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+/** 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 \ No newline at end of file