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-rw-r--r-- | dev/texture-demo/example.cc | 113 |
1 files changed, 113 insertions, 0 deletions
diff --git a/dev/texture-demo/example.cc b/dev/texture-demo/example.cc new file mode 100644 index 0000000..b114da5 --- /dev/null +++ b/dev/texture-demo/example.cc @@ -0,0 +1,113 @@ +/** CSci-4611 In-Class Example */ + +#include "example.h" + +#include "config.h" + +#include <iostream> +#include <sstream> + + + +Example::Example() : GraphicsApp(1024,768, "MinGfx Example") { + // Define a search path for finding data files (images and shaders) + search_path_.push_back("."); + search_path_.push_back("./data"); + search_path_.push_back(DATA_DIR_INSTALL); + search_path_.push_back(DATA_DIR_BUILD); +} + + +Example::~Example() { +} + + +void Example::UpdateSimulation(double dt) { +} + + +void Example::InitOpenGL() { + // Set up the camera in a good position to see the entire scene + proj_matrix_ = Matrix4::Perspective(60.0f, aspect_ratio(), 0.01f, 100.0f); + view_matrix_ = Matrix4::LookAt(Point3(2,1,4), Point3(2,1,0), Vector3(0,1,0)); + glClearColor(1,1,1,1); + + + // Load the texture we will use + texture_.InitFromFile(Platform::FindFile("monalisa.png", search_path_)); + + + // Create the mesh by setting the vertex and index arrays directly + std::vector<unsigned int> indices; + std::vector<Point3> vertices; + std::vector<Vector3> normals; + std::vector<Point2> tex_coords; + + // four vertices, each requires 3 floats: (x,y,z) + vertices.push_back(Point3(0,0,0)); + vertices.push_back(Point3(1,0,0)); + vertices.push_back(Point3(1,1,-1)); + vertices.push_back(Point3(0,1,-1)); + + // four normals, each requires 3 floats: (x,y,z) + normals.push_back(Vector3(0,1,1).ToUnit()); + normals.push_back(Vector3(0,1,1).ToUnit()); + normals.push_back(Vector3(0,1,1).ToUnit()); + normals.push_back(Vector3(0,1,1).ToUnit()); + + // TODO: YOU ADD TEXTURE COORDINATES TO THE MESH + + + + // indices into the arrays above for the first triangle + indices.push_back(0); + indices.push_back(1); + indices.push_back(2); + + // indices for the second triangle, note some are reused + indices.push_back(0); + indices.push_back(2); + indices.push_back(3); + + mesh_.SetVertices(vertices); + mesh_.SetNormals(normals); + mesh_.SetIndices(indices); + + // TODO: ALSO REMEMBER TO CALL mesh_.SetTexCoords(..) HERE ONCE YOU HAVE THEM DEFINED. + // USE TEXTURE UNIT = 0 SINCE WE HAVE ONLY ONE TEXTURE APPLIED TO THE MESH. + + mesh_.UpdateGPUMemory(); + +} + + +void Example::DrawUsingOpenGL() { + // draws a set of axes at the world origin, since we are passing the identity + // matrix for the "model" matrix. + Matrix4 identity; + quick_shapes_.DrawAxes(identity, view_matrix_, proj_matrix_); + + + // We're already learned about how to use transformation matrices to move + // an individual model around within the scene. + Matrix4 model_matrix = Matrix4::Scale(Vector3(4,4,4)); + + + // Since we want to texture the mesh we will define a custom material for the + // mesh. The material property we are interested in is called "surface_texture". + // We'll set that to point to the Texture2D that we loaded earlier. You can + // also set other properties of the material to define how it reflects light. + DefaultShader::MaterialProperties mesh_material; + mesh_material.surface_texture = texture_; + mesh_material.ambient_reflectance = Color(0.8f, 0.8f, 0.8f); + mesh_material.diffuse_reflectance = Color(0.8f, 0.8f, 0.8f); + + + // Use a shader program to draw the mesh with the given model, view, and projection + // matrices and with the material properties defined in mesh_material. + shader_.Draw(model_matrix, view_matrix_, proj_matrix_, &mesh_, mesh_material); +} + + + + |