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-/** CSci-4611 Assignment 6: Harold
- */
-
-#include "ground.h"
-
-
-Ground::Ground() : diffuse_ramp_(GL_CLAMP_TO_EDGE),
- specular_ramp_(GL_CLAMP_TO_EDGE), light_pos_(30,30,30)
-{
-
-}
-
-Ground::~Ground() {
-
-}
-
-Mesh* Ground::mesh_ptr() { return &ground_mesh_; }
-
-
-void Ground::Init(const std::vector<std::string> &search_path) {
- // init ground geometry, a simple grid is used. if it is running too slow,
- // you can turn down the resolution by decreasing nx and ny, but this will
- // make the hills look more jaggy.
- const int nx = 150;
- const int ny = 150;
- const float size = 100.0;
- std::vector<Point3> verts;
- std::vector<Vector3> norms;
- for (int j = 0; j <= ny; j++) {
- for (int i = 0; i <= nx; i++) {
- float x = size*(float)j/nx - size/2.0f;
- float y = size*(float)i/ny - size/2.0f;
- verts.push_back(Point3(x, 0, y));
- norms.push_back(Vector3(0,1,0));
- }
- }
- std::vector<unsigned int> indices;
- for (int j = 0; j < ny; j++) {
- for (int i = 0; i < nx; i++) {
- // L\ triangle
- indices.push_back((i+0)+(j+0)*(nx+1));
- indices.push_back((i+1)+(j+0)*(nx+1));
- indices.push_back((i+0)+(j+1)*(nx+1));
- // \7 triangle
- indices.push_back((i+1)+(j+0)*(nx+1));
- indices.push_back((i+1)+(j+1)*(nx+1));
- indices.push_back((i+0)+(j+1)*(nx+1));
- }
- }
- ground_mesh_.SetIndices(indices);
- ground_mesh_.SetVertices(verts);
- ground_mesh_.SetNormals(norms);
- ground_mesh_.UpdateGPUMemory();
- ground_edge_mesh_.CreateFromMesh(ground_mesh_);
-
-
- // load textures and shaders
- diffuse_ramp_.InitFromFile(Platform::FindFile("toonDiffuse.png", search_path));
- specular_ramp_.InitFromFile(Platform::FindFile("toonSpecular.png", search_path));
-
- artsy_shaderprog_.AddVertexShaderFromFile(Platform::FindFile("artsy.vert", search_path));
- artsy_shaderprog_.AddFragmentShaderFromFile(Platform::FindFile("artsy.frag", search_path));
- artsy_shaderprog_.LinkProgram();
-
- outline_shaderprog_.AddVertexShaderFromFile(Platform::FindFile("outline.vert", search_path));
- outline_shaderprog_.AddFragmentShaderFromFile(Platform::FindFile("outline.frag", search_path));
- outline_shaderprog_.LinkProgram();
-}
-
-
-
-
-// Projects a 2D normalized screen point (e.g., the mouse position in normalized
-// device coordinates) to a 3D point on the ground. Returns true and sets ground_point
-// to be equal to the result if the conversion is successful. Returns false if
-// the screen point does not project onto the ground.
-bool Ground::ScreenPtHitsGround(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
- const Point2 &normalized_screen_pt, Point3 *ground_point)
-{
- Matrix4 camera_matrix = view_matrix.Inverse();
- Point3 eye = camera_matrix.ColumnToPoint3(3);
-
- Point3 pt3d = GfxMath::ScreenToNearPlane(view_matrix, proj_matrix, normalized_screen_pt);
- Ray ray(eye, (pt3d - eye).ToUnit());
- float i_time;
- int i_tri;
- return ray.FastIntersectMesh(&ground_mesh_, &i_time, ground_point, &i_tri);
-}
-
-
-
-
-/** This implements the "h" term used in the equations described in section 4.5 of the
- paper. Three arguments are needed:
- 1. projection_plane_normal: We need to know where the projection plane is in 3-space
- Since a plane can be defined by a point within the plane and a normal, we use
- this normal together with the 3rd argument to the function to define the projection
- plane described in the paper.
- 2. silhouette_curve: As described in the paper, the silhouette curve is a 3D version
- of the curve the user draws with the mouse. It is formed by projecting the
- original 2D screen-space curve onto the 3D projection plane.
