1, const Point3 &v2, const Point3 &v3, const Point3 &v4,
+ float *iTime, Point3 *iPoint) const;
+
+ /** Checks to see if the ray intersects a sphere defined by a center point and a radius.
+ If there was an intersection, true is returned, iTime is set to the intersection time,
+ and iPoint is set to the intersection point.
+ */
+ bool IntersectSphere(const Point3 ¢er, float radius,
+ float *iTime, Point3 *iPoint) const;
+
+ /** Checks to see if the ray intersects a triangle mesh. This is a brute-force
+ check over each triangle in the mesh. If there was an intersection, true is returned,
+ iTime is set to the intersection time, iPoint is set to the intersection point,
+ and iTriangleID is set to the ID of the closest intersected triangle along the ray.
+ */
+ bool IntersectMesh(const Mesh &mesh, float *iTime,
+ Point3 *iPoint, int *iTriangleID) const;
+
+ /** Checks to see if the ray intersects a triangle mesh. This uses a BVH
+ (Bounding Volume Hierarchy) to accelerate the ray-triangle intersection tests.
+ Each mesh can optionally store a BVH. If a BVH has already been calculated
+ for the mesh (done with Mesh::CalculateBVH()), then this function will be
+ much faster than the brute-force IntersectMesh() function. If a BVH has
+ not already been calculated for the mesh, the first call to FastIntersectMesh()
+ will trigger the mesh to create a BVH (not a fast operation) but then
+ subsequent calls to FastIntersectMesh() will be fast.
+ */
+ bool FastIntersectMesh(Mesh *mesh, float *iTime,
+ Point3 *iPoint, int *iTriangleID) const;
+
+ /** Checks to see if the ray intersects an AABB (Axis-Aligned Bounding Box).
+ Typically, this is the first step of a more detailed intersection test and
+ we don't care about the actual point of intersection, just whether it
+ intersects or not. So, we don't bother calculating the iPoint. We get the
+ iTime for free though, so we do return that. You can calc the iPoint if
+ you want using:
+ ~~~
+ float t;
+ if (ray.IntersectAABB(box, &t)) {
+ Point3 iPoint = ray.origin() + t*ray.direction();
+ }
+ ~~~
+ */
+ bool IntersectAABB(const AABB &box, float *iTime) const;
+
+ /// Returns the origin
+ Point3 origin() const;
+
+ /// Returns the direction
+ Vector3 direction() const;
+
+ /// Sets a new origin and direction
+ void set(Point3 newOrigin, Vector3 newDir);
+
+private:
+ Point3 p_;
+ Vector3 d_;
+};
+
+
+// --- Stream operators ---
+
+std::ostream & operator<< ( std::ostream &os, const Ray &r);
+std::istream & operator>> ( std::istream &is, Ray &r);
+
+
+} // end namespace
+
+#endif
diff --git a/dev/a2-carsoccer/.gitignore b/dev/a2-carsoccer/.gitignore index dd1a9a8..2fcd5ce 100644 --- a/dev/a2-carsoccer/.gitignore +++ b/dev/a2-carsoccer/.gitignore @@ -1,2 +1,2 @@ -config.h -build +config.h
+build
diff --git a/dev/a2-carsoccer/CMakeLists.txt b/dev/a2-carsoccer/CMakeLists.txt index 0d67553..7f281ac 100644 --- a/dev/a2-carsoccer/CMakeLists.txt +++ b/dev/a2-carsoccer/CMakeLists.txt @@ -1,176 +1,176 @@ -# 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 ${CMAKE_CURRENT_SOURCE_DIR}/../build/install ../..) - - - - - -#### BASIC PROJECT SETUP #### - -project(a2-carsoccer) - -# Using 3.9 to get a modern version of FindOpenGL.cmake -cmake_minimum_required (VERSION 3.9) - -# Dependencies that are auto-downloaded, built, and installed for you will go in the -# directory pointed to by the CMAKE_INSTALL_PREFIX. It defaults to a location inside -# the build directory. -if (CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT OR "${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}") - -# Configure a header file to pass some of the CMake settings to the source code -configure_file( - ${CMAKE_CURRENT_SOURCE_DIR}/config.h.in - ${CMAKE_CURRENT_SOURCE_DIR}/config.h -) - -#### SOURCE FOR THIS PROJECT #### -h2("Configuring source files") - -set(SOURCEFILES - ball.cc - car.cc - car_soccer.cc - main.cc -) - -set(HEADERFILES - ball.h - car_soccer.h - car.h - config.h -) - -set(EXTRAFILES - config.h.in - README.md -) - -set_source_files_properties(${EXTRAFILES} PROPERTIES HEADER_FILE_ONLY TRUE) - - - -#### 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 "${CMAKE_CXX_FLAGS} -std=c++14") -endif() - - -# Windows specific -if (WIN32) - add_definitions(-DWIN32) -endif() - - - - -#### DEFINE TARGET(S) #### - -h2("Defining Target(s)") - -add_executable(${PROJECT_NAME} ${SOURCEFILES} ${HEADERFILES} ${EXTRAFILES}) - - - -#### FIND AND ADD DEPENDENCIES #### - -h2("Adding Dependencies") -set(EXTERNAL_DIR external) - - -# MinGfx (linked with an imported cmake target so no need to specify include dirs) -# This will try to find MinGfxConfig.cmake, which should have been installed under -# CMAKE_INSTALL_PREFIX/lib/cmake/MinGfx when you installed the MinGfx Toolkit. -find_package(MinGfx REQUIRED) -target_link_libraries(${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 -) +# 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 ${CMAKE_CURRENT_SOURCE_DIR}/../build/install ../..)
+
+
+
+
+
+#### BASIC PROJECT SETUP ####
+
+project(a2-carsoccer)
+
+# Using 3.9 to get a modern version of FindOpenGL.cmake
+cmake_minimum_required (VERSION 3.9)
+
+# Dependencies that are auto-downloaded, built, and installed for you will go in the
+# directory pointed to by the CMAKE_INSTALL_PREFIX. It defaults to a location inside
+# the build directory.
+if (CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT OR "${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}")
+
+# Configure a header file to pass some of the CMake settings to the source code
+configure_file(
+ ${CMAKE_CURRENT_SOURCE_DIR}/config.h.in
+ ${CMAKE_CURRENT_SOURCE_DIR}/config.h
+)
+
+#### SOURCE FOR THIS PROJECT ####
+h2("Configuring source files")
+
+set(SOURCEFILES
+ ball.cc
+ car.cc
+ car_soccer.cc
+ main.cc
+)
+
+set(HEADERFILES
+ ball.h
+ car_soccer.h
+ car.h
+ config.h
+)
+
+set(EXTRAFILES
+ config.h.in
+ README.md
+)
+
+set_source_files_properties(${EXTRAFILES} PROPERTIES HEADER_FILE_ONLY TRUE)
+
+
+
+#### 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 "${CMAKE_CXX_FLAGS} -std=c++14")
+endif()
+
+
+# Windows specific
+if (WIN32)
+ add_definitions(-DWIN32)
+endif()
+
+
+
+
+#### DEFINE TARGET(S) ####
+
+h2("Defining Target(s)")
+
+add_executable(${PROJECT_NAME} ${SOURCEFILES} ${HEADERFILES} ${EXTRAFILES})
+
+
+
+#### FIND AND ADD DEPENDENCIES ####
+
+h2("Adding Dependencies")
+set(EXTERNAL_DIR external)
+
+
+# MinGfx (linked with an imported cmake target so no need to specify include dirs)
+# This will try to find MinGfxConfig.cmake, which should have been installed under
+# CMAKE_INSTALL_PREFIX/lib/cmake/MinGfx when you installed the MinGfx Toolkit.
