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diff --git a/dev/a6-harold/.gitignore b/dev/a6-harold/.gitignore deleted file mode 100644 index dd1a9a8..0000000 --- a/dev/a6-harold/.gitignore +++ /dev/null @@ -1,2 +0,0 @@ -config.h -build diff --git a/dev/a6-harold/CMakeLists.txt b/dev/a6-harold/CMakeLists.txt deleted file mode 100644 index 83ca82d..0000000 --- a/dev/a6-harold/CMakeLists.txt +++ /dev/null @@ -1,209 +0,0 @@ -# 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 ${CMAKE_CURRENT_SOURCE_DIR}/../build/install ../..) - - - -#### BASIC PROJECT SETUP #### - -project(a6-harold) - -# Using 3.9 to get a modern version of FindOpenGL.cmake -cmake_minimum_required (VERSION 3.9) - -# Dependencies that are auto-downloaded, built, and installed for you will go in the -# directory pointed to by the CMAKE_INSTALL_PREFIX. It defaults to a location inside -# the build directory. -if (CMAKE_INSTALL_PREFIX_INITIALIZED_TO_DEFAULT OR "${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 - ${CMAKE_CURRENT_SOURCE_DIR}/config.h -) - -#### SOURCE FOR THIS PROJECT #### -h2("Configuring source files") - -set(SOURCEFILES - billboards.cc - harold_app.cc - edge_mesh.cc - ground.cc - main.cc - sky.cc -) - -set(HEADERFILES - billboards.h - harold_app.h - config.h - edge_mesh.h - ground.h - sky.h -) - -set(EXTRAFILES - config.h.in - README.md -) - -set(SHADERFILES - shaders/artsy.vert - shaders/artsy.frag - shaders/outline.vert - shaders/outline.frag - shaders/stroke2d.vert - shaders/stroke2d.frag - shaders/stroke3d.vert - shaders/stroke3d.frag -) - -set_source_files_properties(${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/a6-harold/README.md b/dev/a6-harold/README.md deleted file mode 100644 index e69de29..0000000 --- a/dev/a6-harold/README.md +++ /dev/null diff --git a/dev/a6-harold/billboards.cc b/dev/a6-harold/billboards.cc deleted file mode 100644 index 5ec508a..0000000 --- a/dev/a6-harold/billboards.cc +++ /dev/null @@ -1,206 +0,0 @@ -/** CSci-4611 Assignment 6: Harold - */ - -#include "billboards.h" - -Billboards::Billboards() { - -} - - -Billboards::~Billboards() { - -} - - -void Billboards::Init(ShaderProgram *stroke3d_shaderprog) { - stroke3d_shaderprog_ = stroke3d_shaderprog; -} - - -/// Projects a 2D normalized screen point (e.g., the mouse position in normalized -/// device coordinates) to a 3D point on a plane defined by an "origin", which can -/// really be any point coincident with the plane, and the plane normal. Returns -/// true if the screen point projects onto the plane and stores the result in -/// plane_point. Returns false if the screen point does not project onto the plane. -bool Billboards::ScreenPtHitsPlane(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, - const Point3 &plane_origin, const Vector3 &plane_normal, - const Point2 &normalized_screen_pt, Point3 *plane_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 t; - return ray.IntersectPlane(plane_origin, plane_normal, &t, plane_point); -} - - -/// Checks to see if a ray starting at the eye point and passing through 2D -/// normalized screen point projects onto any of the billboards in the scene. If -/// so, returns the id of the closest billboard intersected. If not, returns -1. -int Billboards::IntersectBillboard(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, - const Point2 &normalized_screen_pt) -{ - Matrix4 camera_matrix = view_matrix.Inverse(); - Point3 eye = camera_matrix.ColumnToPoint3(3); - - int id = -1; - float best_i_time = -1.0; - - Point3 pt3d = GfxMath::ScreenToNearPlane(view_matrix, proj_matrix, normalized_screen_pt); - Ray ray(eye, (pt3d - eye).ToUnit()); - - Point3 i_point; - float i_time; - int i_tri_id; - for (int i=0; i<billboards_.size(); i++) { - Matrix4 to_billboard_space = billboards_[i].transform.Inverse(); - Ray ray_billboard_space = to_billboard_space * ray; - if ((ray_billboard_space.IntersectAABB(billboards_[i].bounding_box, &i_time)) && - (ray_billboard_space.IntersectMesh(billboards_[i].mesh, &i_time, &i_point, &i_tri_id)) && - ((best_i_time == -1.0) || (i_time < best_i_time))) { - id = i; - } - } - - return id; -} - - -/// Adds a new stroke as a billboard by projecting it onto a plane parallel -/// to the filmplane that intersects with the base point, which should lie -/// on the ground. -void Billboards::AddBillboardStroke(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, - const std::vector<Point2> &stroke2d, const Mesh &stroke2d_mesh, - const Color &stroke_color, Ground *ground_ptr) -{ - Matrix4 camera_matrix = view_matrix.Inverse(); - Point3 eye = camera_matrix.ColumnToPoint3(3); - - // Create a new billboard - Billboard b; - b.color = stroke_color; - b.transform = Matrix4(); - b.mesh = stroke2d_mesh; - - // find the base point for the billboard - ground_ptr->ScreenPtHitsGround(view_matrix, proj_matrix, stroke2d[0], &b.anchor_pt); - Vector3 norm = (eye - b.anchor_pt); - norm[1] = 0.0; // with 0 change in Y so the billboard does not tilt - norm.Normalize(); // convert to a unit vector - - // project the stroke into 3D to lie on the projection plane - std::vector<Point3> verts; - for (int i=0; i<b.mesh.num_vertices(); i++) { - Point2 pscreen = Point2(b.mesh.read_vertex_data(i)[0], b.mesh.read_vertex_data(i)[1]); - Point3 pplane; - ScreenPtHitsPlane(view_matrix, proj_matrix, b.anchor_pt, norm, pscreen, &pplane); - verts.push_back(pplane); - } - - Matrix4 to_canonical_billboard = Matrix4::Align(b.anchor_pt, Vector3::UnitY(), norm, - Point3::Origin(), Vector3::UnitY(), Vector3::UnitZ()); - - for (int i=0; i<verts.size(); i++) { - verts[i] = to_canonical_billboard * verts[i]; - } - - b.mesh.SetVertices(verts); - - for (int i=0; i<b.mesh.num_vertices(); i++) { - b.bounding_box = b.bounding_box + AABB(b.mesh.read_vertex_data(i)); - } - b.bounding_box.set_user_data((int)billboards_.size()); - - billboards_.push_back(b); -} - - -/// Edits an existing billboard by adding an additional stroke to it. -void Billboards::AddToBillboard(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, - int billboard_id, const Mesh &stroke2d_mesh, - const Color &stroke_color) -{ - Matrix4 camera_matrix = view_matrix.Inverse(); - Point3 eye = camera_matrix.ColumnToPoint3(3); - - // Really what this does is add a new billboard that lies in the same plane - // as the one we are "editing" and has the same anchor point so that they - // will both rotate the same way. - Billboard b; - b.color = stroke_color; - b.transform = Matrix4(); - b.mesh = stroke2d_mesh; - - b.anchor_pt = billboards_[billboard_id].anchor_pt; - - - Vector3 norm = (eye - b.anchor_pt); - norm[1] = 0.0; // with 0 change in Y so the billboard does not tilt - norm.Normalize(); // convert to a unit vector - - // project the stroke into 3D to lie on the projection plane - std::vector<Point3> verts; - for (int i=0; i<b.mesh.num_vertices(); i++) { - Point2 pscreen = Point2(b.mesh.read_vertex_data(i)[0], b.mesh.read_vertex_data(i)[1]); - Point3 pplane; - ScreenPtHitsPlane(view_matrix, proj_matrix, b.anchor_pt, norm, pscreen, &pplane); - verts.push_back(pplane); - } - - Matrix4 to_canonical_billboard = Matrix4::Align(b.anchor_pt, Vector3::UnitY(), norm, - Point3::Origin(), Vector3::UnitY(), Vector3::UnitZ()); - - for (int i=0; i<verts.size(); i++) { - verts[i] = to_canonical_billboard * verts[i]; - } - - b.mesh.SetVertices(verts); - - for (int i=0; i<b.mesh.num_vertices(); i++) { - b.bounding_box = b.bounding_box + AABB(b.mesh.read_vertex_data(i)); - } - b.bounding_box.set_user_data((int)billboards_.size()); - - billboards_.push_back(b); -} - - -void Billboards::UpdateBillboardRotations(const Point3 ¤t_eye_point) { - // Whenver the camera moves, we also need to rotate the billboards so - // that they always face the viewer. - for (int i=0; i<billboards_.size(); i++) { - // billboards are stored in a coordinate system where the base is - // at (0,0,0), rotation happens about the Y axis, and the billboard's - // normal is +Z. - Point3 a_p = Point3(0,0,0); // 'anchor point' in billboard coordinates - Vector3 a_v1 = Vector3::UnitY(); // 'up' in billboard coordinates - Vector3 a_v2 = Vector3::UnitZ(); // 'normal' in billboard coordinates - - Point3 b_p = billboards_[i].anchor_pt; // 'anchor point' in world coordinates - Vector3 b_v1 = Vector3::UnitY(); // 'up' in world coordinates - Vector3 b_v2 = (current_eye_point - b_p); // 'normal' in world coordinates - b_v2[1] = 0.0; // force 0 change in Y so the billboard does not tilt - b_v2.Normalize(); // convert to a unit vector - - billboards_[i].transform = Matrix4::Align(a_p,a_v1,a_v2, b_p,b_v1,b_v2); - } -} - - -void Billboards::Draw(const Matrix4 &view_matrix, const Matrix4 &proj_matrix) { - // Draw billboard meshes - stroke3d_shaderprog_->UseProgram(); - stroke3d_shaderprog_->SetUniform("projectionMatrix", proj_matrix); - for (int i=0; i<billboards_.size(); i++) { - Matrix4 model_matrix = billboards_[i].transform; - Matrix4 modelview_matrix = view_matrix * model_matrix; - stroke3d_shaderprog_->SetUniform("modelViewMatrix", modelview_matrix); - stroke3d_shaderprog_->SetUniform("strokeColor", billboards_[i].color); - billboards_[i].mesh.Draw(); - } - stroke3d_shaderprog_->StopProgram(); -} - diff --git a/dev/a6-harold/billboards.h b/dev/a6-harold/billboards.h deleted file mode 100644 index 7de2799..0000000 --- a/dev/a6-harold/billboards.h +++ /dev/null @@ -1,78 +0,0 @@ -/** CSci-4611 Assignment 6: Harold - */ - -#ifndef BILLBOARDS_H_ -#define BILLBOARDS_H_ - -#include <mingfx.h> -using namespace mingfx; - -#include "ground.h" - -/** Billboards are strokes planted in the ground that rotate automatically to - face the viewer. This class holds the entire collection of billboard strokes. - */ -class Billboards { -public: - Billboards(); - virtual ~Billboards(); - - void Init(ShaderProgram *stroke3d_shaderprog); - - /// Projects a 2D normalized screen point (e.g., the mouse position in normalized - /// device coordinates) to a 3D point on a plane defined by an "origin", which can - /// really be any point coincident with the plane, and the plane normal. Returns - /// true if the screen point projects onto the plane and stores the result in - /// plane_point. Returns false if the screen point does not project onto the plane. - bool ScreenPtHitsPlane(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, - const Point3 &plane_origin, const Vector3 &plane_normal, - const Point2 &normalized_screen_pt, Point3 *plane_point); - - - /// Checks to see if a ray starting at the eye point and passing through 2D - /// normalized screen point projects onto any of the billboards in the scene. If - /// so, returns the id of the closest billboard intersected. If not, returns -1. - int IntersectBillboard(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, - const Point2 &normalized_screen_pt); - - - /// Adds a new stroke as a billboard by projecting it onto a plane parallel - /// to the filmplane that intersects with the anchor point, which should lie - /// on the ground. - void AddBillboardStroke(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, - const