whistlinwilly/p3out
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README Author: Eric Butler <edbutler@andrew.cmu.edu> --------------------------------------------------------------------------- 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 3. 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 --------------------------------------------------------------------------- Linux ------------------------- Run 'make' to build the code. All builds are done in the 'bin/' directory, and the final binary is copied to the top-level directory. There are two build modes: debug and release. Debug is the default. Debug builds with no optimizations and debugging info, while release builds with optimizations and no debugging info. Run 'make MODE=debug' or 'make MODE=release' to build the different modes. We highly suggest using debug mode while developing the code. NOTE: You be at a physical machine to build on school machines. Using ssh and X-forwarding will not work, and won't even compile. If you do not wish to be at school and don't have Linux on your home machine, we have a build for Visual Studio on Windows. You will, however, still have to make sure it works on the school machines. All needed libraries and headers are installed on school machines. If building on your own machine, you will need to install headers/libs for: -SDL -libpng -libGLEW We actually provide a 64-bit static library for GLEW since the school computers do not have it. However, if you are building on a 32-bit system, you will need to install GLEW. Windows ------------------------- For convenience, we provide a Visual Studio 2008 solution for the project. You can find it in the msvc/ folder. All needed external headers, libraries, and dlls are included. Visual C++ 2008 Express Edition is freely available and suitable for buildilng the project. Note: since the current directory will be the msvc/ folder when debugging, the application will not correctly find the models/ folder at runtime. Therefore, you must either change the current directory for debugging or copy the models/ folder into the msvc/ folder. 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: glsl <scene filename> <scene filename> is a .scene file in the scenes/ folder. We provide you with a few example scenes. 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 '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. You DO NOT need to edit the majority of files, or even look at them. You should have a look at: - writeup.txt - src/glsl/project.cpp and hpp - shaders/*.glsl - src/math/camera.hpp Note: we omit the '.cpp' or '.hpp' from the source file names in the follow listing. Legend: # - must edit this file * - should look at (header) file README -- this file writeup.txt# -- Description of your project and implementation. Makefile -- makefile for the project. make.mk -- more of the makefile. sources.mk -- list of sources and target, edit to add new source files models/ -- models used in scenes. images/ -- textures used in scenes. scenes/* -- scenes on which to test your program. include/ -- Headers for extrenal libs that are not installed on on the school computers. lib/ -- Compiled extrenal libs that are not installed on on the school computers. msvc/ -- Visual Studio 2008 build files and solution. src/glsl/ == Project-specific files. Main file to edit is here. main -- Main function, application backend, and scene rendering. project# -- Shell for implementation and some sample shader code. This is the main file you must edit. src/application/ == General application files. You can ignore all of it. 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. scene_loader -- Code to load a scene from a file. src/math/ == Math utilities. 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/ == Scene-specific files and rendering. You can ignore all of this (though you'll need to use it the raytracer). src/tinyxml/ == XML parser, used with scenes. You can ignore this.
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