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/** CSci-4611 In-Class Example */
#include "Example.h"
#include <iostream>
#include <sstream>
Example::Example() : GraphicsApp(1024,768, "MinGfx Example") {
}
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(0,0,3), Point3(0,0,0), Vector3(0,1,0));
glClearColor(1,1,1,1);
// EXAMPLE 1: Load the mesh from a file
teapot_mesh_.LoadFromOBJ(Platform::FindMinGfxDataFile("teapot.obj"));
// EXAMPLE 2: Create the mesh by adding triangles one at a time
int tri_id;
// add a first triangle
tri_id = triangles_mesh_.AddTriangle(Point3(0,0,0), Point3(1,0,0), Point3(1,1,0));
// set attributes for the vertices
triangles_mesh_.SetNormals(tri_id, Vector3(0,0,1), Vector3(0,0,1), Vector3(0,0,1));
// add a second triangle and attributes
tri_id = triangles_mesh_.AddTriangle(Point3(0,0,0), Point3(1,1,0), Point3(0,1,0));
triangles_mesh_.SetNormals(tri_id, Vector3(0,0,1), Vector3(0,0,1), Vector3(0,0,1));
// call this when done to save to the GPU
triangles_mesh_.UpdateGPUMemory();
// EXAMPLE 3: Create the mesh by setting the vertex and index arrays directly
std::vector<unsigned int> indices;
std::vector<Point3> vertices;
std::vector<Vector3> normals;
// 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(1,1,0));
vertices.push_back(Point3(0,1,0));
// four normals, each requires 3 floats: (x,y,z)
normals.push_back(Vector3(0,0,1));
normals.push_back(Vector3(0,0,1));
normals.push_back(Vector3(0,0,1));
normals.push_back(Vector3(0,0,1));
// 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);
indexed_tris_mesh_.SetVertices(vertices);
indexed_tris_mesh_.SetNormals(normals);
indexed_tris_mesh_.SetIndices(indices);
indexed_tris_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_);
Matrix4 teapot_transform = Matrix4::Translation(Vector3(-1.5,0,0));
shader_.Draw(teapot_transform, view_matrix_, proj_matrix_, &teapot_mesh_, DefaultShader::MaterialProperties());
Matrix4 mesh2_transform = Matrix4::Translation(Vector3(-0.5,-0.5,0));
shader_.Draw(mesh2_transform, view_matrix_, proj_matrix_, &triangles_mesh_, DefaultShader::MaterialProperties());
Matrix4 mesh3_transform = Matrix4::Translation(Vector3(1,-0.5,0));
shader_.Draw(mesh3_transform, view_matrix_, proj_matrix_, &indexed_tris_mesh_, DefaultShader::MaterialProperties());
}
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