std::vector<Point2> &stroke2d, const Mesh &stroke2d_mesh, - const Color &stroke_color, Ground *ground_ptr); - - /// Edits an existing billboard by adding an additional stroke to it. - void AddToBillboard(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, - int billboard_id, const Mesh &stroke2d_mesh, - const Color &stroke_color); - - - /// Adjusts the transformation matrix used to draw each billboard so that the - /// billboard will face the camera. Needs to be called each time the camera - /// is moved within the scene. - void UpdateBillboardRotations(const Point3 ¤t_eye_point); - - - /// Draws all of the billboards - void Draw(const Matrix4 &view_matrix, const Matrix4 &proj_matrix); - -private: - - // each billboard stores the following - struct Billboard { - Mesh mesh; - Color color; - Point3 anchor_pt; - AABB bounding_box; - Matrix4 transform; - }; - - // the array of all active billboards - std::vector<Billboard> billboards_; - - ShaderProgram *stroke3d_shaderprog_; -}; - -#endif diff --git a/dev/a6-harold/cmake/DownloadHelper.txt.in b/dev/a6-harold/cmake/DownloadHelper.txt.in deleted file mode 100644 index fb29bff..0000000 --- a/dev/a6-harold/cmake/DownloadHelper.txt.in +++ /dev/null @@ -1,26 +0,0 @@ -# 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/a6-harold/cmake/ExternalProjectDownloadBuildInstall.cmake b/dev/a6-harold/cmake/ExternalProjectDownloadBuildInstall.cmake deleted file mode 100644 index ce12d1d..0000000 --- a/dev/a6-harold/cmake/ExternalProjectDownloadBuildInstall.cmake +++ /dev/null @@ -1,98 +0,0 @@ -# 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/a6-harold/cmake/MessageMacros.cmake b/dev/a6-harold/cmake/MessageMacros.cmake deleted file mode 100644 index 4628e5c..0000000 --- a/dev/a6-harold/cmake/MessageMacros.cmake +++ /dev/null @@ -1,17 +0,0 @@ -# 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 "- ${TITLE}") -endmacro() - diff --git a/dev/a6-harold/cmake/UseOpenGL.cmake b/dev/a6-harold/cmake/UseOpenGL.cmake deleted file mode 100644 index 2ec5ffb..0000000 --- a/dev/a6-harold/cmake/UseOpenGL.cmake +++ /dev/null @@ -1,52 +0,0 @@ -# This file is part of the MinGfx cmake build system. -# See the main MinGfx/CMakeLists.txt file for authors, copyright, and license info. - -# Either finds a pre-installed version or complains. - -# Usage: In your CMakeLists.txt, somewhere after you define the target that depends -# on the OpenGL library (typical with something like add_executable(${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/a6-harold/config.h.in b/dev/a6-harold/config.h.in deleted file mode 100644 index 9798f4c..0000000 --- a/dev/a6-harold/config.h.in +++ /dev/null @@ -1,15 +0,0 @@ -/** CSci-4611 Assignment 6: Harold - */ - - -// 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@" - -#define SHADERS_DIR_BUILD "@SHADERS_DIR_BUILD@" -#define SHADERS_DIR_INSTALL "@SHADERS_DIR_INSTALL@" diff --git a/dev/a6-harold/data/toonDiffuse.png b/dev/a6-harold/data/toonDiffuse.png Binary files differdeleted file mode 100644 index d2e40d9..0000000 --- a/dev/a6-harold/data/toonDiffuse.png +++ /dev/null diff --git a/dev/a6-harold/data/toonSpecular.png b/dev/a6-harold/data/toonSpecular.png Binary files differdeleted file mode 100644 index c13a32f..0000000 --- a/dev/a6-harold/data/toonSpecular.png +++ /dev/null diff --git a/dev/a6-harold/edge_mesh.cc b/dev/a6-harold/edge_mesh.cc deleted file mode 100644 index 1abe2e0..0000000 --- a/dev/a6-harold/edge_mesh.cc +++ /dev/null @@ -1,235 +0,0 @@ -/** CSci-4611 Assignment 5: Art Render - */ - -#include "edge_mesh.h" - -EdgeMesh::EdgeMesh() : gpuDirty_(true) { - -} - -EdgeMesh::~EdgeMesh() { -} - - - -void EdgeMesh::CreateFromMesh(const Mesh &mesh) { - verts_.clear(); - norms_.clear(); - indices_.clear(); - leftNorms_.clear(); - rightNorms_.clear(); - - // temp data holders for use while constructing the mesh in an indexed primitives mode - std::vector<Point3> vertices; // vertex positions - std::vector<Vector3> normals; // vertex normals - std::vector<Vector3> leftNormals, rightNormals; // normals of adj. faces - std::vector< std::vector<unsigned int> > triangles; // fin triangles - - for (int t = 0; t < mesh.num_triangles(); t++) { - std::vector<unsigned int> tri = mesh.read_triangle_indices_data(t); - Point3 a = mesh.read_vertex_data(tri[0]); - Point3 b = mesh.read_vertex_data(tri[1]); - Point3 c = mesh.read_vertex_data(tri[2]); - Vector3 e1 = b-a; - e1.Normalize(); - Vector3 e2 = c-a; - e2.Normalize(); - Vector3 n = e1.Cross(e2); - - //Vector3 n = ((b-a).cross(c-a)).to_unit(); - //std::cout << n << std::endl; - addEdge(&vertices, &normals, &leftNormals, &rightNormals, &triangles, mesh, tri[0], tri[1], n); - addEdge(&vertices, &normals, &leftNormals, &rightNormals, &triangles, mesh, tri[1], tri[2], n); - addEdge(&vertices, &normals, &leftNormals, &rightNormals, &triangles, mesh, tri[2], tri[0], n); - } - - // now transfer data to the member variable data holders - for (int i=0; i<vertices.size(); i++) { - verts_.push_back(vertices[i][0]); - verts_.push_back(vertices[i][1]); - verts_.push_back(vertices[i][2]); - norms_.push_back(normals[i][0]); - norms_.push_back(normals[i][1]); - norms_.push_back(normals[i][2]); - leftNorms_.push_back(leftNormals[i][0]); - leftNorms_.push_back(leftNormals[i][1]); - leftNorms_.push_back(leftNormals[i][2]); - rightNorms_.push_back(rightNormals[i][0]); - rightNorms_.push_back(rightNormals[i][1]); - rightNorms_.push_back(rightNormals[i][2]); - } - - for (int