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

@ -1,5 +1,6 @@
#pragma once
#include "Vector3D.h"
#include "windows.h"
class Vertex
{
@ -19,6 +20,31 @@ public:
float GetW() const;
void SetW(const float w);
const int GetContributeCount() const;
void IncrementContributeCount();
void ResetContributeCount();
const Vector3D& GetNormal() const;
void SetNormal(float x, float y, float z);
void SetNormal(const Vector3D& normal);
void NormalizeNormal();
void ResetNormal(bool resetCount = false);
const COLORREF GetColor() const;
int GetR() const;
int GetG() const;
int GetB() const;
void SetColor(const int r, const int g, const int b);
void SetColor(const COLORREF colorIn);
// Accessor Methods for returning the private x, y, z and w values as integeres instead of floats
// the ceil function to round the number up by defaults but using providing a false param will
// use the floor function instead to round the number down
int GetXInt(bool forceRoundUp = false) const;
int GetYInt(bool forceRoundUp = false) const;
int GetZInt(bool forceRoundUp = false) const;
int GetWInt(bool forceRoundUp = false) const;
void Dehomogenize();
// Assignment operator
@ -35,6 +61,13 @@ private:
float _z;
float _w;
int _contributeCount;
Vector3D _normal;
int _r;
int _g;
int _b;
void Copy(const Vertex& other);
};