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/** 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
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