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CG P2
README Author: Eric Butler <[email protected]> Steven Fackler <[email protected]> --------------------------------------------------------------------------- Overview --------------------------------------------------------------------------- In here you will find instructions for building the project and a short description of each source file. There is quite a bit of starter code for project 2. It contains math utility functions and classes, code to load the application, code to load models, and code to handle mouse/keyboard input. Report any bugs to the TAs. --------------------------------------------------------------------------- Building the Code --------------------------------------------------------------------------- This project uses the CMake build system (www.cmake.org). CMake is a kind of "meta build-system," in that it creates a build system for you. It supports many different build systems, ranging from Unix Makefiles to Visual Studio projects to XCode projects. 1) If you don't have CMake installed, you should install it. If you're running Linux, it should be available through your disto's package manager (apt-get, pacman, ports, etc). Windows and OSX installers can be downloaded from http://www.cmake.org/cmake/resources/software.html 2) Open up a command prompt in the "build" directory and run "cmake ../src". CMake will generate the build system in the build directory. By default, CMake will generate Makefiles on Linux and OSX and a Visual Studio project on Windows. If you'd like to change that, you can pass a different "generator" to cmake with the -G flag. A full list of generators can be found at the bottom of the output generated by running "cmake". For example, "cmake -G 'Xcode' ../src" will generate an Xcode project on OSX. 3) You can now use the build system in the "build" directory. The default target will compile everything for you, and the "install" target will copy the p2 executable to the main "p2" directory. WINDOWS NOTE: If you're using Windows, you'll have to add the "windows/bin" directory to your PATH environment variable so Windows can find the shared libraries the project will use. Note: Your program MUST COMPILE on the SCS Linux machines. If you use Windows, make sure to test on Linux well in advance of the deadline. --------------------------------------------------------------------------- Running the Program --------------------------------------------------------------------------- Usage: p2 <mesh> Instructions: Use the mouse and 'w', 'a', 's', 'd', 'q', and 'e' to move the camera around. The keys translate the camera, and left and right mouse buttons rotate the camera. Press 'r' to perform a subdivision. The starter code will invoke the shell function in geometry/project.cpp, which you should fill in with the subdivision algorithm. Press 'f' to take a screenshot of the current frame buffer. It is written to a file whose name is based on the current system time. --------------------------------------------------------------------------- C++ Notes --------------------------------------------------------------------------- For the sake of simpler math routines and data structures, the code uses C++ over straight C. The code tries to stay away from most features of the language to keep it as simple as possible. This project attempts to break you into C++ easily. Questions about virtual functions, classes, or any C++ idioms are welcome. --------------------------------------------------------------------------- Source Files and Directory Structure --------------------------------------------------------------------------- The code base is rather big, so here's a description of the top-level directories and every header/source file pair we give you. You are free to edit any of them and add as many as you like, as long as the program behavior remains the same. Note: we omit the '.cpp' or '.hpp' from the source file names. You'll probably want to start by looking at project.hpp and all the headers in the math/ folder. Legend: # - must edit this file * - should look at header file README -- this file writeup.txt# -- Description of your project and implementation. models/* -- models used in the project models/models.txt -- description of which models have textures textures/* -- textures used in the project src/build/* -- Build system stuff src/p2 main -- Main function and application backend. project# -- Shell for implementation. This is the main file you must edit. src/application/ application -- SDL backend, runs main loop camera_roam -- Functions for camera control via mouse and keyboard imageio -- Functions to load and save PNG files opengl -- Header to include correct OpenGL headers src/math/ camera* -- Camera class with functions to mutate color -- A class for RGB colors and related functions math* -- Basic header and a few generic functions matrix -- 3D, 4D matrix classes and several related functions quaternion* -- Quaternion class and several related functions--very useful for 3D rotations. vector* -- 2D, 3D, 4D vector classes and many related functions src/scene/ mesh -- Triangle mesh and OBJ loader
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