Files
Graphics-Rasterizer/Model.cpp
2025-07-04 17:32:39 +01:00

374 lines
7.5 KiB
C++

#include "Model.h"
Model::Model()
{
_kdRed = 1.0f;
_kdGreen = 1.0f;
_kdBlue = 1.0f;
_active = false;
_drawMethod = DrawMethod::Wireframe;
_modelMD2Filename = "";
_modelTextureFilename = "";
}
Model::Model(string MD2Filename, string textureFilename)
{
_kdRed = 1.0f;
_kdGreen = 1.0f;
_kdBlue = 1.0f;
_active = false;
_drawMethod = DrawMethod::Wireframe;
_modelMD2Filename = MD2Filename;
_modelTextureFilename = textureFilename;
}
Model::~Model()
{
_vertices.~vector();
_transformedVertices.~vector();
_polygons.~vector();
_pendingTransforms.~vector();
_uvCoords.~vector();
}
string Model::GetModelFilename() const
{
return _modelMD2Filename;
}
const char* Model::CGetModelFilename() const
{
return _modelMD2Filename.c_str();
}
string Model::GetTextureFilename() const
{
return _modelTextureFilename;
}
const char* Model::CGetTextureFilename() const
{
return _modelTextureFilename.c_str();
}
void Model::SetActive(bool value)
{
_active = value;
}
void Model::ToggleActive()
{
_active = !_active;
}
bool Model::GetActive() const
{
return _active;
}
void Model::SetDrawMethod(DrawMethod method)
{
_drawMethod = method;
}
DrawMethod Model::GetDrawMethod() const
{
return _drawMethod;
}
vector<Polygon3D>& Model::GetPolygons()
{
return _polygons;
}
vector<Vertex>& Model::GetVertices()
{
return _vertices;
}
vector<UVCoord>& Model::GetUVCoords()
{
return _uvCoords;
}
const vector<Matrix>& Model::GetPendingTransforms()
{
return _pendingTransforms;
}
size_t Model::GetPolygonCount()
{
return _polygons.size();
}
size_t Model::GetVerticesCount()
{
return _vertices.size();
}
size_t Model::GetUVCoordCount()
{
return _uvCoords.size();
}
size_t Model::GetPendingTransformCount()
{
return _pendingTransforms.size();
}
void Model::AddVertex(float x, float y, float z)
{
_vertices.push_back(Vertex(x, y, z));
_transformedVertices.push_back(Vertex(x, y, z));
}
void Model::AddPolygon(int index0, int index1, int index2, int uvIndex0, int uvIndex1, int uvIndex2)
{
_polygons.push_back(Polygon3D(index0, index1, index2, uvIndex0, uvIndex1, uvIndex2));
}
void Model::AddTextureUV(float u, float v)
{
_uvCoords.push_back(UVCoord(u, v));
}
void Model::EnqueueTransform(Matrix transform)
{
_pendingTransforms.push_back(transform);
}
void Model::ClearPendingTransforms()
{
_pendingTransforms.clear();
}
Texture& Model::GetTexture()
{
return _texture;
}
const Polygon3D& Model::GetPolygon(int index) const
{
return _polygons[index];
}
const Vertex& Model::GetVertex(int polygonIndex, int vertexPolygonIndex) const
{
return GetVertex(GetPolygon(polygonIndex).GetIndex(vertexPolygonIndex));
}
const Vertex& Model::GetVertex(int index) const
{
return _transformedVertices[index];
}
const UVCoord& Model::GetUVCoord(int index) const
{
return _uvCoords[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);
_kdGreen = BoundsCheck(0.0f, 1.0f, green);
_kdBlue = BoundsCheck(0.0f, 1.0f, blue);
}
void Model::SetReflectionCoefficient(ColRef color, float value)
{
float valueChecked = BoundsCheck(0.0f, 1.0f, value);
switch (color)
{
default:
case ColRef::Red:
_kdRed = valueChecked;
break;
case ColRef::Green:
_kdGreen = valueChecked;
break;
case ColRef::Blue:
_kdBlue = valueChecked;
break;
}
}
void Model::SetRedReflectionCoefficient(float value)
{
SetReflectionCoefficient(ColRef::Red, value);
}
void Model::SetGreenReflectionCoefficient(float value)
{
SetReflectionCoefficient(ColRef::Green, value);
}
void Model::SetBlueReflectionCoefficient(float value)
{
SetReflectionCoefficient(ColRef::Blue, value);
}
float Model::GetReflectionCoefficient(ColRef color) const
{
float result;
switch (color)
{
default:
case ColRef::Red:
result = _kdRed;
break;
case ColRef::Green:
result = _kdGreen;
break;
case ColRef::Blue:
result = _kdBlue;
break;
}
return result;
}
float Model::GetRedReflectionCoefficient() const
{
return GetReflectionCoefficient(ColRef::Red);
}
float Model::GetGreenReflectionCoefficient() const
{
return GetReflectionCoefficient(ColRef::Green);
}
float Model::GetBlueReflectionCoefficient() const
{
return GetReflectionCoefficient(ColRef::Blue);
}
void Model::ApplyTransformToLocalVertices(const Matrix& transform)
{
for (int i = 0; i < GetVerticesCount(); i++)
{
_transformedVertices[i] = transform * _vertices[i];
}
}
void Model::ApplyTransformToTransformedVertices(const Matrix& transform)
{
for (int i = 0; i < GetVerticesCount(); i++)
{
_transformedVertices[i] = transform * _transformedVertices[i];
}
}
void Model::DehomogenizeAllVertices()
{
for (Vertex& currentVertex : _transformedVertices)
{
currentVertex.Dehomogenize();
}
}
void Model::CalculateBackfaces(Camera& currentCamera)
{
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));
currentPolygon.NormalizeNormal();
Vector3D eyeVector = _transformedVertices[currentPolygon.GetIndex(0)] - currentCamera.GetCameraPosition();
eyeVector.Normalize();
float dotProduct = Vector3D::DotProduct(currentPolygon.GetNormal(), eyeVector);
if (dotProduct < 0)
{
currentPolygon.SetCulled(true);
}
else
{
currentPolygon.SetCulled(false);
}
}
}
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();
_transformedVertices[_polygons[pi].GetIndex(i)].SetUVIndex(_polygons[pi].GetUVIndex(i));
}
}
for (Vertex& currentVertex : _transformedVertices)
{
currentVertex.SetNormal(currentVertex.GetNormal() / currentVertex.GetContributeCount());
currentVertex.NormalizeNormal();
}
}
bool DepthCompare(Polygon3D& a, Polygon3D& b)
{
return a.GetDepth() > b.GetDepth();
}
void Model::Sort()
{
for (Polygon3D& currentPolygon : _polygons)
{
float zTotal = 0.0f;
for (int i = 0; i < currentPolygon.GetPolygonVertexCount(); i++)
{
zTotal += _transformedVertices[currentPolygon.GetIndex(i)].GetZ();
}
currentPolygon.SetDepth(zTotal / currentPolygon.GetPolygonVertexCount());
}
sort(_polygons.begin(), _polygons.end(), DepthCompare);
}
void Model::CalculateUVPerspective()
{
for (Polygon3D& currentPolygon : _polygons)
{
for (int cpi = 0; cpi < currentPolygon.GetPolygonVertexCount(); cpi++)
{
_transformedVertices[currentPolygon.GetIndex(cpi)].UVCorrect(_uvCoords[currentPolygon.GetUVIndex(cpi)].GetU(), _uvCoords[currentPolygon.GetUVIndex(cpi)].GetV());
}
}
}