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Diffstat (limited to '')
-rw-r--r-- | dev/texture-demo/example.cc | 113 |
1 files changed, 0 insertions, 113 deletions
diff --git a/dev/texture-demo/example.cc b/dev/texture-demo/example.cc deleted file mode 100644 index b114da5..0000000 --- a/dev/texture-demo/example.cc +++ /dev/null @@ -1,113 +0,0 @@ -/** 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); -} - - - - |