i=0; i<triangles.size(); i++) { - indices_.push_back(triangles[i][0]); - indices_.push_back(triangles[i][1]); - indices_.push_back(triangles[i][2]); - } - gpuDirty_ = true; -} - - -void EdgeMesh::addEdge(std::vector<Point3> *vertices, - std::vector<Vector3> *normals, - std::vector<Vector3> *leftNormals, - std::vector<Vector3> *rightNormals, - std::vector< std::vector<unsigned int> > *triangles, - const Mesh &mesh, int v0, int v1, Vector3 n) -{ - // edgeMap contains the index of the first of four consecutive vertices - // that form the quad fin - - EdgeMap::iterator it = edgeMap.find(std::make_pair(v1, v0)); - if (it != edgeMap.end()) { // found - int v = it->second; - (*rightNormals)[v+0] - = (*rightNormals)[v+1] - = (*rightNormals)[v+2] - = (*rightNormals)[v+3] - = n; - } - else { - int v = (int)vertices->size(); - edgeMap[std::make_pair(v0, v1)] = v; - - vertices->push_back(mesh.read_vertex_data(v0)); - vertices->push_back(mesh.read_vertex_data(v0)); - vertices->push_back(mesh.read_vertex_data(v1)); - vertices->push_back(mesh.read_vertex_data(v1)); - - normals->push_back(Vector3()); - normals->push_back(mesh.read_normal_data(v0)); - normals->push_back(Vector3()); - normals->push_back(mesh.read_normal_data(v1)); - - leftNormals->push_back(n); - leftNormals->push_back(n); - leftNormals->push_back(n); - leftNormals->push_back(n); - - rightNormals->push_back(-n); - rightNormals->push_back(-n); - rightNormals->push_back(-n); - rightNormals->push_back(-n); - - std::vector<unsigned int> tri1; - tri1.push_back(v+0); - tri1.push_back(v+2); - tri1.push_back(v+3); - triangles->push_back(tri1); - - std::vector<unsigned int> tri2; - tri2.push_back(v+0); - tri2.push_back(v+3); - tri2.push_back(v+1); - triangles->push_back(tri2); - } -} - - - -void EdgeMesh::UpdateGPUMemory() { - if (gpuDirty_) { - // sanity check -- for each attribute that is added make sure the number - // of triangles is equal to the number of tris in the verts array. - if (norms_.size() / 3 != num_vertices()) { - std::cerr << "EdgeMesh::UpdateGPUMemory() -- warning: the number of per vertex normals in the mesh is not equal to the number vertices in the mesh. (N = " << norms_.size() / 3 << ", V = " << num_vertices() << ")" << std::endl; - } - if (leftNorms_.size() / 3 != num_vertices()) { - std::cerr << "EdgeMesh::UpdateGPUMemory() -- warning: the number of per vertex left-normals in the mesh is not equal to the number vertices in the mesh. (LN = " << leftNorms_.size() / 3 << ", V = " << num_vertices() << ")" << std::endl; - } - if (rightNorms_.size() / 3 != num_vertices()) { - std::cerr << "EdgeMesh::UpdateGPUMemory() -- warning: the number of per vertex right-normals in the mesh is not equal to the number vertices in the mesh. (RN = " << rightNorms_.size() / 3 << ", V = " << num_vertices() << ")" << std::endl; - } - - GLsizeiptr totalMemSize = 0; - - GLsizeiptr vertsMemSize = verts_.size() * sizeof(float); - GLsizeiptr vertsMemOffset = 0; - totalMemSize += vertsMemSize; - - GLsizeiptr normsMemSize = norms_.size() * sizeof(float); - GLsizeiptr normsMemOffset = totalMemSize; - totalMemSize += normsMemSize; - - GLsizeiptr leftNormsMemSize = leftNorms_.size() * sizeof(float); - GLsizeiptr leftNormsMemOffset = totalMemSize; - totalMemSize += leftNormsMemSize; - - GLsizeiptr rightNormsMemSize = rightNorms_.size() * sizeof(float); - GLsizeiptr rightNormsMemOffset = totalMemSize; - totalMemSize += rightNormsMemSize; - - glGenBuffers(1, &vertexBuffer_); - glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer_); - glBufferData(GL_ARRAY_BUFFER, totalMemSize, NULL, GL_STATIC_DRAW); - - glBufferSubData(GL_ARRAY_BUFFER, vertsMemOffset, vertsMemSize, &verts_[0]); - glBufferSubData(GL_ARRAY_BUFFER, normsMemOffset, normsMemSize, &norms_[0]); - glBufferSubData(GL_ARRAY_BUFFER, leftNormsMemOffset, leftNormsMemSize, &leftNorms_[0]); - glBufferSubData(GL_ARRAY_BUFFER, rightNormsMemOffset, rightNormsMemSize, &rightNorms_[0]); - - glGenVertexArrays(1, &vertexArray_); - glBindVertexArray(vertexArray_); - glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer_); - - // attribute 0 = vertices (required) - int attribID = 0; - int nComponents = 3; - glEnableVertexAttribArray(attribID); - glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_FALSE, nComponents*sizeof(GLfloat), (char*)0 + vertsMemOffset); - - // attribute 1 = normals (required) - attribID = 1; - nComponents = 3; - glEnableVertexAttribArray(attribID); - glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_TRUE, nComponents*sizeof(GLfloat), (char*)0 + normsMemOffset); - - // attribute 2 = left normals (required) - attribID = 2; - nComponents = 3; - glEnableVertexAttribArray(attribID); - glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_TRUE, nComponents*sizeof(GLfloat), (char*)0 + leftNormsMemOffset); - - // attribute 3 = right normals (required) - attribID = 3; - nComponents = 3; - glEnableVertexAttribArray(attribID); - glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_TRUE, nComponents*sizeof(GLfloat), (char*)0 + rightNormsMemOffset); - - glBindVertexArray(0); - - - glGenBuffers(1, &elementBuffer_); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer_); - glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_.size() * sizeof(unsigned int), &indices_[0], GL_STATIC_DRAW); - - - gpuDirty_ = false; - } -} - - -void EdgeMesh::Draw() { - if (gpuDirty_) { - UpdateGPUMemory(); - } - - // set defaults to pass to shaders any for optional attribs - glVertexAttrib3f(1, 0.0, 0.0, 1.0); // normal = +Z - glVertexAttrib3f(2, 0.0, 0.0, 1.0); // left-normal = +Z - glVertexAttrib3f(3, 0.0, 0.0, 1.0); // right-normal = +Z - - glBindVertexArray(vertexArray_); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer_); - glDrawElements(GL_TRIANGLES, (GLsizei)indices_.size(), GL_UNSIGNED_INT, (void*)0); - glBindVertexArray(0); -} - - -int EdgeMesh::num_vertices() const { - return (int)verts_.size()/3; -} - -int EdgeMesh::num_triangles() const { - return (int)indices_.size()/3; -} diff --git a/dev/a6-harold/edge_mesh.h b/dev/a6-harold/edge_mesh.h deleted file mode 100644 index 5120d0b..0000000 --- a/dev/a6-harold/edge_mesh.h +++ /dev/null @@ -1,82 +0,0 @@ -/** CSci-4611 Assignment 5: Art Render - */ - -#ifndef EDGE_MESH_H -#define EDGE_MESH_H - -#include <mingfx.h> -using namespace mingfx; - -#include <vector> - - -/** This special kind of mesh stores two triangles that form a quadralateral - along each edge of an existing mesh. The quad initially has a width=0, but - when rendered, two of the vertices are extended along the surfaces normal - direction, which creates a "fin" that can be drawn as a thick border. This - can be used to create a silhouette edge renderer if the shader only extends - the edges that lie along a silhouette of the mesh. - */ -class EdgeMesh { -public: - EdgeMesh(); - virtual ~EdgeMesh(); - - /// Creates two triangles along each edge of the mesh passed in. - void CreateFromMesh(const Mesh &mesh); - - /// Saves the mesh data to the GPU - must be called with InitOpenGL or Draw. - void UpdateGPUMemory(); - - /// Num vertices in the edge mesh - int num_vertices() const; - - /// Num triangles in the edge mesh - int num_triangles() const; - - /// Access to vertex position by vertex number - Point3 vertex(int vertexID) const; - - /// Access to vertex normal by vertex number - Vector3 normal(int vertexID) const; - - /// Access to vertex color by vertex number - Color color(int vertexID) const; - - /// Access to vertex texture coords by vertex number - Point2 tex_coords(int textureUnit, int vertexID) const; - - - /// Draws the mesh assuming a shader has already been bound. - void Draw(); - -private: - - // Some routines and variables are needed internally to construct the edge - // mesh from a regular mesh. - - typedef std::map<std::pair<int,int>,int> EdgeMap; - EdgeMap edgeMap; - - void addEdge(std::vector<Point3> *vertices, - std::vector<Vector3> *normals, - std::vector<Vector3> *leftNormals, - std::vector<Vector3> *rightNormals, - std::vector< std::vector<unsigned int> > *triangles, - const Mesh &mesh, int v0, int v1, Vector3 n); - - std::vector<float> verts_; // vertex positions - std::vector<float> norms_; // normals - std::vector<unsigned int> indices_; // indices - std::vector<float> leftNorms_; // normals of adjacent triangles - std::vector<float> rightNorms_; - - GLuint vertexBuffer_; - GLuint vertexArray_; - GLuint elementBuffer_; - - bool gpuDirty_; -}; - -#endif - diff --git a/dev/a6-harold/ground.cc b/dev/a6-harold/ground.cc deleted file mode 100644 index 51d4d92..0000000 --- a/dev/a6-harold/ground.cc +++ /dev/null @@ -1,283 +0,0 @@ -/** 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); - } - **/ -} - diff --git a/dev/a6-harold/ground.h b/dev/a6-harold/ground.h deleted file mode 100644 index 0cc18dd..0000000 --- a/dev/a6-harold/ground.h +++ /dev/null @@ -1,63 +0,0 @@ -/** 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 diff --git a/dev/a6-harold/harold_app.cc b/dev/a6-harold/harold_app.cc deleted file mode 100644 index abf5c4d..0000000 --- a/dev/a6-harold/harold_app.cc +++ /dev/null @@ -1,278 +0,0 @@ -/** CSci-4611 Assignment 6: Harold - */ - -#include "harold_app.h" -#include "config.h" - -#include <iostream> -#include <sstream> - - -HaroldApp::HaroldApp() : GraphicsApp(1024,768, "Harold"), - drawing_state_(DRAWING_NONE), - sky_color_(1,1,1), ground_color_(0.25, 0, 0.25), crayon_color_(0.5,0,0.5) -{ - // Define a search path for finding data files (images and shaders) - search_path_.push_back("."); - search_path_.push_back("./data"); - search_path_.push_back("./shaders"); - search_path_.push_back(DATA_DIR_INSTALL); - search_path_.push_back(DATA_DIR_BUILD); - search_path_.push_back(SHADERS_DIR_INSTALL); - search_path_.push_back(SHADERS_DIR_BUILD); -} - - -HaroldApp::~HaroldApp() { -} - - -void HaroldApp::InitNanoGUI() { - // Setup the GUI window - nanogui::Window *window = new nanogui::Window(screen(), "Harold's Crayons"); - window->setPosition(Eigen::Vector2i(10, 10)); - window->setSize(Eigen::Vector2i(200,100)); - window->setLayout(new nanogui::GroupLayout()); - - new nanogui::Label(window, "Crayon Color", "sans-bold"); - auto cp1 = new nanogui::ColorPicker(window, - nanogui::Color((int)(255.0*crayon_color_[0]), - (int)(255.0*crayon_color_[1]), - (int)(255.0*crayon_color_[2]), 255) - ); - cp1->setFixedSize({100, 20}); - cp1->setFinalCallback([this](const nanogui::Color &c) { - crayon_color_ = Color(c.r(), c.g(), c.b(), c.w()); - }); - - new nanogui::Label(window, "Sky Color", "sans-bold"); - auto cp2 = new nanogui::ColorPicker(window, - nanogui::Color((int)(255.0*sky_color_[0]), - (int)(255.0*sky_color_[1]), - (int)(255.0*sky_color_[2]), 255) - ); - cp2->setFixedSize({100, 20}); - cp2->setFinalCallback([this](const nanogui::Color &c) { - sky_color_ = Color(c.r(), c.g(), c.b(), c.w()); - }); - - new nanogui::Label(window, "Ground Color", "sans-bold"); - auto cp3 = new nanogui::ColorPicker(window, - nanogui::Color((int)(255.0*ground_color_[0]), - (int)(255.0*ground_color_[1]), - (int)(255.0*ground_color_[2]), 