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-rw-r--r-- | dev/a6-harold/harold_app.h | 120 |
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diff --git a/dev/a6-harold/harold_app.h b/dev/a6-harold/harold_app.h deleted file mode 100644 index 801a49a..0000000 --- a/dev/a6-harold/harold_app.h +++ /dev/null @@ -1,120 +0,0 @@ -/** CSci-4611 Assignment 6: Harold - */ - -#ifndef HAROLD_APP_H_ -#define HAROLD_APP_H_ - -#include <mingfx.h> -using namespace mingfx; - -#include "billboards.h" -#include "edge_mesh.h" -#include "ground.h" -#include "sky.h" - -#include <string> -#include <vector> - - -/** Main application class for the Harold assignment, which is a partial - implementation of the Cohen et al. paper. - */ -class HaroldApp : public GraphicsApp { -public: - - HaroldApp(); - virtual ~HaroldApp(); - - // These are used for drawing - void OnLeftMouseDown(const Point2 &pos); - void OnLeftMouseDrag(const Point2 &pos, const Vector2 &delta); - void OnLeftMouseUp(const Point2 &pos); - - // These are used for walking around and looking (i.e., camera movement) - void OnRightMouseDrag(const Point2 &pos, const Vector2 &delta); - void UpdateSimulation(double dt); - - // Adds the 2D point to stroke2d_, which holds the centerline of the user's - // drawn stroke. Also updates stroke2d_mesh_, which is a 2D triangle strip - // used to actually draw the stroke on the screen. - void AddToStroke(const Point2 &normalized_screen_pt); - - void InitNanoGUI(); - void InitOpenGL(); - - void DrawUsingOpenGL(); - -private: - - // user input from the mouse is interpreted differently based upon where the - // stroke originates and where it ends. we can model this as a simple state - // machine - enum DrawingState { - // left mouse button is up, not currently drawing - DRAWING_NONE, - - // stroke started in the sky, currently adding a sky stroke - DRAWING_SKY, - - // stroke started on a billboard, currently editing that billboard - DRAWING_BILLBOARD_EDIT, - - // temporary state for between mouse down and mouse up -- here, we know - // the stroke started on the ground, but not yet sure if it will end on - // the ground or in the sky - DRAWING_GROUND_OR_BILLBOARD, - - // stroke ended on the ground, currently editing the ground - DRAWING_GROUND, - - // stroke ended in the sky, currently creating a new billboard - DRAWING_BILLBOARD, - }; - DrawingState drawing_state_; - - // the centerline of the stroke dragged out by the mouse on the screen - std::vector<Point2> stroke2d_; - - // a 2d triangle strip mesh for drawing the stroke on the filmplane - Mesh stroke2d_mesh_; - - // The ground mesh and functionality to draw and edit the ground. - Ground ground_; - - // Sky strokes and functionality to add more strokes to the sky - Sky sky_; - - // Billboard strokes and functionality to add more billboards, including - // editing them by adding on to an existing billboard - Billboards billboards_; - - // when in the DRAWING_BILLBOARD_EDIT state, this holds the id of the - // billboard that is currently being edited. - int edit_billboard_id_; - - - // Stroke shaders do not use any lighting, just transform vertices and then - // render the triangle strip for the stroke in the appropriate color. The - // 2D shader program is used in this class. The 3D is created here so that - // there is only one copy for the whole application, but it is used both the - // sky and billboard classes. - ShaderProgram stroke2d_shaderprog_; - ShaderProgram stroke3d_shaderprog_; - - // This implements something like the camera controls in minecraft. You can - // walk around using the arrow keys or ASWZ keys. You can also move your - // head to look around by dragging with the right mouse button. Internally, - // the camera creates a view matrix. - CraftCam cam_; - Matrix4 proj_matrix_; - - // A list of paths to search for data files (images and shaders) - std::vector<std::string> search_path_; - - // Current colors set by the GUI - Color sky_color_; - Color ground_color_; - Color crayon_color_; -}; - -#endif
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