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/** CSci-4611 In-Class Example */
#ifndef EXAMPLE_H_
#define EXAMPLE_H_
#include <mingfx.h>
using namespace mingfx;
#include <string>
#include <vector>
class Example : public GraphicsApp {
public:
// Creates the App
Example();
// Cleans up when the App shuts down
virtual ~Example();
// Note a Run() function is inherited from GraphicsApp, that's what
// actually starts up the App.
void OnLeftMouseDown(const Point2& pos);
void OnLeftMouseDrag(const Point2& pos, const Vector2& delta);
void OnLeftMouseUp(const Point2& pos);
void OnRightMouseDrag(const Point2& pos, const Vector2& delta);
// This gets called once each frame. Note that dt (a.k.a., "delta time") is
// the amount of time (in seconds) that has passed since the last frame.
void UpdateSimulation(double dt);
// This is where we initialize any OpenGL data, like textures or meshes that
// need to be loaded from files and setup in OpenGL. It gets called once
// when the program starts up.
void InitOpenGL();
// This gets called once each frame, and this is where you draw the latest
// version of your 3D graphics scene.
void DrawUsingOpenGL();
private:
// 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 helper class for drawing some simple shapes (cubes, spheres, 3D arrows)
QuickShapes quick_shapes_;
// A list of paths to search for data files (images and shaders)
std::vector<std::string> search_path_;
Texture2D dart_tex_;
};
#endif
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