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Author: Eric Butler <>
        Steven Fackler <>


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 ( 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
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>


    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.

#   - 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

    main            -- Main function and application backend.
    project#        -- Shell for implementation. This is the main
                        file you must edit.

    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

    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

    mesh            -- Triangle mesh and OBJ loader