+find_package(MinGfx REQUIRED)
+target_link_libraries(${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
+)
diff --git a/dev/a2-carsoccer/README.md b/dev/a2-carsoccer/README.md index 9c30158..7c8f9ca 100644 --- a/dev/a2-carsoccer/README.md +++ b/dev/a2-carsoccer/README.md @@ -1 +1 @@ -# My solution to Assignment 2 +# My solution to Assignment 2
diff --git a/dev/a2-carsoccer/ball.cc b/dev/a2-carsoccer/ball.cc index 8289905..10c70df 100644 --- a/dev/a2-carsoccer/ball.cc +++ b/dev/a2-carsoccer/ball.cc @@ -1,58 +1,58 @@ -#include "ball.h" - -/// The constructor sets the radius and calls Reset() to start the ball at -/// the center of the field -Ball::Ball() : radius_(2.6f) { - Reset(); -} - -Ball::~Ball() { - -} - - -float Ball::radius() { - return radius_; -} - -Point3 Ball::position() { - return position_; -} - -void Ball::set_position(const Point3 &p) { - position_ = p; -} - -Vector3 Ball::velocity() { - return velocity_; -} - -void Ball::set_velocity(const Vector3 &v) { - velocity_ = v; -} - -void Ball::Reset() { - position_ = Point3(0, radius_, 0); - - float a = GfxMath::PI * rand()/RAND_MAX; - velocity_ = Vector3(25*cos(a), 10, 25*sin(a)); -} - -void Ball::Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix) { - Color ballcol(1,1,1); - Matrix4 Mball = - Matrix4::Translation(position_- Point3(0,0,0)) * - Matrix4::Scale(Vector3(radius_, radius_, radius_)); - quickShapes.DrawSphere(modelMatrix * Mball, viewMatrix, projMatrix, ballcol); - - // Draw the ball's shadow -- this is a bit of a hack, scaling Y by zero - // flattens the sphere into a pancake, which we then draw just a bit - // above the ground plane. - Color shadowcol(0.2f, 0.4f, 0.15f); - Matrix4 Mshadow = - Matrix4::Translation(Vector3(position_[0], -0.1f, position_[2])) * - Matrix4::Scale(Vector3(radius_, 0, radius_)) * - Matrix4::RotationX(90); - quickShapes.DrawSphere(modelMatrix * Mshadow, viewMatrix, projMatrix, shadowcol); -} - +#include "ball.h"
+
+/// The constructor sets the radius and calls Reset() to start the ball at
+/// the center of the field
+Ball::Ball() : radius_(2.6f) {
+ Reset();
+}
+
+Ball::~Ball() {
+
+}
+
+
+float Ball::radius() {
+ return radius_;
+}
+
+Point3 Ball::position() {
+ return position_;
+}
+
+void Ball::set_position(const Point3 &p) {
+ position_ = p;
+}
+
+Vector3 Ball::velocity() {
+ return velocity_;
+}
+
+void Ball::set_velocity(const Vector3 &v) {
+ velocity_ = v;
+}
+
+void Ball::Reset() {
+ position_ = Point3(0, radius_, 0);
+
+ float a = GfxMath::PI * rand()/RAND_MAX;
+ velocity_ = Vector3(25*cos(a), 10, 25*sin(a));
+}
+
+void Ball::Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix) {
+ Color ballcol(1,1,1);
+ Matrix4 Mball =
+ Matrix4::Translation(position_- Point3(0,0,0)) *
+ Matrix4::Scale(Vector3(radius_, radius_, radius_));
+ quickShapes.DrawSphere(modelMatrix * Mball, viewMatrix, projMatrix, ballcol);
+
+ // Draw the ball's shadow -- this is a bit of a hack, scaling Y by zero
+ // flattens the sphere into a pancake, which we then draw just a bit
+ // above the ground plane.
+ Color shadowcol(0.2f, 0.4f, 0.15f);
+ Matrix4 Mshadow =
+ Matrix4::Translation(Vector3(position_[0], -0.1f, position_[2])) *
+ Matrix4::Scale(Vector3(radius_, 0, radius_)) *
+ Matrix4::RotationX(90);
+ quickShapes.DrawSphere(modelMatrix * Mshadow, viewMatrix, projMatrix, shadowcol);
+}
+
diff --git a/dev/a2-carsoccer/ball.h b/dev/a2-carsoccer/ball.h index 0fa107e..a43eb31 100644 --- a/dev/a2-carsoccer/ball.h +++ b/dev/a2-carsoccer/ball.h @@ -1,39 +1,39 @@ -/** CSci-4611 Assignment 2: Car Soccer - */ - -#ifndef BALL_H_ -#define BALL_H_ - -#include <mingfx.h> -using namespace mingfx; - -/// Small class representing the ball. Feel free to add additional member variables and functions if you wish. -class Ball { -public: - - Ball(); - virtual ~Ball(); - - // The same radius is used to draw the ball and to calculate physics for the ball - float radius(); - - // Current 3D position - Point3 position(); - void set_position(const Point3 &p); - - // Current 3D velocity - Vector3 velocity(); - void set_velocity(const Vector3 &v); - - // Resets the ball's position and velocity to initial values. - void Reset(); - - void Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix); - -private: - Point3 position_; - Vector3 velocity_; - float radius_; -}; - -#endif +/** CSci-4611 Assignment 2: Car Soccer
+ */
+
+#ifndef BALL_H_
+#define BALL_H_
+
+#include <mingfx.h>
+using namespace mingfx;
+
+/// Small class representing the ball. Feel free to add additional member variables and functions if you wish.
+class Ball {
+public:
+
+ Ball();
+ virtual ~Ball();
+
+ // The same radius is used to draw the ball and to calculate physics for the ball
+ float radius();
+
+ // Current 3D position
+ Point3 position();
+ void set_position(const Point3 &p);
+
+ // Current 3D velocity
+ Vector3 velocity();
+ void set_velocity(const Vector3 &v);
+
+ // Resets the ball's position and velocity to initial values.
+ void Reset();
+
+ void Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix);
+
+private:
+ Point3 position_;
+ Vector3 velocity_;
+ float radius_;
+};
+
+#endif
diff --git a/dev/a2-carsoccer/car.cc b/dev/a2-carsoccer/car.cc index 3b9bb5c..4b27cfe 100644 --- a/dev/a2-carsoccer/car.cc +++ b/dev/a2-carsoccer/car.cc @@ -1,66 +1,66 @@ -#include "car.h" - -/// The constructor sets the static properties of the car, like its size, -/// and then calls Reset() to reset the position, velocity, and any other -/// dynamic variables that change during game play. -Car::Car() : size_(3,2,4), collision_radius_(2.5) { - Reset(); -} - -Car::~Car() { -} - - -float Car::collision_radius() { - return collision_radius_; - -} - -Vector3 Car::size() { - return size_; -} - -Point3 Car::position() { - return position_; -} - -void Car::set_position(const Point3 &p) { - position_ = p; -} - -Vector3 Car::forward() { - return forward_; -} - -void Car::set_forward(const Vector3 &v) { - forward_ = v; -} - -float Car::speed() { - return speed_; -} - -void Car::set_speed(float s) { - speed_ = s; -} - -Vector3 Car::velocity() { - return speed_ * forward_; -} - - -void Car::Reset() { - position_ = Point3(0, size_[1]/2, 45); - forward_ = Vector3(0, 0, -1); - speed_ = 0.0f; -} - -void Car::Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix) { - Color carcol(0.8f, 0.2f, 0.2f); - Matrix4 Mcar = - Matrix4::Translation(position_ - Point3(0,0,0)) * - Matrix4::LookAt(Point3(0,0,0), Point3(0,0,0) + forward_, Vector3(0,1,0)).Inverse() * - Matrix4::Scale(size_) * - Matrix4::Scale(Vector3(0.5f, 0.5f, 0.5f)); - quickShapes.DrawCube(modelMatrix * Mcar, viewMatrix, projMatrix, carcol); -} +#include "car.h"
+
+/// The constructor sets the static properties of the car, like its size,
+/// and then calls Reset() to reset the position, velocity, and any other
+/// dynamic variables that change during game play.