- 3. closest_pt_in_plane: As described in the paper, this is the closest point within
- the projection plane to the vertex of the mesh that we want to modify. In other
- words, it is the perpendicular projection of the vertex we want to modify onto
- the projection plane.
- */
-float hfunc(const Vector3 projection_plane_normal, const std::vector<Point3> &silhouette_curve, const Point3 &closest_pt_in_plane) {
- // define the y axis for a "plane space" coordinate system as a world space vector
- Vector3 plane_y = Vector3(0,1,0);
- // define the x axis for a "plane space" coordinate system as a world space vector
- Vector3 plane_x = plane_y.Cross(projection_plane_normal).ToUnit();
- // define the origin for a "plane space" coordinate system as the first point in the curve
- Point3 origin = silhouette_curve[0];
-
- // loop over line segments in the curve, find the one that lies over the point by
- // comparing the "plane space" x value for the start and end of the line segment
- // to the "plane space" x value for the closest point to the vertex that lies
- // in the projection plane.
- float x_target = (closest_pt_in_plane - origin).Dot(plane_x);
- for (int i=1; i<silhouette_curve.size(); i++) {
- float x_start = (silhouette_curve[(size_t)i-1] - origin).Dot(plane_x);
- float x_end = (silhouette_curve[i] - origin).Dot(plane_x);
- if ((x_start <= x_target) && (x_target <= x_end)) {
- float alpha = (x_target - x_start) / (x_end - x_start);
- float y_curve = silhouette_curve[(size_t)i-1][1] + alpha*(silhouette_curve[i][1] - silhouette_curve[(size_t)i-1][1]);
- return y_curve - closest_pt_in_plane[1];
- }
- else if ((x_end <= x_target) && (x_target <= x_start)) {
- float alpha = (x_target - x_end) / (x_start - x_end);
- float y_curve = silhouette_curve[i][1] + alpha*(silhouette_curve[(size_t)i-1][1] - silhouette_curve[i][1]);
- return y_curve - closest_pt_in_plane[1];
- }
- }
-
- // here return 0 because the point does not lie under the curve.
- return 0.0;
-}
-
-
-
-
-/// Modifies the vertices of the ground mesh to create a hill or valley based
-/// on the input stroke. The 2D path of the stroke on the screen is passed
-/// in, this is the centerline of the stroke mesh that is actually drawn on
-/// the screen while the user is drawing.
-void Ground::ReshapeGround(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
- const std::vector<Point2> &stroke2d)
-{
- // TODO: Deform the 3D ground mesh according to the algorithm described in the
- // Cohen et al. Harold paper.
-
- // You might need the eye point and the look vector, these can be determined
- // from the view matrix as follows:
- Matrix4 camera_matrix = view_matrix.Inverse();
- Point3 eye = camera_matrix.ColumnToPoint3(3);
- Vector3 look = -camera_matrix.ColumnToVector3(2);
-
-
-
- // There are 3 major steps to the algorithm, outlined here:
-
- // 1. Define a plane to project the stroke onto. The first and last points
- // of the stroke are guaranteed to project onto the ground plane. The plane
- // should pass through these two points on the ground. The plane should also
- // have a normal vector that points toward the camera and is parallel to the
- // ground plane.
-
-
-
-
-
- // 2. Project the 2D stroke into 3D so that it lies on the "projection plane"
- // defined in step 1.
-
-
-
-
-
- // 3. Loop through all of the vertices of the ground mesh, and adjust the
- // height of each based on the equations in section 4.5 of the paper, also
- // repeated in the assignment handout. The equations rely upon a function
- // h(), and we have implemented that for you as hfunc() defined above in
- // this file. The basic structure of the loop you will need is here:
- std::vector<Point3> new_verts;
- for (int i=0; i<ground_mesh_.num_vertices(); i++) {
- Point3 P = ground_mesh_.read_vertex_data(i); // original vertex
-
- // adjust P according to equations...
