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/** 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();
}
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