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/** CSci-4611 In-Class Example */
#include "example.h"
#include "config.h"
#include <iostream>
#include <sstream>
Example::Example() : GraphicsApp(1024,768, "MinGfx Example") {
// Define a search path for finding data files (images and shaders)
search_path_.push_back(".");
search_path_.push_back("./data");
search_path_.push_back(DATA_DIR_INSTALL);
search_path_.push_back(DATA_DIR_BUILD);
}
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(2,1,4), Point3(2,1,0), Vector3(0,1,0));
glClearColor(1,1,1,1);
// Load the texture we will use
texture_.InitFromFile(Platform::FindFile("monalisa.png", search_path_));
// Create the mesh by setting the vertex and index arrays directly
std::vector<unsigned int> indices;
std::vector<Point3> vertices;
std::vector<Vector3> normals;
std::vector<Point2> tex_coords;
// 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,-1));
vertices.push_back(Point3(0,1,-1));
// four normals, each requires 3 floats: (x,y,z)
normals.push_back(Vector3(0,1,1).ToUnit());
normals.push_back(Vector3(0,1,1).ToUnit());
normals.push_back(Vector3(0,1,1).ToUnit());
normals.push_back(Vector3(0,1,1).ToUnit());
// TODO: YOU ADD TEXTURE COORDINATES TO THE MESH
// 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);
mesh_.SetVertices(vertices);
mesh_.SetNormals(normals);
mesh_.SetIndices(indices);
// TODO: ALSO REMEMBER TO CALL mesh_.SetTexCoords(..) HERE ONCE YOU HAVE THEM DEFINED.
// USE TEXTURE UNIT = 0 SINCE WE HAVE ONLY ONE TEXTURE APPLIED TO THE MESH.
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_);
// We're already learned about how to use transformation matrices to move
// an individual model around within the scene.
Matrix4 model_matrix = Matrix4::Scale(Vector3(4,4,4));
// Since we want to texture the mesh we will define a custom material for the
// mesh. The material property we are interested in is called "surface_texture".
// We'll set that to point to the Texture2D that we loaded earlier. You can
// also set other properties of the material to define how it reflects light.
DefaultShader::MaterialProperties mesh_material;
mesh_material.surface_texture = texture_;
mesh_material.ambient_reflectance = Color(0.8f, 0.8f, 0.8f);
mesh_material.diffuse_reflectance = Color(0.8f, 0.8f, 0.8f);
// Use a shader program to draw the mesh with the given model, view, and projection
// matrices and with the material properties defined in mesh_material.
shader_.Draw(model_matrix, view_matrix_, proj_matrix_, &mesh_, mesh_material);
}
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