Files
Graphics-Rasterizer/Vertex.cpp
IDunnoDev cdb940f6aa Week10 [30/11] - [06/12]
Added active Variable to the Lights Classes
Added updated MD2Loader Class
Added Model Filename and Texture File Name to the Model Class
Added Active Flag to the Model Class
Added DrawMode to the Model Class
Added Texture and UV Variables to the Model Class
Added UV Coordinates to the Polygon3D Class
Added DrawString method to the Rasterizer to write text to the screen space
Added Interpolate and Lerp Methods to the Rasterizer
Added Select statement for drawing a current models draw mode
Added DrawTextured Method to the Rasterizer Class
Added UVCoord Class
Added Texture Class
Added = operator to the Vector3D Class
Added UVCoord to the Vertex Class
Moved Models and Texture Files into a subfolder
Fixed issue with textures not loading properly because of the vector address problem
2021-12-11 20:31:39 +00:00

297 lines
4.3 KiB
C++

#include "Vertex.h"
Vertex::Vertex()
{
_x = 0.0f;
_y = 0.0f;
_z = 0.0f;
_w = 0.0f;
_contributeCount = 0;
_normal = Vector3D(0, 0, 0);
_r = 0;
_g = 0;
_b = 0;
}
Vertex::Vertex(const float x, const float y, const float z)
{
_x = x;
_y = y;
_z = z;
_w = 1.0f;
_contributeCount = 0;
_normal = Vector3D(0, 0, 0);
_r = 0;
_g = 0;
_b = 0;
}
Vertex::Vertex(const float x, const float y, const float z, const float w)
{
_x = x;
_y = y;
_z = z;
_w = w;
_contributeCount = 0;
_normal = Vector3D(0, 0, 0);
_r = 0;
_g = 0;
_b = 0;
}
Vertex::Vertex(const Vertex & other)
{
Copy(other);
}
float Vertex::GetX() const
{
return _x;
}
void Vertex::SetX(const float x)
{
_x = x;
}
float Vertex::GetY() const
{
return _y;
}
void Vertex::SetY(const float y)
{
_y = y;
}
float Vertex::GetZ() const
{
return _z;
}
void Vertex::SetZ(const float z)
{
_z = z;
}
float Vertex::GetW() const
{
return _w;
}
void Vertex::SetW(const float w)
{
_w = w;
}
const int Vertex::GetContributeCount() const
{
return _contributeCount;
}
void Vertex::IncrementContributeCount()
{
_contributeCount++;
}
void Vertex::ResetContributeCount()
{
_contributeCount = 0;
}
const Vector3D& Vertex::GetNormal() const
{
return _normal;
}
void Vertex::SetNormal(float x, float y, float z)
{
_normal.SetX(x);
_normal.SetY(y);
_normal.SetZ(z);
}
void Vertex::SetNormal(const Vector3D& normal)
{
SetNormal(normal.GetX(), normal.GetY(), normal.GetZ());
}
void Vertex::NormalizeNormal()
{
_normal.Normalize();
}
void Vertex::ResetNormal(bool resetCount)
{
SetNormal(0, 0, 0);
if (resetCount)
{
ResetContributeCount();
}
}
const COLORREF Vertex::GetColor() const
{
return RGB(_r, _g, _b);
}
int Vertex::GetR() const
{
return _r;
}
void Vertex::SetR(const int r)
{
_r = r;
}
int Vertex::GetG() const
{
return _g;
}
void Vertex::SetG(const int g)
{
_g = g;
}
int Vertex::GetB() const
{
return _b;
}
void Vertex::SetB(const int b)
{
_b = b;
}
void Vertex::SetColor(int r, int g, int b)
{
_r = r;
_g = g;
_b = b;
}
void Vertex::SetColor(const COLORREF colorIn)
{
SetColor((int)GetRValue(colorIn), (int)GetGValue(colorIn), (int)GetBValue(colorIn));
}
int Vertex::GetUVIndex() const
{
return _uvIndex;
}
void Vertex::SetUVIndex(const int index)
{
_uvIndex = index;
}
int Vertex::GetXInt(bool forceRoundUp) const
{
if (forceRoundUp)
{
return (int)ceil(GetX());
}
else
{
return (int)floor(GetX());
}
;}
int Vertex::GetYInt(bool forceRoundUp) const
{
if (forceRoundUp)
{
return (int)ceil(GetY());
}
else
{
return (int)floor(GetY());
}
}
int Vertex::GetZInt(bool forceRoundUp) const
{
if (forceRoundUp)
{
return (int)ceil(GetZ());
}
else
{
return (int)floor(GetZ());
}
}
int Vertex::GetWInt(bool forceRoundUp) const
{
if (forceRoundUp)
{
return (int)ceil(GetW());
}
else
{
return (int)floor(GetW());
}
}
void Vertex::Dehomogenize()
{
_x = _x / _w;
_y = _y / _w;
_z = _z / _w;
_w = _w / _w;
}
Vertex& Vertex::operator=(const Vertex& rhs)
{
// Only do the assignment if we are not assigning
// to ourselves
if (this != &rhs)
{
Copy(rhs);
}
return *this;
}
const Vector3D Vertex::operator-(const Vertex& rhs) const
{
return Vector3D(rhs.GetX() - _x, rhs.GetY() - _y, rhs.GetZ() - _z);
}
// The const at the end of the declaraion for '==" indicates that this operation does not change
// any of the member variables in this class.
bool Vertex::operator==(const Vertex& rhs) const
{
return (_x == rhs.GetX() && _y == rhs.GetY() && _z == rhs.GetZ() && _w == rhs.GetW());
}
// You can see three different uses of 'const' here:
//
// The first const indicates that the method changes the return value, but it is not moved in memory
// The second const indicates that the parameter is passed by reference, but it is not modified
// The third const indicates that the operator does not change any of the memory variables in the class.
const Vertex Vertex::operator+(const Vertex& rhs) const
{
return Vertex(_x + rhs.GetX(), _y + rhs.GetY(), _z + rhs.GetZ(), _w + rhs.GetW());
}
void Vertex::Copy(const Vertex& other)
{
_x = other.GetX();
_y = other.GetY();
_z = other.GetZ();
_w = other.GetW();
_contributeCount = other.GetContributeCount();
_normal = other.GetNormal();
_r = other.GetR();
_g = other.GetG();
_b = other.GetB();
_uvIndex = other.GetUVIndex();
}