+Car::Car() : size_(3,2,4), collision_radius_(2.5) {
+ Reset();
+}
+
+Car::~Car() {
+}
+
+
+float Car::collision_radius() {
+ return collision_radius_;
+
+}
+
+Vector3 Car::size() {
+ return size_;
+}
+
+Point3 Car::position() {
+ return position_;
+}
+
+void Car::set_position(const Point3 &p) {
+ position_ = p;
+}
+
+Vector3 Car::forward() {
+ return forward_;
+}
+
+void Car::set_forward(const Vector3 &v) {
+ forward_ = v;
+}
+
+float Car::speed() {
+ return speed_;
+}
+
+void Car::set_speed(float s) {
+ speed_ = s;
+}
+
+Vector3 Car::velocity() {
+ return speed_ * forward_;
+}
+
+
+void Car::Reset() {
+ position_ = Point3(0, size_[1]/2, 45);
+ forward_ = Vector3(0, 0, -1);
+ speed_ = 0.0f;
+}
+
+void Car::Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix) {
+ Color carcol(0.8f, 0.2f, 0.2f);
+ Matrix4 Mcar =
+ Matrix4::Translation(position_ - Point3(0,0,0)) *
+ Matrix4::LookAt(Point3(0,0,0), Point3(0,0,0) + forward_, Vector3(0,1,0)).Inverse() *
+ Matrix4::Scale(size_) *
+ Matrix4::Scale(Vector3(0.5f, 0.5f, 0.5f));
+ quickShapes.DrawCube(modelMatrix * Mcar, viewMatrix, projMatrix, carcol);
+}
diff --git a/dev/a2-carsoccer/car.h b/dev/a2-carsoccer/car.h index 6746a56..c5ae5df 100644 --- a/dev/a2-carsoccer/car.h +++ b/dev/a2-carsoccer/car.h @@ -1,52 +1,52 @@ -/** CSci-4611 Assignment 2: Car Soccer - */ - -#ifndef CAR_H_ -#define CAR_H_ - -#include <mingfx.h> -using namespace mingfx; - -/// Small class representing the car. Feel free to add additional member variables and functions if you wish. -class Car { -public: - Car(); - virtual ~Car(); - - // Size is the size of the box drawn to represent the car in the X, Y, and Z dimensions - Vector3 size(); - - // Radius of the bounding sphere used to calculate approximate physics - float collision_radius(); - - // 3D position of the car - Point3 position(); - void set_position(const Point3 &p); - - // The unit vector direction the car is pointing. Since the car drives around on the - // Y=0 plane, this vector will always have a y coordinate = 0 - Vector3 forward(); - void set_forward(const Vector3 &v); - - // The speed of the car can be positive (moving forward) or negative (moving in reverse) - float speed(); - void set_speed(float s); - - // Current 3D velocity, computed as speed_ * forward_ - Vector3 velocity(); - - // Resets the position, speed, and forward direction to the car's starting point - void Reset(); - - // Draws a simple box shape for the car at the proper position and rotated to face forward - void Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix); - -private: - Vector3 size_; - float collision_radius_; - Point3 position_; - Vector3 forward_; - float speed_; -}; - -#endif +/** CSci-4611 Assignment 2: Car Soccer
+ */
+
+#ifndef CAR_H_
+#define CAR_H_
+
+#include <mingfx.h>
+using namespace mingfx;
+
+/// Small class representing the car. Feel free to add additional member variables and functions if you wish.
+class Car {
+public:
+ Car();
+ virtual ~Car();
+
+ // Size is the size of the box drawn to represent the car in the X, Y, and Z dimensions
+ Vector3 size();
+
+ // Radius of the bounding sphere used to calculate approximate physics
+ float collision_radius();
+
+ // 3D position of the car
+ Point3 position();
+ void set_position(const Point3 &p);
+
+ // The unit vector direction the car is pointing. Since the car drives around on the
+ // Y=0 plane, this vector will always have a y coordinate = 0
+ Vector3 forward();
+ void set_forward(const Vector3 &v);
+
+ // The speed of the car can be positive (moving forward) or negative (moving in reverse)
+ float speed();
+ void set_speed(float s);
+
+ // Current 3D velocity, computed as speed_ * forward_
+ Vector3 velocity();
+
+ // Resets the position, speed, and forward direction to the car's starting point
+ void Reset();
+
+ // Draws a simple box shape for the car at the proper position and rotated to face forward
+ void Draw(QuickShapes quickShapes, Matrix4 modelMatrix, Matrix4 viewMatrix, Matrix4 projMatrix);
+
+private:
+ Vector3 size_;
+ float collision_radius_;
+ Point3 position_;
+ Vector3 forward_;
+ float speed_;
+};
+
+#endif
diff --git a/dev/a2-carsoccer/car_soccer.cc b/dev/a2-carsoccer/car_soccer.cc index c5619a8..9fac102 100644 --- a/dev/a2-carsoccer/car_soccer.cc +++ b/dev/a2-carsoccer/car_soccer.cc @@ -1,134 +1,134 @@ -/** CSci-4611 Assignment 2: Car Soccer - */ - -#include "car_soccer.h" -#include "config.h" - - -// Remember in C++, the .h file list all the functions and member variables that are part of the class! -// Look there first to understand what is part of the CarSoccer class, then look below to see how each -// function is implemented. - - -CarSoccer::CarSoccer() : GraphicsApp(1024,768, "Car Soccer") { - // If you are having trouble driving the car with the keybaord, you can set this to true to use - // the mouse instead. The mouse controls are based on the postion of the mouse cursor on the window. - // There is a "dead zone" in the middle of the window, and if you move the mouse up/down or left/right - // outside of that zone, it is like pushing the up/down and/or left/right keys on the keyboard - use_mouse_ = false; - - // Define a search path for finding data files (images and shaders) - searchPath_.push_back("."); - searchPath_.push_back("./data"); - searchPath_.push_back(DATA_DIR_INSTALL); - searchPath_.push_back(DATA_DIR_BUILD); -} - -CarSoccer::~CarSoccer() { -} - - -void CarSoccer::OnMouseMove(const Point2& pos, const Vector2& delta) -{ - mouse_pos_ = PixelsToNormalizedDeviceCoords(pos); -} - -void CarSoccer::OnSpecialKeyDown(int key, int scancode, int modifiers) { - if (key == GLFW_KEY_SPACE) { - // Here's where you could call some form of launch_ball(); - ball_.Reset(); - } -} - -/// This is a little utility function that is helpful. It treats the arrow keys like a joystick or D-pad on a game controller -/// and returns the direction you are pressing as a 2D vector, taking into account the fact that you might be holding -/// down more than one key at a time. -Vector2 CarSoccer::joystick_direction() { - Vector2 dir; - - if (use_mouse_) { - // threshold defines the size of the "dead zone" in