255) - ); - cp3->setFixedSize({100, 20}); - cp3->setFinalCallback([this](const nanogui::Color &c) { - ground_color_ = Color(c.r(), c.g(), c.b(), c.w()); - }); - - screen()->performLayout(); -} - - -void HaroldApp::InitOpenGL() { - // Set up the camera in a good position to see the entire field - cam_.set_view_matrix(Matrix4::LookAt(Point3(0,2,10), Point3(0,2,0), Vector3(0,1,0))); - proj_matrix_ = Matrix4::Perspective(60, aspect_ratio(), 0.1f, 1600.0f); - glClearColor(0.7f, 0.7f, 0.7f, 1.0f); - - stroke2d_shaderprog_.AddVertexShaderFromFile(Platform::FindFile("stroke2d.vert", search_path_)); - stroke2d_shaderprog_.AddFragmentShaderFromFile(Platform::FindFile("stroke2d.frag", search_path_)); - stroke2d_shaderprog_.LinkProgram(); - - stroke3d_shaderprog_.AddVertexShaderFromFile(Platform::FindFile("stroke3d.vert", search_path_)); - stroke3d_shaderprog_.AddFragmentShaderFromFile(Platform::FindFile("stroke3d.frag", search_path_)); - stroke3d_shaderprog_.LinkProgram(); - - ground_.Init(search_path_); - sky_.Init(&stroke3d_shaderprog_); - billboards_.Init(&stroke3d_shaderprog_); -} - - - -void HaroldApp::AddToStroke(const Point2 &normalized_screen_pt) { - // the stroke2d_ array stores the raw 2D screen coordinates of the - // centerline of the stroke - stroke2d_.push_back(normalized_screen_pt); - - // the mesh is a triangle strip that follows the centerline - // we need at least 2 samples before we can create triangles - if (stroke2d_.size() >= 2) { - const float half_stroke_width = 0.01f; - std::vector<Point3> verts; - std::vector<unsigned int> indices; - Point3 last_pt = Point3(stroke2d_[0][0], stroke2d_[0][1], 0); - Point3 pt = Point3(stroke2d_[1][0], stroke2d_[1][1], 0); - Vector3 tangent = (pt - last_pt).ToUnit(); - Vector3 cotangent = tangent.Cross(Vector3::UnitZ()); - verts.push_back(last_pt - half_stroke_width*cotangent); - verts.push_back(last_pt + half_stroke_width*cotangent); - for (int i=1; i<stroke2d_.size(); i++) { - pt = Point3(stroke2d_[i][0], stroke2d_[i][1], 0); - tangent = (pt - last_pt).ToUnit(); - cotangent = tangent.Cross(Vector3::UnitZ()); - - verts.push_back(pt - half_stroke_width*cotangent); - verts.push_back(pt + half_stroke_width*cotangent); - - indices.push_back((int)verts.size()-4); - indices.push_back((int)verts.size()-3); - indices.push_back((int)verts.size()-2); - - indices.push_back((int)verts.size()-3); - indices.push_back((int)verts.size()-1); - indices.push_back((int)verts.size()-2); - - last_pt = pt; - } - stroke2d_mesh_.SetVertices(verts); - stroke2d_mesh_.SetIndices(indices); - stroke2d_mesh_.UpdateGPUMemory(); - } -} - - - -// This function is called at the start of each new crayon stroke -void HaroldApp::OnLeftMouseDown(const Point2 &mouse_in_pixels) { - // Add to the stroke_mesh_, which is a 2D triangle strip used to draw the user's - // crayon stroke on the screen. - Point2 mouse_in_ndc = PixelsToNormalizedDeviceCoords(mouse_in_pixels); - AddToStroke(mouse_in_ndc); - - - // Next, try to figure out what we are drawing based on where the stroke originated. - Point3 i_point; - edit_billboard_id_ = billboards_.IntersectBillboard(cam_.view_matrix(), proj_matrix_, mouse_in_ndc); - if (edit_billboard_id_ >= 0) { - // If the mouse starts on an existing billboard, then we are editing the billboard. - drawing_state_ = DrawingState::DRAWING_BILLBOARD_EDIT; - } - else if (ground_.ScreenPtHitsGround(cam_.view_matrix(), proj_matrix_, mouse_in_ndc, &i_point)) { - // If the mouse starts on the ground, then we could be about to edit the - // ground, OR we might be creating a new billboard. We won't know for sure - // until the user releases the mouse and we can check to see whether the - // stroke also ends on the ground. - drawing_state_ = DrawingState::DRAWING_GROUND_OR_BILLBOARD; - } - else { - // Otherwise, we must be drawing a stroke in the sky. - drawing_state_ = DrawingState::DRAWING_SKY; - } -} - - -// This function is called once each frame while the user is drawing with the crayon -void HaroldApp::OnLeftMouseDrag(const Point2 &mouse_in_pixels, const Vector2 &delta_in_pixels) { - // Add to the stroke_mesh_, which is a 2D triangle strip used to draw the user's - // crayon stroke on the screen. - Point2 mouse_in_ndc = PixelsToNormalizedDeviceCoords(mouse_in_pixels); - AddToStroke(mouse_in_ndc); -} - - -// This function is called at the end of each stroke -void HaroldApp::OnLeftMouseUp(const Point2 &mouse_in_pixels) { - - // If we are in the temporary drawing_ground_or_billboard state, then we need - // to do a final check now to see if the stroke ended on the ground or not. - // If it did, then we interpret the stroke as drawing_ground. Otherwise, we - // treat it as creating a new billboard. - if (drawing_state_ == DrawingState::DRAWING_GROUND_OR_BILLBOARD) { - // The stroke was started on the ground, does it also end on the ground? - Point2 mouse_in_ndc = PixelsToNormalizedDeviceCoords(mouse_in_pixels); - Point3 i_point; - if (ground_.ScreenPtHitsGround(cam_.view_matrix(), proj_matrix_, mouse_in_ndc, &i_point)) { - drawing_state_ = DrawingState::DRAWING_GROUND; - } - else { - drawing_state_ = DrawingState::DRAWING_BILLBOARD; - } - } - - - // Now, the action to take in terms of what geometry to add or modify in - // the scene depends entirely on the drawing state: - if (drawing_state_ == DrawingState::DRAWING_SKY) { - sky_.AddSkyStroke(cam_.view_matrix(), proj_matrix_, stroke2d_mesh_, crayon_color_); - } - else if (drawing_state_ == DrawingState::DRAWING_BILLBOARD) { - billboards_.AddBillboardStroke(cam_.view_matrix(), proj_matrix_, stroke2d_, stroke2d_mesh_, crayon_color_, &ground_); - } - else if (drawing_state_ == DrawingState::DRAWING_BILLBOARD_EDIT) { - billboards_.AddToBillboard(cam_.view_matrix(), proj_matrix_, edit_billboard_id_, stroke2d_mesh_, crayon_color_); - } - else if (drawing_state_ == DrawingState::DRAWING_GROUND) { - if (stroke2d_.size() < 6) { - std::cout << "Stroke is too short, try again." << std::endl; - } - else { - ground_.ReshapeGround(cam_.view_matrix(), proj_matrix_, stroke2d_); - } - } - - - // Done with this stroke. Clear the 2d stroke and its mesh and reset the drawing state - stroke2d_.clear(); - stroke2d_mesh_ = Mesh(); - drawing_state_ = DrawingState::DRAWING_NONE; -} - - -// You can look around, like in minecraft, by dragging with the right mouse button. -void HaroldApp::OnRightMouseDrag(const Point2 &mouse_in_pixels, const Vector2 &delta_in_pixels) { - Vector2 delta_in_ndc = PixelsToNormalizedDeviceCoords(delta_in_pixels); - cam_.OnMouseMove(delta_in_ndc); -} - - -void HaroldApp::UpdateSimulation(double dt) { - if (drawing_state_ == DrawingState::DRAWING_NONE) { - // When walking around using the arrow keys we need to adjust the height - // of the virtual camera when we walk up a hill. To do that, we shoot - // a ray straight down from the eye point to the ground, find the point - // of intersection on the ground, and then set the camera height to be - // 2.0 meters above this. - Ray ray(cam_.eye(), -Vector3::UnitY()); - float i_time; - Point3 i_pt; - int i_tri; - if (ray.FastIntersectMesh(ground_.mesh_ptr(), &i_time, &i_pt, &i_tri)) { - float height = 2.0f + i_pt[1]; // 2 meters above the gound - cam_.UpdateHeight(height); - } - cam_.UpdateSimulation(dt, window()); - - - // The billboards also need to be updated to face the current camera - billboards_.UpdateBillboardRotations(cam_.eye()); - } -} - - -void HaroldApp::DrawUsingOpenGL() { - // Clear the screen using the current sky color - glClearColor(sky_color_[0], sky_color_[1], sky_color_[2], 1); - - // Draw the sky strokes - sky_.Draw(cam_.view_matrix(), proj_matrix_); - - // Draw the ground mesh - ground_.Draw(cam_.view_matrix(), proj_matrix_, ground_color_); - - // Draw the billboards - billboards_.Draw(cam_.view_matrix(), proj_matrix_); - - - // If we are currently drawing (indicated by the stroke mesh containing >0 - // triangles), then draw the 2D triangle strip mesh for the crayon stroke - if (stroke2d_mesh_.num_triangles() > 0) { - stroke2d_shaderprog_.UseProgram(); - stroke2d_shaderprog_.SetUniform("strokeColor", crayon_color_); - stroke2d_mesh_.Draw(); - stroke2d_shaderprog_.StopProgram(); - } -} - 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
\ No newline at end of file diff --git a/dev/a6-harold/main.cc b/dev/a6-harold/main.cc deleted file mode 100644 index b672b01..0000000 --- a/dev/a6-harold/main.cc +++ /dev/null @@ -1,10 +0,0 @@ -/** CSci-4611 Assignment 6: Harold - */ - -#include "harold_app.h" - -int main(int argc, const char *argv[]) { - HaroldApp app; - app.Run(); - return 0; -} diff --git a/dev/a6-harold/shaders/artsy.frag b/dev/a6-harold/shaders/artsy.frag deleted file mode 100644 index 403009d..0000000 --- a/dev/a6-harold/shaders/artsy.frag +++ /dev/null @@ -1,29 +0,0 @@ -#version 330 - -in vec3 Position; -in vec3 Normal; - -out vec4 color; - -uniform vec3 lightPosition; -uniform vec4 Ia, Id, Is; - -uniform vec4 ka, kd, ks; -uniform float s; - -uniform sampler2D diffuseRamp; -uniform sampler2D specularRamp; - - -void main() { - vec3 l = normalize(lightPosition.xyz - Position); - vec3 n = normalize(Normal); - vec3 e = normalize(-Position); - vec3 h = normalize(e + l); - float diffuse = (dot(l,n) + 1)/2; - float specular = pow(max(dot(n,h),0), s); - color = ka*Ia - + kd*Id*texture(diffuseRamp, vec2(diffuse,0)) - + ks*Is*texture(specularRamp, vec2(specular,0)); - color.a = 1; -} diff --git a/dev/a6-harold/shaders/artsy.vert b/dev/a6-harold/shaders/artsy.vert deleted file mode 100644 index cd9b998..0000000 --- a/dev/a6-harold/shaders/artsy.vert +++ /dev/null @@ -1,17 +0,0 @@ -#version 330 - -uniform mat4 modelViewMatrix; -uniform mat4 normalMatrix; -uniform mat4 projectionMatrix; - -layout(location = 0) in vec3 vertex; -layout(location = 1) in vec3 normal; - -out vec3 Position; -out vec3 Normal; - -void main() { - Position = (modelViewMatrix * vec4(vertex,1)).xyz; - Normal = normalize((normalMatrix * vec4(normal,0)).xyz); - gl_Position = projectionMatrix * modelViewMatrix * vec4(vertex,1); -} diff --git a/dev/a6-harold/shaders/outline.frag b/dev/a6-harold/shaders/outline.frag deleted file mode 100644 index 096721d..0000000 --- a/dev/a6-harold/shaders/outline.frag +++ /dev/null @@ -1,7 +0,0 @@ -#version 330 - -out vec4 color; - -void main() { - color = vec4(0,0,0, 1); -} diff --git a/dev/a6-harold/shaders/outline.vert b/dev/a6-harold/shaders/outline.vert deleted file mode 100644 index a6073e5..0000000 --- a/dev/a6-harold/shaders/outline.vert +++ /dev/null @@ -1,23 +0,0 @@ -#version 330 - -uniform mat4 modelViewMatrix; -uniform mat4 normalMatrix; -uniform mat4 projectionMatrix; -uniform float thickness; - -layout(location = 0) in vec3 vertex; -layout(location = 1) in vec3 normal; -layout(location = 2) in vec3 leftNormal; -layout(location = 3) in vec3 rightNormal; - -void main() { - vec3 p = (modelViewMatrix * vec4(vertex,1)).xyz; - vec3 e = -p; - vec3 nl = (normalMatrix * vec4(leftNormal,0)).xyz; - vec3 nr = (normalMatrix * vec4(rightNormal,0)).xyz; - vec3 