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graphics1's Introduction

README
Author: Eric Butler <[email protected]>

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Welcome to 15-462!
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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 1. 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.

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Building the Code
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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
-GLEW
-libpng

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.

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Running the Program
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Usage: opengl

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.

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C++ Notes
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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.

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Source Files and Directory Structure
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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.

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 the project

msvc/*              -- Visual Studio 2008 build files and solution.

src/opengl
    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/
    heightmap       -- Implementation of a heightmap as a watersurface.
    mesh            -- Triangle mesh and OBJ loader

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