the middle of the screen - // if the mouse's x,y position falls outside of this, then it is like pushing - // the corresponding key on the keyboard - const float threshold = 0.2f; - dir[0] = 0; - if (mouse_pos_[0] < -threshold) { - dir[0] = -1; - } - else if (mouse_pos_[0] > threshold) { - dir[0] = 1; - } - dir[1] = 0; - if (mouse_pos_[1] < -threshold) { - dir[1] = -1; - } - else if (mouse_pos_[1] > threshold) { - dir[1] = 1; - } - } - else { - // the default user interface is to use the arrow keys on the keyboard. - // like a D-pad on a game controller, you can hold more than one key down at a time if you want. - if (IsKeyDown(GLFW_KEY_LEFT)) - dir[0]--; - if (IsKeyDown(GLFW_KEY_RIGHT)) - dir[0]++; - if (IsKeyDown(GLFW_KEY_UP)) - dir[1]++; - if (IsKeyDown(GLFW_KEY_DOWN)) - dir[1]--; - } - - return dir; -} - -// dt is for "Delta Time", the elapsed time in seconds since the last frame -void CarSoccer::UpdateSimulation(double dt) { - Vector2 dpad_dir = joystick_direction(); - std::cout << "D-Pad Direction: " << dpad_dir << std::endl; - - // Here's where you shound do your "simulation", updating the positions of the - // car and ball based on the elapsed time and checking for collisions. Filling - // in this routine is the main part of the assignment. - - // Example: This is not the "correct way" to drive the car, but this code - // will at least move the car around for testing - float metersPerSec = 10.0f; - car_.set_position(car_.position() + metersPerSec * Vector3(dpad_dir[0], 0, -dpad_dir[1]) * dt); - -} - - -void CarSoccer::InitOpenGL() { - // Set up the camera in a good position to see the entire field - projMatrix_ = Matrix4::Perspective(60, aspect_ratio(), 1, 1000); - modelMatrix_ = Matrix4::LookAt(Point3(0,60,70), Point3(0,0,10), Vector3(0,1,0)); - - // Set a background color for the screen (don't worry if you get a depricated warning on this line in OSX) - glClearColor(0.8f, 0.8f, 0.8f, 1.0f); - - // Load some image files we'll use - fieldTex_.InitFromFile(Platform::FindFile("pitch.png", searchPath_)); - crowdTex_.InitFromFile(Platform::FindFile("crowd.png", searchPath_)); -} - - -void CarSoccer::DrawUsingOpenGL() { - // Draw the crowd as a fullscreen background image - quickShapes_.DrawFullscreenTexture(Color(1,1,1), crowdTex_); - - // Draw the car and the ball - car_.Draw(quickShapes_, modelMatrix_, viewMatrix_, projMatrix_); - ball_.Draw(quickShapes_, modelMatrix_, viewMatrix_, projMatrix_); - - // Draw the field with the field texture on it. - Color col(16.0f/255.0f, 46.0f/255.0f, 9.0f/255.0f); - Matrix4 M = Matrix4::Translation(Vector3(0.0f, -0.201f, 0.0f)) * Matrix4::Scale(Vector3(50.0f, 1.0f, 60.0f)); - quickShapes_.DrawSquare(modelMatrix_ * M, viewMatrix_, projMatrix_, col); - M = Matrix4::Translation(Vector3(0.0f, -0.2f, 0.0f)) * Matrix4::Scale(Vector3(40.0f, 1.0f, 50.0f)); - quickShapes_.DrawSquare(modelMatrix_ * M, viewMatrix_, projMatrix_, Color(1,1,1), fieldTex_); - - // You should add drawing the goals and the boundary of the playing area - // using quickShapes_.DrawLines() - -} +/** CSci-4611 Assignment 2: Car Soccer
+ */
+
+#include "car_soccer.h"
+#include "config.h"
+
+
+// Remember in C++, the .h file list all the functions and member variables that are part of the class!
+// Look there first to understand what is part of the CarSoccer class, then look below to see how each
+// function is implemented.
+
+
+CarSoccer::CarSoccer() : GraphicsApp(1024,768, "Car Soccer") {
+ // If you are having trouble driving the car with the keybaord, you can set this to true to use
+ // the mouse instead. The mouse controls are based on the postion of the mouse cursor on the window.
+ // There is a "dead zone" in the middle of the window, and if you move the mouse up/down or left/right
+ // outside of that zone, it is like pushing the up/down and/or left/right keys on the keyboard
+ use_mouse_ = false;
+
+ // Define a search path for finding data files (images and shaders)
+ searchPath_.push_back(".");
+ searchPath_.push_back("./data");
+ searchPath_.push_back(DATA_DIR_INSTALL);
+ searchPath_.push_back(DATA_DIR_BUILD);
+}
+
+CarSoccer::~CarSoccer() {
+}
+
+
+void CarSoccer::OnMouseMove(const Point2& pos, const Vector2& delta)
+{
+ mouse_pos_ = PixelsToNormalizedDeviceCoords(pos);
+}
+
+void CarSoccer::OnSpecialKeyDown(int key, int scancode, int modifiers) {
+ if (key == GLFW_KEY_SPACE) {
+ // Here's where you could call some form of launch_ball();
+ ball_.Reset();
+ }
+}
+
+/// This is a little utility function that is helpful. It treats the arrow keys like a joystick or D-pad on a game controller
+/// and returns the direction you are pressing as a 2D vector, taking into account the fact that you might be holding
+/// down more than one key at a time.
+Vector2 CarSoccer::joystick_direction() {
+ Vector2 dir;
+
+ if (use_mouse_) {
+ // threshold defines the size of the "dead zone" in the middle of the screen
+ // if the mouse's x,y position falls outside of this, then it is like pushing
+ // the corresponding key on the keyboard
+ const float threshold = 0.2f;
+ dir[0] = 0;
+ if (mouse_pos_[0] < -threshold) {
+ dir[0] = -1;
+ }
+ else if (mouse_pos_[0] > threshold) {
+ dir[0] = 1;
+ }
+ dir[1] = 0;
+ if (mouse_pos_[1] < -threshold) {
+ dir[1] = -1;
+ }
+ else if (mouse_pos_[1] > threshold) {
+ dir[1] = 1;
+ }
+ }
+ else {
+ // the default user interface is to use the arrow keys on the keyboard.
+ // like a D-pad on a game controller, you can hold more than one key down at a time if you want.
+ if (IsKeyDown(GLFW_KEY_LEFT))
+ dir[0]--;
+ if (IsKeyDown(GLFW_KEY_RIGHT))
+ dir[0]++;
+ if (IsKeyDown(GLFW_KEY_UP))
+ dir[1]++;
+ if (IsKeyDown(GLFW_KEY_DOWN))
+ dir[1]--;
+ }
+
+ return dir;
+}
+
+// dt is for "Delta Time", the elapsed time in seconds since the last frame
+void CarSoccer::UpdateSimulation(double dt) {
+ Vector2 dpad_dir = joystick_direction();
+ std::cout << "D-Pad Direction: " << dpad_dir << std::endl;
+
+ // Here's where you shound do your "simulation", updating the positions of the
+ // car and ball based on the elapsed time and checking for collisions. Filling
+ // in this routine is the main part of the assignment.
