Difference between revisions of "CISC440 S2018 HW1"
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Your task is to further change <tt>modified_tutorial03.cpp</tt> to do the following: | Your task is to further change <tt>modified_tutorial03.cpp</tt> to do the following: | ||
− | * Create a new 3-D [https://en.wikipedia.org/wiki/Polyhedron polyhedron] from multiple transformed versions of the isosceles triangle, right triangle, and/or square. See draw_cube() for an example of how to do this. It does not need to be a regular polyhedron -- you can make a rubber ducky or any other [http://i.kinja-img.com/gawker-media/image/upload/s--KMPf9Vy5--/yc7sj7zdwn2o7zacyfsg.jpg wacky shape] that you want | + | * Create a new 3-D [https://en.wikipedia.org/wiki/Polyhedron polyhedron] from multiple transformed versions of the isosceles triangle, right triangle, and/or square. See <tt>draw_cube()</tt> for an example of how to do this. It does not need to be a regular polyhedron -- you can make a rubber ducky or any other [http://i.kinja-img.com/gawker-media/image/upload/s--KMPf9Vy5--/yc7sj7zdwn2o7zacyfsg.jpg wacky shape] that you want |
− | * Arrange multiple (≥ 10) copies of your object in a 2-D pattern | + | * Arrange multiple (≥ 10) copies of your object in a 2-D pattern, varying the color and scale/orientation/location of the objects -- think "objects on a tabletop" or "buildings in a neighborhood". '''[3 points]''' for enough appropriately-transformed copies, '''[3 points]''' for creativity/aesthetics. |
− | + | * Create ''plan'' view and (approximately) ''isometric'' view of your model with different parameters to <tt>glm::lookat()</tt>. Make the camera close enough that the object pattern fills most of the window. '''[3 points]''' | |
− | |||
− | * Create ''plan'' view and (approximately) ''isometric'' view of your model with different parameters to <tt>glm::lookat()</tt>. Make the camera close enough that object fills most of window. '''[ | ||
You should not need to go into the the shader files, and you should not change <tt>draw_triangle()</tt> or any of the other <tt>draw_X()</tt> functions. Only add new functions, and call them in the appropriate location in the drawing loop. | You should not need to go into the the shader files, and you should not change <tt>draw_triangle()</tt> or any of the other <tt>draw_X()</tt> functions. Only add new functions, and call them in the appropriate location in the drawing loop. | ||
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Back up the original .cpp in the directory, drop in the modified .cpp (plus the shaders linked above), and rename it to <tt>tutorial03.cpp</tt>. Then start modifying it further to satisfy the homework requirements. | Back up the original .cpp in the directory, drop in the modified .cpp (plus the shaders linked above), and rename it to <tt>tutorial03.cpp</tt>. Then start modifying it further to satisfy the homework requirements. | ||
− | When you are done, submit <tt>tutorial03.cpp</tt> (with your name added in the header section to attest that YOU did the coding) and a screenshot for each view to | + | When you are done, submit <tt>tutorial03.cpp</tt> (with your name added in the header section to attest that YOU did the coding) and a screenshot for each view to Canvas. Make sure it is easy to switch between plan view and isometric view in code (commenting out different version of <tt>glm::lookat()</tt> is fine). |
==Graduate students only== | ==Graduate students only== |
Revision as of 14:07, 16 February 2018
Due Tuesday, February 27 midnight
This assignment is designed to make sure you are ready to compile and run OpenGL 3.3 programs, and to familiarize you with basic GLM functions 2-D and 3-D transformations. It is based on a modified version of OpenGL Tutorial #3 (Matrices) -- see below to get the template code you will start with.
Instructions
First, get OpenGL 3.3, GLFW installed using instructions in OpenGL Tutorial #1 regarding installation on your system. To be sure it is working, run the program, which just pops up an empty (black) window. If you see that, you are ready to proceed with the actual assignment.
Now make a new directory inside the tutorials directory (which should start with "ogl") and move the following provided files into it:
, which has a function draw_triangle() that takes as arguments a different model matrix and (r, g, b) color for each triangle to be drawn.
Your task is to further change modified_tutorial03.cpp to do the following:
- Create a new 3-D polyhedron from multiple transformed versions of the isosceles triangle, right triangle, and/or square. See draw_cube() for an example of how to do this. It does not need to be a regular polyhedron -- you can make a rubber ducky or any other wacky shape that you want
- Arrange multiple (≥ 10) copies of your object in a 2-D pattern, varying the color and scale/orientation/location of the objects -- think "objects on a tabletop" or "buildings in a neighborhood". [3 points] for enough appropriately-transformed copies, [3 points] for creativity/aesthetics.
- Create plan view and (approximately) isometric view of your model with different parameters to glm::lookat(). Make the camera close enough that the object pattern fills most of the window. [3 points]
You should not need to go into the the shader files, and you should not change draw_triangle() or any of the other draw_X() functions. Only add new functions, and call them in the appropriate location in the drawing loop.
Back up the original .cpp in the directory, drop in the modified .cpp (plus the shaders linked above), and rename it to tutorial03.cpp. Then start modifying it further to satisfy the homework requirements.
When you are done, submit tutorial03.cpp (with your name added in the header section to attest that YOU did the coding) and a screenshot for each view to Canvas. Make sure it is easy to switch between plan view and isometric view in code (commenting out different version of glm::lookat() is fine).
Graduate students only
- Your calls to draw_triangle() cannot be "hard-coded". Rather, you must programmatically create a pattern such as a tiling, a Koch snowflake, or representation of some other 2-D mathematical function
- Your pattern must have ≥ 100 triangles
- You must use shear, scaling, or other kinds of transformations in addition to rotation and translation