Week9 [23/11] - [29/11]

Added Lighting Changes for Vertex Normal Calculation
Added Method to Get a Polygons Vertices as a Vector array
Added Methods to Add the Color to a Polygon and Vertex Object
Added Normalization to the Polygon normal vector
Added Vector Normal Calculation to the Model Class
Added Light Calculation method to the Rasterizer Class
Added Flag to Rasterizer to stop processing when the screen is minimised
Added Flat and Gouraud Drawing Methods to the Resterizer
Added Standard and INT triangle drawing Methods
Added Function to mimic sgn function from Java
Added Length to Vector3D class
Added / operator to Vector3D class
Added Get(x,y,z,w)Int methods to Vertex class
Changed Color Variables on the Vertex/Polygon classes to use r, g and b values rather than COLORREF
Changed Camera translation functions to use normal Translation Functions
Cleaned up Code
Removed Unused code from the Camera Class
This commit is contained in:
IDunnoDev
2021-12-11 19:26:56 +00:00
committed by iDunnoDev
parent f5fd5b6756
commit df3c9fac81
23 changed files with 956 additions and 188 deletions

View File

@ -16,7 +16,7 @@ vector<Polygon3D>& Model::GetPolygons()
return _polygons;
}
const vector<Vertex>& Model::GetVertices()
vector<Vertex>& Model::GetVertices()
{
return _vertices;
}
@ -77,6 +77,27 @@ const Vertex& Model::GetVertex(int index) const
return _transformedVertices[index];
}
vector<Vertex> Model::GetPolygonVertexArray(int index) const
{
vector<Vertex> polygonVerticies = {};
for (int i = 0; i < GetPolygon(index).GetPolygonVertexCount(); i++)
{
polygonVerticies.push_back(GetVertex(index, i));
}
return polygonVerticies;
}
void Model::SetPolygonColor(int index, COLORREF color)
{
_polygons[index].SetColor(color);
}
void Model::SetVertexColor(int polyIndex, int vertIndex, COLORREF color)
{
_transformedVertices[GetPolygon(polyIndex).GetIndex(vertIndex)].SetColor(color);
}
void Model::SetReflectionCoefficient(float red, float green, float blue)
{
_kdRed = BoundsCheck(0.0f, 1.0f, red);
@ -171,7 +192,7 @@ void Model::ApplyTransformToTransformedVertices(const Matrix& transform)
void Model::DehomogenizeAllVertices()
{
for (Vertex &currentVertex : _transformedVertices)
for (Vertex& currentVertex : _transformedVertices)
{
currentVertex.Dehomogenize();
}
@ -179,12 +200,14 @@ void Model::DehomogenizeAllVertices()
void Model::CalculateBackfaces(Camera& currentCamera)
{
for (Polygon3D &currentPolygon : _polygons)
for (Polygon3D& currentPolygon : _polygons)
{
Vector3D vectorA = _transformedVertices[currentPolygon.GetIndex(1)] - _transformedVertices[currentPolygon.GetIndex(0)];
Vector3D vectorB = _transformedVertices[currentPolygon.GetIndex(2)] - _transformedVertices[currentPolygon.GetIndex(0)];
currentPolygon.SetNormal(Vector3D::CrossProduct(vectorA, vectorB));
Vector3D eyeVector = _transformedVertices[currentPolygon.GetIndex(0)] - currentCamera.GetCurrentPosition();
currentPolygon.SetNormal(Vector3D::CrossProduct(vectorA, vectorB));
currentPolygon.NormalizeNormal();
Vector3D eyeVector = _transformedVertices[currentPolygon.GetIndex(0)] - currentCamera.GetCameraPosition();
eyeVector.Normalize();
float dotProduct = Vector3D::DotProduct(currentPolygon.GetNormal(), eyeVector);
if (dotProduct < 0)
@ -198,6 +221,31 @@ void Model::CalculateBackfaces(Camera& currentCamera)
}
}
void Model::CalculateVertexNormals()
{
for (Vertex& currentVertex : _transformedVertices)
{
currentVertex.ResetNormal(true);
}
for (int pi = 0; pi < GetPolygonCount(); pi++)
{
for (int i = 0; i < _polygons[pi].GetPolygonVertexCount(); i++)
{
_transformedVertices[_polygons[pi].GetIndex(i)].SetNormal(_transformedVertices[_polygons[pi].GetIndex(i)].GetNormal() + _polygons[pi].GetNormal());
_transformedVertices[_polygons[pi].GetIndex(i)].IncrementContributeCount();
}
}
for (Vertex& currentVertex : _transformedVertices)
{
currentVertex.SetNormal(currentVertex.GetNormal() / currentVertex.GetContributeCount());
currentVertex.NormalizeNormal();
}
}
bool DepthCompare(Polygon3D& a, Polygon3D& b)
{
return a.GetDepth() > b.GetDepth();
@ -205,7 +253,7 @@ bool DepthCompare(Polygon3D& a, Polygon3D& b)
void Model::Sort()
{
for (Polygon3D &currentPolygon : _polygons)
for (Polygon3D& currentPolygon : _polygons)
{
float zTotal = 0.0f;
for (int i = 0; i < currentPolygon.GetPolygonVertexCount(); i++)