+
+ // Example: This is not the "correct way" to drive the car, but this code
+ // will at least move the car around for testing
+ float metersPerSec = 10.0f;
+ car_.set_position(car_.position() + metersPerSec * Vector3(dpad_dir[0], 0, -dpad_dir[1]) * dt);
+
+}
+
+
+void CarSoccer::InitOpenGL() {
+ // Set up the camera in a good position to see the entire field
+ projMatrix_ = Matrix4::Perspective(60, aspect_ratio(), 1, 1000);
+ modelMatrix_ = Matrix4::LookAt(Point3(0,60,70), Point3(0,0,10), Vector3(0,1,0));
+
+ // Set a background color for the screen (don't worry if you get a depricated warning on this line in OSX)
+ glClearColor(0.8f, 0.8f, 0.8f, 1.0f);
+
+ // Load some image files we'll use
+ fieldTex_.InitFromFile(Platform::FindFile("pitch.png", searchPath_));
+ crowdTex_.InitFromFile(Platform::FindFile("crowd.png", searchPath_));
+}
+
+
+void CarSoccer::DrawUsingOpenGL() {
+ // Draw the crowd as a fullscreen background image
+ quickShapes_.DrawFullscreenTexture(Color(1,1,1), crowdTex_);
+
+ // Draw the car and the ball
+ car_.Draw(quickShapes_, modelMatrix_, viewMatrix_, projMatrix_);
+ ball_.Draw(quickShapes_, modelMatrix_, viewMatrix_, projMatrix_);
+
+ // Draw the field with the field texture on it.
+ Color col(16.0f/255.0f, 46.0f/255.0f, 9.0f/255.0f);
+ Matrix4 M = Matrix4::Translation(Vector3(0.0f, -0.201f, 0.0f)) * Matrix4::Scale(Vector3(50.0f, 1.0f, 60.0f));
+ quickShapes_.DrawSquare(modelMatrix_ * M, viewMatrix_, projMatrix_, col);
+ M = Matrix4::Translation(Vector3(0.0f, -0.2f, 0.0f)) * Matrix4::Scale(Vector3(40.0f, 1.0f, 50.0f));
+ quickShapes_.DrawSquare(modelMatrix_ * M, viewMatrix_, projMatrix_, Color(1,1,1), fieldTex_);
+
+ // You should add drawing the goals and the boundary of the playing area
+ // using quickShapes_.DrawLines()
+
+}
diff --git a/dev/a2-carsoccer/car_soccer.h b/dev/a2-carsoccer/car_soccer.h index 9982238..471c8d2 100644 --- a/dev/a2-carsoccer/car_soccer.h +++ b/dev/a2-carsoccer/car_soccer.h @@ -1,84 +1,84 @@ -/** CSci-4611 Assignment 2: Car Soccer - */ - -#ifndef CAR_SOCCER_H_ -#define CAR_SOCCER_H_ - -#include <mingfx.h> -using namespace mingfx; - -#include "ball.h" -#include "car.h" - - -// The main class for the Car Soccer application -class CarSoccer : public GraphicsApp { -public: - CarSoccer(); - virtual ~CarSoccer(); - - /// Called whenever the mouse moves - void OnMouseMove(const Point2& pos, const Vector2& delta); - - /// This is called when special keys like SPACEBAR are pressed - void OnSpecialKeyDown(int key, int scancode, int modifiers); - - /// This is called once each frame. dt is "delta time", the time elapsed - /// since the last call. - void UpdateSimulation(double dt); - - /// This is called when it is time to initialize graphics objects, like - /// texture files. - void InitOpenGL(); - - /// This is called once each frame, and you should draw the scene inside - /// this function. - void DrawUsingOpenGL(); - - /// This is a little utility function that is helpful. It treats the - /// arrow keys like a joystick and returns the direction you are pressing - /// as a 2D vector, taking into account the fact that you might be holding - /// down more than one key at a time. - Vector2 joystick_direction(); - - // Feel free to add more functions here as needed. - - -private: - - // Simulation objects/parameters: - - // We suggest you start with the Car and Ball objects provided, adding new - // member variables to those classes if you need to. You'll probably want - // to store some other data for the simulation here too, like some value - // for gravity. - Car car_; - Ball ball_; - - - // Support for drawing some simple shapes: - QuickShapes quickShapes_; - - // Images to use as textures: - Texture2D fieldTex_; - Texture2D crowdTex_; - - // Control the computer graphics camera (we'll learn about this in a few weeks): - Matrix4 modelMatrix_; - Matrix4 viewMatrix_; - Matrix4 projMatrix_; - - // A list of paths to search for data files (images): - std::vector<std::string> searchPath_; - - // Set this to true if you want to use the mouse to control the car rather than the keyboard - bool use_mouse_; - - // Mouse position in Normalized Device Coordinates, - // meaning -1 to +1 in both X and Y. (0,0) is the - // center of the screen - Point2 mouse_pos_; -}; - - -#endif +/** CSci-4611 Assignment 2: Car Soccer
+ */
+
+#ifndef CAR_SOCCER_H_
+#define CAR_SOCCER_H_
+
+#include <mingfx.h>
+using namespace mingfx;
+
+#include "ball.h"
+#include "car.h"
+
+
+// The main class for the Car Soccer application
+class CarSoccer : public GraphicsApp {
+public:
+ CarSoccer();
+ virtual ~CarSoccer();
+
+ /// Called whenever the mouse moves
+ void OnMouseMove(const Point2& pos, const Vector2& delta);
+
+ /// This is called when special keys like SPACEBAR are pressed
+ void OnSpecialKeyDown(int key, int scancode, int modifiers);
+
+ /// This is called once each frame. dt is "delta time", the time elapsed
+ /// since the last call.
+ void UpdateSimulation(double dt);
+
+ /// This is called when it is time to initialize graphics objects, like
+ /// texture files.
+ void InitOpenGL();
+
+ /// This is called once each frame, and you should draw the scene inside
+ /// this function.
+ void DrawUsingOpenGL();
+
+ /// This is a little utility function that is helpful. It treats the
+ /// arrow keys like a joystick and returns the direction you are pressing
+ /// as a 2D vector, taking into account the fact that you might be holding
+ /// down more than one key at a time.
+ Vector2 joystick_direction();
+
+ // Feel free to add more functions here as needed.
+
+
+private:
+
+ // Simulation objects/parameters:
+
+ // We suggest you start with the Car and Ball objects provided, adding new
+ // member variables to those classes if you need to. You'll probably want
+ // to store some other data for the simulation here too, like some value
+ // for gravity.
+ Car car_;
+ Ball ball_;
+
+
+ // Support for drawing some simple shapes:
+ QuickShapes quickShapes_;
+
+ // Images to use as textures:
+ Texture2D fieldTex_;
+ Texture2D crowdTex_;
+
+ // Control the computer graphics camera (we'll learn about this in a few weeks):
+ Matrix4 modelMatrix_;
+ Matrix4 viewMatrix_;
+ Matrix4 projMatrix_;
+
+ // A list of paths to search for data files (images):
+ std::vector<std::string> searchPath_;
+
+ // Set this to true if you want to use the mouse to control the car rather than the keyboard
+ bool use_mouse_;
+
+ // Mouse position in Normalized Device Coordinates,
+ // meaning -1 to +1 in both X and Y. (0,0) is the
+ // center of the screen
+ Point2 mouse_pos_;
+};
+
+
+#endif
diff --git a/dev/a2-carsoccer/cmake/DownloadHelper.txt.in b/dev/a2-carsoccer/cmake/DownloadHelper.txt.in index fb29bff..69f3039 100644 --- a/dev/a2-carsoccer/cmake/DownloadHelper.txt.in +++ b/dev/a2-carsoccer/cmake/DownloadHelper.txt.in @@ -1,26 +1,26 @@ -# 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 -) - - +# 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/a2-carsoccer/cmake/ExternalProjectDownloadBuildInstall.cmake b/dev/a2-carsoccer/cmake/ExternalProjectDownloadBuildInstall.cmake index ce12d1d..4585dd3 100644 --- a/dev/a2-carsoccer/cmake/ExternalProjectDownloadBuildInstall.cmake +++ b/dev/a2-carsoccer/cmake/ExternalProjectDownloadBuildInstall.cmake @@ -1,98 +1,98 @@ -# 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() - +# 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/a2-carsoccer/cmake/MessageMacros.cmake b/dev/a2-carsoccer/cmake/MessageMacros.cmake index 4628e5c..b2d08ee 100644 --- a/dev/a2-carsoccer/cmake/MessageMacros.cmake +++ b/dev/a2-carsoccer/cmake/MessageMacros.cmake @@ -1,17 +1,17 @@ -# 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() - +# 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 "- ${TITLE}")
+endmacro()
+
diff --git a/dev/a2-carsoccer/cmake/UseOpenGL.cmake b/dev/a2-carsoccer/cmake/UseOpenGL.cmake index 2ec5ffb..ac5f55c 100644 --- a/dev/a2-carsoccer/cmake/UseOpenGL.cmake +++ b/dev/a2-carsoccer/cmake/UseOpenGL.cmake @@ -1,52 +1,52 @@ -# This file is part of the MinGfx cmake build system. -# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info. - -# Either finds a pre-installed version or complains. - -# Usage: In your CMakeLists.txt, somewhere after you define the target that depends -# on the OpenGL library (typical with something like add_executable(${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} ${INTERFACE_PUBLIC_OR_PRIVATE} -DUSE_OPENGL) - -endmacro() +# This file is part of the MinGfx cmake build system.
+# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info.
+
+# Either finds a pre-installed version or complains.
+
+# Usage: In your CMakeLists.txt, somewhere after you define the target that depends
+# on the OpenGL library (typical with something like add_executable(${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/a2-carsoccer/config.h.in b/dev/a2-carsoccer/config.h.in index bf66666..97962a5 100644 --- a/dev/a2-carsoccer/config.h.in +++ b/dev/a2-carsoccer/config.h.in @@ -1,13 +1,13 @@ -/** CSci-4611 Assignment 2: Car Soccer -*/ - - -// 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@" - +/** CSci-4611 Assignment 2: Car Soccer
+*/
+
+
+// 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@"
+
diff --git a/dev/a2-carsoccer/main.cc b/dev/a2-carsoccer/main.cc index cc6c086..b39f6f8 100644 --- a/dev/a2-carsoccer/main.cc +++ b/dev/a2-carsoccer/main.cc @@ -1,11 +1,11 @@ -/** CSci-4611 Assignment 2: Car Soccer - */ - - -#include "car_soccer.h" - -int main(int argc, const char *argv[]) { - CarSoccer app; - app.Run(); - return 0; -} +/** CSci-4611 Assignment 2: Car Soccer
+ */
+
+
+#include "car_soccer.h"
+
+int main(int argc, const char *argv[]) {
+ CarSoccer app;
+ app.Run();
+ return 0;
+}
diff --git a/dev/texture-demo/.gitignore b/dev/texture-demo/.gitignore index dd1a9a8..2fcd5ce 100644 --- a/dev/texture-demo/.gitignore +++ b/dev/texture-demo/.gitignore @@ -1,2 +1,2 @@ -config.h -build +config.h
+build
diff --git a/dev/texture-demo/CMakeLists.txt b/dev/texture-demo/CMakeLists.txt index 0c7fce9..8117500 100644 --- a/dev/texture-demo/CMakeLists.txt +++ b/dev/texture-demo/CMakeLists.txt @@ -1,193 +1,193 @@ -# 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 ${CMAKE_CURRENT_SOURCE_DIR}/../build/install ../..) - - -#### BASIC PROJECT SETUP #### - -project(example) - -# Using 3.9 to get a modern version of FindOpenGL.cmake -cmake_minimum_required (VERSION 3.9) - -# Dependencies that are auto-downloaded, built, and installed for you will go in the -# directory pointed to by the CMAKE_INSTALL_PREFIX. It defaults to a location inside -# the build directory. -if (CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT OR "${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 - ${CMAKE_CURRENT_SOURCE_DIR}/config.h -) - - -#### SOURCE FOR THIS PROJECT #### -h2("Configuring source files") - -set(SOURCEFILES - example.cc - main.cc -) - -set(HEADERFILES - config.h - example.h -) - -set(EXTRAFILES - README.md -) - -set(SHADERFILES -) - -set_source_files_properties(${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 -) +# 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 ${CMAKE_CURRENT_SOURCE_DIR}/../build/install ../..)
+
+
+#### BASIC PROJECT SETUP ####
+
+project(example)
+
+# Using 3.9 to get a modern version of FindOpenGL.cmake
+cmake_minimum_required (VERSION 3.9)
+
+# Dependencies that are auto-downloaded, built, and installed for you will go in the
+# directory pointed to by the CMAKE_INSTALL_PREFIX. It defaults to a location inside
+# the build directory.
+if (CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT OR "${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
+ ${CMAKE_CURRENT_SOURCE_DIR}/config.h
+)
+
+
+#### SOURCE FOR THIS PROJECT ####
+h2("Configuring source files")
+
+set(SOURCEFILES
+ example.cc
+ main.cc
+)
+
+set(HEADERFILES
+ config.h
+ example.h
+)
+
+set(EXTRAFILES
+ README.md
+)
+
+set(SHADERFILES
+)
+
+set_source_files_properties(${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/texture-demo/README.md b/dev/texture-demo/README.md index ee42984..6b0e8df 100644 --- a/dev/texture-demo/README.md +++ b/dev/texture-demo/README.md @@ -1 +1 @@ -# Angry Vectors CSci-4611 In-Class Example of Visual Debugging +# Angry Vectors CSci-4611 In-Class Example of Visual Debugging
diff --git a/dev/texture-demo/cmake/DownloadHelper.txt.in b/dev/texture-demo/cmake/DownloadHelper.txt.in index fb29bff..69f3039 100644 --- a/dev/texture-demo/cmake/DownloadHelper.txt.in +++ b/dev/texture-demo/cmake/DownloadHelper.txt.in @@ -1,26 +1,26 @@ -# 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 -) - - +# 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/texture-demo/cmake/ExternalProjectDownloadBuildInstall.cmake b/dev/texture-demo/cmake/ExternalProjectDownloadBuildInstall.cmake index ce12d1d..4585dd3 100644 --- a/dev/texture-demo/cmake/ExternalProjectDownloadBuildInstall.cmake +++ b/dev/texture-demo/cmake/ExternalProjectDownloadBuildInstall.cmake @@ -1,98 +1,98 @@ -# 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() - +# 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/texture-demo/cmake/MessageMacros.cmake b/dev/texture-demo/cmake/MessageMacros.cmake index 4628e5c..b2d08ee 100644 --- a/dev/texture-demo/cmake/MessageMacros.cmake +++ b/dev/texture-demo/cmake/MessageMacros.cmake @@ -1,17 +1,17 @@ -# 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() - +# 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 "- ${TITLE}")
+endmacro()
+
diff --git a/dev/texture-demo/cmake/UseOpenGL.cmake b/dev/texture-demo/cmake/UseOpenGL.cmake index 2ec5ffb..ac5f55c 100644 --- a/dev/texture-demo/cmake/UseOpenGL.cmake +++ b/dev/texture-demo/cmake/UseOpenGL.cmake @@ -1,52 +1,52 @@ -# This file is part of the MinGfx cmake build system. -# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info. - -# Either finds a pre-installed version or complains. - -# Usage: In your CMakeLists.txt, somewhere after you define the target that depends -# on the OpenGL library (typical with something like add_executable(${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} ${INTERFACE_PUBLIC_OR_PRIVATE} -DUSE_OPENGL) - -endmacro() +# This file is part of the MinGfx cmake build system.
+# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info.
+
+# Either finds a pre-installed version or complains.
