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http://code.google.com/p/kettering-cs320-procedural-graphics/wiki/ModuleInitialS
hape
Original issue reported on code.google.com by [email protected]
on 7 Apr 2011 at 4:05
Build the Control to represent a Module in a ModuleGraph. It is basically a
floating control and a contains a vertical flow of EditorControl.
Original issue reported on code.google.com by [email protected]
on 29 Apr 2011 at 11:03
http://code.google.com/p/kettering-cs320-procedural-graphics/wiki/BackEnd
The back-end should be responsible for invoking modules and passing data
between them.
Original issue reported on code.google.com by [email protected]
on 7 Apr 2011 at 4:17
Write the top-level class to create and manage the window, GUI system, etc.
I (Alec) will probably work on this, but if anyone wants to take this on before
I've assigned myself, please talk to me and I'll be glad to share my thoughts.
Original issue reported on code.google.com by [email protected]
on 29 Apr 2011 at 11:00
EditorControl is the superclass for Module parameters which the user may
specify a value directly inside the ModuleNodeControl. Each type which should
be editable directly should have a subclass.
Please write editors for the following:
- int
- float
- string
- enum types (a listbox of enum choices found via reflection)
Except for the last type, writing these editors should be simple (just a simple
container for a Textbox which validates and saves the entered value). The last
type needs to use reflection to get the enum type and it's options (you can ask
me [Alec] for some pointers on how to do this).
Original issue reported on code.google.com by [email protected]
on 29 Apr 2011 at 11:14
It would be a cool feature to have a graphical interface to let the user define
what modules to run, how they're connected, and tweak the parameters to the
modules.
Visually, I'd imagine something like I was drawing on the whiteboard in our
first meeting, or the attached sample of Blender's node editor interface (found
off google).
Original issue reported on code.google.com by [email protected]
on 7 Apr 2011 at 4:36
Attachments:
Prof wants 2-3 paragraphs for each algorithm by next week (4/27/2011)
Original issue reported on code.google.com by [email protected]
on 20 Apr 2011 at 2:41
When we decide to support external modules:
Define the file formats for the data types we use as parameters.
Original issue reported on code.google.com by [email protected]
on 7 Apr 2011 at 4:25
http://code.google.com/p/kettering-cs320-procedural-graphics/wiki/ModuleCirclesT
oHeight
Original issue reported on code.google.com by [email protected]
on 7 Apr 2011 at 4:11
Write a toolbar control (basically a container with horizontal flow containing
buttons).
Original issue reported on code.google.com by [email protected]
on 29 Apr 2011 at 11:21
http://code.google.com/p/kettering-cs320-procedural-graphics/wiki/ModuleColorFro
mHeight
Original issue reported on code.google.com by [email protected]
on 7 Apr 2011 at 4:13
http://code.google.com/p/kettering-cs320-procedural-graphics/wiki/Module
Define the interface or superclass for internal modules. This should include
writing the documentation for guidelines on writing a module: how input/output
parameters are exposed to the framework, etc. Although work on modules can
begin before this is solidified, it would be helpful to get this finished so
people will have a starting point for developing modules.
Original issue reported on code.google.com by [email protected]
on 7 Apr 2011 at 4:22
http://code.google.com/p/kettering-cs320-procedural-graphics/wiki/ModuleApolloni
anGasket
Original issue reported on code.google.com by [email protected]
on 7 Apr 2011 at 4:08
Good luck with that Matt
Original issue reported on code.google.com by [email protected]
on 7 Apr 2011 at 4:14
We need to decide on a language for the project, or at least the core parts of
it, before anything can proceed.
Additionally, we need to decide on the interface for the modules so work on
those can start.
The standard choice of language would be C/C++, since this seems to be what the
prof. will be teaching the class in. C# was also suggested as a language (which
can interface with OpenGL through the wrapper library OpenTK, and should be
pretty much the same interface as the native library).
After deciding on the language a template class or interface should be created
so modules can be created that will actually interoperate. Alternatively,
modules can be in the form of standalone executables which are simply invoked
by the core program with parameters to read inputs (heightmaps, colormaps,
etc.) from files and save outputs to files. In this case, the programmer of a
module may choose any language they would like.
Discuss on the Language wiki page.
Original issue reported on code.google.com by [email protected]
on 7 Apr 2011 at 12:54
Write the control which shows the user a list of all Module types and allows
them to add a Module to a ModuleGraph via click and drag.
Actually obtaining a list of modules would either be done via reflection (if
possible), or by having the ModuleAttribute register the module in a static
registry (thus making the Module attribute mandatory for modules).
Original issue reported on code.google.com by [email protected]
on 29 Apr 2011 at 11:25
Get a solution setup with some sample OpenGL code and checked into the
repository.
Later document the process so others can learn to use the source control system.
Original issue reported on code.google.com by [email protected]
on 7 Apr 2011 at 5:38
Write the classes for containing and rendering objects in a 3D scene in part of
the window. Some of the classes to be written under this issue:
Entity: a renderable object.
Scene: contains Entitys.
Viewport: references a Scene and represents an area of the window.
ViewportControl: placeholder for the GUI system to reserve a rectangle for the
viewport as well as accepting input for moving the camera around, etc.
Original issue reported on code.google.com by [email protected]
on 29 Apr 2011 at 11:30
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