-
-
-
-
-
- new_verts.push_back(P);
- }
- ground_mesh_.SetVertices(new_verts);
- ground_mesh_.CalcPerVertexNormals();
- ground_mesh_.UpdateGPUMemory();
- ground_edge_mesh_.CreateFromMesh(ground_mesh_);
-}
-
-
-
-
-/// Draws the ground mesh with toon shading
-void Ground::Draw(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, const Color &ground_color) {
- // Lighting parameters
- Color Ia(1.0f, 1.0f, 1.0f, 1.0f);
- Color Id(1.0f, 1.0f, 1.0f, 1.0f);
- Color Is(1.0f, 1.0f, 1.0f, 1.0f);
-
- // Material parameters
- Color ka = ground_color;
- Color kd(0.4f, 0.4f, 0.4f, 1.0f);
- Color ks(0.6f, 0.6f, 0.6f, 1.0f);
- float s = 50.0f;
-
- // Precompute matrices needed in the shader
- Matrix4 model_matrix; // identity
- Matrix4 modelview_matrix = view_matrix * model_matrix;
- Matrix4 normal_matrix = modelview_matrix.Inverse().Transpose();
- Point3 light_in_eye_space = view_matrix * light_pos_;
-
- // Make sure the default option to only draw front facing triangles is set
- glEnable(GL_CULL_FACE);
-
-
- // Draw the ground using the artsy shader
- artsy_shaderprog_.UseProgram();
- artsy_shaderprog_.SetUniform("modelViewMatrix", modelview_matrix);
- artsy_shaderprog_.SetUniform("normalMatrix", normal_matrix);
- artsy_shaderprog_.SetUniform("projectionMatrix", proj_matrix);
- artsy_shaderprog_.SetUniform("ka", ka);
- artsy_shaderprog_.SetUniform("kd", kd);
- artsy_shaderprog_.SetUniform("ks", ks);
- artsy_shaderprog_.SetUniform("s", s);
- artsy_shaderprog_.SetUniform("lightPosition", light_in_eye_space);
- artsy_shaderprog_.SetUniform("Ia", Ia);
- artsy_shaderprog_.SetUniform("Id", Id);
- artsy_shaderprog_.SetUniform("Is", Is);
- artsy_shaderprog_.BindTexture("diffuseRamp", diffuse_ramp_);
- artsy_shaderprog_.BindTexture("specularRamp", specular_ramp_);
- ground_mesh_.Draw();
- artsy_shaderprog_.StopProgram();
-
- // And, draw silhouette edges for the ground using the outline shader
- glDisable(GL_CULL_FACE);
- glEnable(GL_POLYGON_OFFSET_FILL);
- glPolygonOffset(1,1);
- static const float thickness = 0.2f;
- outline_shaderprog_.UseProgram();
- outline_shaderprog_.SetUniform("modelViewMatrix", modelview_matrix);
- outline_shaderprog_.SetUniform("normalMatrix", normal_matrix);
- outline_shaderprog_.SetUniform("projectionMatrix", proj_matrix);
- outline_shaderprog_.SetUniform("thickness", thickness);
- ground_edge_mesh_.Draw();
- outline_shaderprog_.StopProgram();
-
-
-
- // This can be useful for debugging, but it is extremely slow to draw.
- // Before uncommenting this, it's recommended to turn down the resolution
- // of the ground mesh by adjusting the nx and ny constants inside Init().
- /**
- // draw lines around each triangle
- for (int t=0; t<ground_mesh_.num_triangles(); t++) {
- std::vector<unsigned int> indices = ground_mesh_.triangle_vertices(t);
- std::vector<Point3> loop;
- loop.push_back(ground_mesh_.vertex(indices[0]));
- loop.push_back(ground_mesh_.vertex(indices[1]));
- loop.push_back(ground_mesh_.vertex(indices[2]));
- qs_.DrawLines(model_matrix, view_matrix, proj_matrix, Color(0.7,0.7,0.7), loop, QuickShapes::LinesType::LINE_LOOP, 0.01);
- }
-
- // draw normals
- for (int i=0; i<ground_mesh_.num_vertices(); i++) {
- Point3 p1 = ground_mesh_.vertex(i);
- Point3 p2 = p1 + 0.5*ground_mesh_.normal(i);
- qs_.DrawLineSegment(model_matrix, view_matrix, proj_matrix, Color(0.7,0.7,0.7), p1, p2, 0.01);
- }
- **/
-}
-