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diff --git a/dev/a6-harold/ground.h b/dev/a6-harold/ground.h
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-/** CSci-4611 Assignment 6: Harold
- */
-
-#ifndef GROUND_H_
-#define GROUND_H_
-
-#include <mingfx.h>
-using namespace mingfx;
-
-#include "edge_mesh.h"
-
-/** The ground is represented with a triangle mesh. 2D "screen space" strokes
- are used to modify the vertices based on user input so that the user can create
- a 3D landscape of hills and valleys.
- */
-class Ground {
-public:
- Ground();
- virtual ~Ground();
-
- /// Call from InitOpenGL() to initialize shaders, etc.
- void Init(const std::vector<std::string> &search_path);
-
- /// 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 ScreenPtHitsGround(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
- const Point2 &normalized_screen_pt, Point3 *ground_point);
-
- /// 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 ReshapeGround(const Matrix4 &view_matrix, const Matrix4 &proj_matrix,
- const std::vector<Point2> &stroke2d);
-
- /// Draws the ground mesh with toon shading
- void Draw(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, const Color &ground_color);
-
-
- Mesh* mesh_ptr();
-
-private:
-
- // This is the actual triangle mesh for the ground
- Mesh ground_mesh_;
- // We also maintain a corresponding "edge mesh" in order to do the
- // silhouette outlines like in assignment 5
- EdgeMesh ground_edge_mesh_;
-
- // The ground rendering is based on the artsy shader from assignment 5
- ShaderProgram artsy_shaderprog_;
- ShaderProgram outline_shaderprog_;
- Texture2D diffuse_ramp_;
- Texture2D specular_ramp_;
- Point3 light_pos_;
-
- // for debugging only
- QuickShapes qs_;
-};
-
-#endif