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