+
+# Usage: In your CMakeLists.txt, somewhere after you define the target that depends
+# on the OpenGL library (typical with something like add_executable(${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/texture-demo/config.h.in b/dev/texture-demo/config.h.in index 16d824b..0cc7a53 100644 --- a/dev/texture-demo/config.h.in +++ b/dev/texture-demo/config.h.in @@ -1,13 +1,13 @@ -/** CSci-4611 In-Class Example -*/ - - -// 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@" - +/** CSci-4611 In-Class Example
+*/
+
+
+// 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@"
+
diff --git a/dev/texture-demo/example.cc b/dev/texture-demo/example.cc index b114da5..0427312 100644 --- a/dev/texture-demo/example.cc +++ b/dev/texture-demo/example.cc @@ -1,113 +1,113 @@ -/** 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); -} - - - - +/** 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);
+}
+
+
+
+
diff --git a/dev/texture-demo/example.h b/dev/texture-demo/example.h index afecff6..949edde 100644 --- a/dev/texture-demo/example.h +++ b/dev/texture-demo/example.h @@ -1,65 +1,65 @@ -/** CSci-4611 In-Class Example */ - -#ifndef SNOWMAN_H_ -#define SNOWMAN_H_ - -#include <mingfx.h> -using namespace mingfx; - -#include <string> -#include <vector> - -class Example : public GraphicsApp { -public: - - // Creates the App - Example(); - - // Cleans up when the App shuts down - virtual ~Example(); - - // Note a Run() function is inherited from GraphicsApp, that's what - // actually starts up the App. - - // This is a callback, a function that gets called when the user presses - // the Pause button in the GUI. - void OnPauseBtnPressed(); - - // This gets called once each frame. Note that dt (a.k.a., "delta time") is - // the amount of time (in seconds) that has passed since the last frame. - void UpdateSimulation(double dt); - - // This is where we initialize any OpenGL data, like textures or meshes that - // need to be loaded from files and setup in OpenGL. It gets called once - // when the program starts up. - void InitOpenGL(); - - // This gets called once each frame, and this is where you draw the latest - // version of your 3D graphics scene. - void DrawUsingOpenGL(); - - -private: - - // Texture loaded from a file - Texture2D texture_; - - // Triangle mesh data structure - Mesh mesh_; - - // A shader is required to draw meshes, MinGfx provides a default shader - // that does some simple lighting. - DefaultShader shader_; - - // Sets up the computer graphics camera - Matrix4 view_matrix_; - Matrix4 proj_matrix_; - - // A helper class for drawing some simple shapes (cubes, spheres, 3D arrows) - QuickShapes quick_shapes_; - - // Paths to search for data files, like images - std::vector<std::string> search_path_; -}; - +/** CSci-4611 In-Class Example */
+
+#ifndef SNOWMAN_H_
+#define SNOWMAN_H_
+
+#include <mingfx.h>
+using namespace mingfx;
+
+#include <string>
+#include <vector>
+
+class Example : public GraphicsApp {
+public:
+
+ // Creates the App
+ Example();
+
+ // Cleans up when the App shuts down
+ virtual ~Example();
+
+ // Note a Run() function is inherited from GraphicsApp, that's what
+ // actually starts up the App.
+
+ // This is a callback, a function that gets called when the user presses
+ // the Pause button in the GUI.
+ void OnPauseBtnPressed();
+
+ // This gets called once each frame. Note that dt (a.k.a., "delta time") is
+ // the amount of time (in seconds) that has passed since the last frame.
+ void UpdateSimulation(double dt);
+
+ // This is where we initialize any OpenGL data, like textures or meshes that
+ // need to be loaded from files and setup in OpenGL. It gets called once
+ // when the program starts up.
+ void InitOpenGL();
+
+ // This gets called once each frame, and this is where you draw the latest
+ // version of your 3D graphics scene.
+ void DrawUsingOpenGL();
+
+
+private:
+
+ // Texture loaded from a file
+ Texture2D texture_;
+
+ // Triangle mesh data structure
+ Mesh mesh_;
+
+ // A shader is required to draw meshes, MinGfx provides a default shader
+ // that does some simple lighting.
+ DefaultShader shader_;
+
+ // Sets up the computer graphics camera
+ Matrix4 view_matrix_;
+ Matrix4 proj_matrix_;
+
+ // A helper class for drawing some simple shapes (cubes, spheres, 3D arrows)
+ QuickShapes quick_shapes_;
+
+ // Paths to search for data files, like images
+ std::vector<std::string> search_path_;
+};
+
#endif
\ No newline at end of file diff --git a/dev/texture-demo/main.cc b/dev/texture-demo/main.cc index 3bbc8b8..7550843 100644 --- a/dev/texture-demo/main.cc +++ b/dev/texture-demo/main.cc @@ -1,9 +1,9 @@ -/** CSci-4611 In-Class Example */ - -#include "example.h" - -int main(int argc, const char *argv[]) { - Example app; - app.Run(); - return 0; -} +/** CSci-4611 In-Class Example */
+
+#include "example.h"
+
+int main(int argc, const char *argv[]) {
+ Example app;
+ app.Run();
+ return 0;
+}
diff --git a/worksheets/a2_carsoccer.md b/worksheets/a2_carsoccer.md index 95170c4..da09ad0 100644 --- a/worksheets/a2_carsoccer.md +++ b/worksheets/a2_carsoccer.md @@ -1,156 +1,161 @@ -# Assignment 2 (Car Soccer) Worksheet - -## Definitions - -Use the following C++ style pseudocode definitions for Q1 and Q2: - -``` -/* Use this Point3 class to store x,y,z values that define a mathematical - * point (i.e., a position) in 3-space. - */ -class Point3 { - float x; - float y; - float z; -}; - -/* Use this Vector3 class to store x,y,z values that define a vector in - * 3-space. Remember, mathematically, a vector is quite different than - * a point. It has a direction and a magnitude but no position! - * For vectors it is often useful to be able to compute the length, - * also known as the magnitude, of the vector. - */ -class Vector3 { - float x; - float y; - float z; - - // returns the length (i.e., magnitude) of the vector - float Length() { - return sqrt(x*x + y*y + z*z); - } -}; - - -/* In C++ and other languages we can define operators so we can use - * the +, -, =, *, / operations on custom classes. Like many graphics - * libraries, this is what MinGfx does to make it easy to work with - * points and vectors in code. For example, recall from class that - * if we have a point A (Coffman Union) and we add a vector (direction - * and magnitude) to this, we arrive at a new point B (e.g., Murphy Hall). - * Conceptually, a point + a vector = a new point. Mathematically, it - * does not make sense to add two points, but it does make sense to - * subtract two points. The "difference" between the Murphy and Coffman - * points is a vector that tells us the direction and magnitude we would - * need to walk from Coffman to get to Murphy. Here's how we can write - * that in code using Point3, Vector3, and operators like + and -. - * - * Point3 murphy = Point3(5, 8, 0); - * Point3 coffman = Point3(4, 6, 0); - * Vector3 toMurphy = murphy - coffman; - * - * // or, if we were given coffman and toMurphy we could find - * // the point "murphy" by starting at point "coffman" and adding - * // the vector "toMurphy". - * Point3 murphy2 = coffman + toMurhpy; - * - * The code that defines these opertors looks something like this: -*/ - -// a point + a vector = a new point -Point3 operator+(Point3 p, Vector3 v) { - return Point3(p.x + v.x, p.y + v.y, p.z + v.z); -} - -// a point - a point = a vector -// the dir and magnitude needed to go from point point B to point A -Vector3 operator-(Point3 A, Point3 B) { - return Vector3(A.x - B.x, A.y - B.y, A.z - B.z); -} - -// a vector * a scalar = a new vector with scaled magnitude -Vector3 operator*(Vector3 v, float s) { - return Vector3(v.x * s, v.y * s, v.z * s); -} - - - -/* Given all these tools, we can define additional classes for geometries - * that are useful in graphics. For example, we can represent a sphere - * using a Point3 for the position of the center point of the sphere and - * a float for the sphere's radius. - */ -class Sphere { - Point3 position; - float radius; -}; -``` - -## Q1: Eulerian Integration - -In computer graphics and animation, there are many forms of integration that -are used. For simple physics models like we have in Car Soccer, Eulerian -Integration is good enough. Eulerian Integration uses velocity and position -information from the current frame, and the elapsed time to produce a position -for the next frame. Write pseudocode for determining the position of the sphere in the -next frame: - -*Hint: think back to the motion equations from introductory physics. Or, look -around in the assignment handout.