v = vertex; - if (dot(e,nl) * dot(e,nr) < 0.0) { - v += thickness*normal; - } - gl_Position = projectionMatrix * modelViewMatrix * vec4(v,1); -} diff --git a/dev/a6-harold/shaders/stroke2d.frag b/dev/a6-harold/shaders/stroke2d.frag deleted file mode 100644 index 2dd7efa..0000000 --- a/dev/a6-harold/shaders/stroke2d.frag +++ /dev/null @@ -1,9 +0,0 @@ -#version 330 - -uniform vec4 strokeColor; - -out vec4 color; - -void main() { - color = strokeColor; -} diff --git a/dev/a6-harold/shaders/stroke2d.vert b/dev/a6-harold/shaders/stroke2d.vert deleted file mode 100644 index e40fdec..0000000 --- a/dev/a6-harold/shaders/stroke2d.vert +++ /dev/null @@ -1,7 +0,0 @@ -#version 330 - -layout(location = 0) in vec3 vertex; - -void main() { - gl_Position = vec4(vertex,1); -} diff --git a/dev/a6-harold/shaders/stroke3d.frag b/dev/a6-harold/shaders/stroke3d.frag deleted file mode 100644 index 2dd7efa..0000000 --- a/dev/a6-harold/shaders/stroke3d.frag +++ /dev/null @@ -1,9 +0,0 @@ -#version 330 - -uniform vec4 strokeColor; - -out vec4 color; - -void main() { - color = strokeColor; -} diff --git a/dev/a6-harold/shaders/stroke3d.vert b/dev/a6-harold/shaders/stroke3d.vert deleted file mode 100644 index d333c4f..0000000 --- a/dev/a6-harold/shaders/stroke3d.vert +++ /dev/null @@ -1,10 +0,0 @@ -#version 330 - -uniform mat4 modelViewMatrix; -uniform mat4 projectionMatrix; - -layout(location = 0) in vec3 vertex; - -void main() { - gl_Position = projectionMatrix * modelViewMatrix * vec4(vertex,1); -} diff --git a/dev/a6-harold/sky.cc b/dev/a6-harold/sky.cc deleted file mode 100644 index 0819ebe..0000000 --- a/dev/a6-harold/sky.cc +++ /dev/null @@ -1,74 +0,0 @@ -/** CSci-4611 Assignment 6: Harold - */ - -#include "sky.h" - - -Sky::Sky() { - -} - - -Sky::~Sky() { - -} - -void Sky::Init(ShaderProgram *stroke3d_shaderprog) { - stroke3d_shaderprog_ = stroke3d_shaderprog; -} - - -/// Projects a 2D normalized screen point (e.g., the mouse position in normalized -/// device coordinates) to a 3D point on the "sky", which is really a huge sphere -/// (radius = 1500) that the viewer is inside. This function should always return -/// true since any screen point can successfully be projected onto the sphere. -/// sky_point is set to the resulting 3D point. Note, this function only checks -/// to see if the ray passing through the screen point intersects the sphere; it -/// does not check to see if the ray hits the ground or anything else first. -bool Sky::ScreenPtHitsSky(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, - const Point2 &normalized_screen_pt, Point3 *sky_point) -{ - // TODO: Stitch together your worksheet implementation of this method - return true; -} - - - - -/// Creates a new sky stroke mesh by projecting each vertex of the 2D mesh -/// onto the sky dome and saving the result as a new 3D mesh. -void Sky::AddSkyStroke(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, - const Mesh &stroke2d_mesh, const Color &stroke_color) -{ - // TODO: Create a new SkyStroke and add it to the strokes_ array. - - - - - - - - - - -} - - -/// Draws all of the sky strokes -void Sky::Draw(const Matrix4 &view_matrix, const Matrix4 &proj_matrix) { - - // Precompute matrices needed in the shader - Matrix4 model_matrix; // identity - Matrix4 modelview_matrix = view_matrix * model_matrix; - - // Draw sky meshes - stroke3d_shaderprog_->UseProgram(); - stroke3d_shaderprog_->SetUniform("modelViewMatrix", modelview_matrix); - stroke3d_shaderprog_->SetUniform("projectionMatrix", proj_matrix); - for (int i=0; i<strokes_.size(); i++) { - stroke3d_shaderprog_->SetUniform("strokeColor", strokes_[i].color); - strokes_[i].mesh.Draw(); - } - stroke3d_shaderprog_->StopProgram(); -} - diff --git a/dev/a6-harold/sky.h b/dev/a6-harold/sky.h deleted file mode 100644 index 06fcca1..0000000 --- a/dev/a6-harold/sky.h +++ /dev/null @@ -1,52 +0,0 @@ -/** CSci-4611 Assignment 6: Harold - */ - -#ifndef SKY_H_ -#define SKY_H_ - -#include <mingfx.h> -using namespace mingfx; - -/** Creates, holds, and draws all of the strokes on the sky. - */ -class Sky { -public: - Sky(); - virtual ~Sky(); - - void Init(ShaderProgram *stroke3d_shaderprog); - - /// Projects a 2D normalized screen point (e.g., the mouse position in normalized - /// device coordinates) to a 3D point on the "sky", which is really a huge sphere - /// (radius = 1500) that the viewer is inside. This function should always return - /// true since any screen point can successfully be projected onto the sphere. - /// sky_point is set to the resulting 3D point. Note, this function only checks - /// to see if the ray passing through the screen point intersects the sphere; it - /// does not check to see if the ray hits the ground or anything else first. - bool ScreenPtHitsSky(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, - const Point2 &normalized_screen_pt, Point3 *sky_point); - - /// Creates a new sky stroke mesh by projecting each vertex of the 2D mesh - /// onto the sky dome and saving the result as a new 3D mesh. - void AddSkyStroke(const Matrix4 &view_matrix, const Matrix4 &proj_matrix, - const Mesh &stroke2d_mesh, const Color &stroke_color); - - /// Draws all of the sky strokes - void Draw(const Matrix4 &view_matrix, const Matrix4 &proj_matrix); - -private: - - // Each stroke has a 3D mesh and a color - struct SkyStroke { - Mesh mesh; - Color color; - }; - - // To store a new stroke to draw, add it to this array - std::vector<SkyStroke> strokes_; - - - ShaderProgram *stroke3d_shaderprog_; -}; - -#endif |