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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
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