* - -``` -Vector3 velocity = Vector3(1.0, 1.0, 1.0); -float dt = 20; // milliseconds - -Sphere s = Sphere { - position: Point3(0.0, 0.0, 0.0), - radius: 5.0, -}; - -s.position = /* --- Fill in the next frame position computation here --- */ -``` - - - -## Q2: Sphere Intersection - -In this assignment, you will need to test intersections between spheres and -other objects. Using the information contained within each sphere class, -write pseudocode to determine whether or not two spheres are intersecting -(which you can use for car/ball intersections): - -``` -bool sphereIntersection(Sphere s1, Sphere s2) { - /* --- Fill in your sphere intersection code here --- */ - - -} -``` - -To check that your intersections work, try working through the math by hand for the -following two cases. You can write out the math on a scrap piece of paper. You do -not need to include that detail in this worksheet. But, do change the lines below where -it says "Fill in expected output" to indicate whether True or False would be returned: - -``` -Sphere s1 = Sphere { - position: Point3(0.0, 1.0, 0.0), - radius: 1.0, -}; - -Sphere s2 = Sphere { - position: Point3(3.0, 0.0, 0.0), - radius: 1.0, -}; - -Sphere s3 = Sphere { - position: Point3(1.0, 1.0, 0.0), - radius: 2.0, -}; - -print(sphereIntersection(s1, s2)); -/* --- Fill in expected output (True or False) --- */ - -print(sphereIntersection(s1, s3)); -/* --- Fill in expected output (True or False) --- */ -``` +# Assignment 2 (Car Soccer) Worksheet
+
+## Definitions
+
+Use the following C++ style pseudocode definitions for Q1 and Q2:
+
+```cpp
+/* Use this Point3 class to store x,y,z values that define a mathematical
+ * point (i.e., a position) in 3-space.
+ */
+class Point3 {
+ float x;
+ float y;
+ float z;
+};
+
+/* Use this Vector3 class to store x,y,z values that define a vector in
+ * 3-space. Remember, mathematically, a vector is quite different than
+ * a point. It has a direction and a magnitude but no position!
+ * For vectors it is often useful to be able to compute the length,
+ * also known as the magnitude, of the vector.
+ */
+class Vector3 {
+ float x;
+ float y;
+ float z;
+
+ // returns the length (i.e., magnitude) of the vector
+ float Length() {
+ return sqrt(x*x + y*y + z*z);
+ }
+};
+
+
+/* In C++ and other languages we can define operators so we can use
+ * the +, -, =, *, / operations on custom classes. Like many graphics
+ * libraries, this is what MinGfx does to make it easy to work with
+ * points and vectors in code. For example, recall from class that
+ * if we have a point A (Coffman Union) and we add a vector (direction
+ * and magnitude) to this, we arrive at a new point B (e.g., Murphy Hall).
+ * Conceptually, a point + a vector = a new point. Mathematically, it
+ * does not make sense to add two points, but it does make sense to
+ * subtract two points. The "difference" between the Murphy and Coffman
+ * points is a vector that tells us the direction and magnitude we would
+ * need to walk from Coffman to get to Murphy. Here's how we can write
+ * that in code using Point3, Vector3, and operators like + and -.
+ *
+ * Point3 murphy = Point3(5, 8, 0);
+ * Point3 coffman = Point3(4, 6, 0);
+ * Vector3 toMurphy = murphy - coffman;
+ *
+ * // or, if we were given coffman and toMurphy we could find
+ * // the point "murphy" by starting at point "coffman" and adding
+ * // the vector "toMurphy".
+ * Point3 murphy2 = coffman + toMurhpy;
+ *
+ * The code that defines these opertors looks something like this:
+*/
+
+// a point + a vector = a new point
+Point3 operator+(Point3 p, Vector3 v) {
+ return Point3(p.x + v.x, p.y + v.y, p.z + v.z);
+}
+
+// a point - a point = a vector
+// the dir and magnitude needed to go from point point B to point A
+Vector3 operator-(Point3 A, Point3 B) {
+ return Vector3(A.x - B.x, A.y - B.y, A.z - B.z);
+}
+
+// a vector * a scalar = a new vector with scaled magnitude
+Vector3 operator*(Vector3 v, float s) {
+ return Vector3(v.x * s, v.y * s, v.z * s);
+}
+
+
+
+/* Given all these tools, we can define additional classes for geometries
+ * that are useful in graphics. For example, we can represent a sphere
+ * using a Point3 for the position of the center point of the sphere and
+ * a float for the sphere's radius.
+ */
+class Sphere {
+ Point3 position;
+ float radius;
+};
+```
+
+## Q1: Eulerian Integration
+
+In computer graphics and animation, there are many forms of integration that
+are used. For simple physics models like we have in Car Soccer, Eulerian
+Integration is good enough. Eulerian Integration uses velocity and position
+information from the current frame, and the elapsed time to produce a position
+for the next frame. Write pseudocode for determining the position of the sphere in the
+next frame:
+
+*Hint: think back to the motion equations from introductory physics. Or, look
+around in the assignment handout.*
+
+```cpp
+Vector3 velocity = Vector3(1.0, 1.0, 1.0);
+float dt = 20; // milliseconds
+
+Sphere s = Sphere {
+ position: Point3(0.0, 0.0, 0.0),
+ radius: 5.0,
+};
+
+s.position = operator+(s.position, operator*(velocity,t/1000));
+//That's wrong if the velocity is per ms.
+```
+
+
+
+## Q2: Sphere Intersection
+
+In this assignment, you will need to test intersections between spheres and
+other objects. Using the information contained within each sphere class,
+write pseudocode to determine whether or not two spheres are intersecting
+(which you can use for car/ball intersections):
+
+```cpp
+bool sphereIntersection(Sphere s1, Sphere s2) {
+ /* --- Fill in your sphere intersection code here --- */
+ Vector3 toSphere1 = abs(operator-(s1.position, s2.position));
+ //abs is the absolute value of a vector components
+ float distance = toSphere1.Length();
+ return distance < (s1.radius + s2.radius);
+}
+```
+
+To check that your intersections work, try working through the math by hand for the
+following two cases. You can write out the math on a scrap piece of paper. You do
+not need to include that detail in this worksheet. But, do change the lines below where
+it says "Fill in expected output" to indicate whether True or False would be returned:
+
+```cpp
+Sphere s1 = Sphere {
+ position: Point3(0.0, 1.0, 0.0),
+ radius: 1.0,
+};
+
+Sphere s2 = Sphere {
+ position: Point3(3.0, 0.0, 0.0),
+ radius: 1.0,
+};
+
+Sphere s3 = Sphere {
+ position: Point3(1.0, 1.0, 0.0),
+ radius: 2.0,
+};
+
+print(sphereIntersection(s1, s2));
+/* --- Fill in expected output (True or False) --- */
+false
+
+print(sphereIntersection(s1, s3));
+/* --- Fill in expected output (True or False) --- */
+true
+```
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