Files
Graphics-Rasterizer/Model.cpp
IDunnoDev df3c9fac81 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
2021-12-11 19:26:56 +00:00

267 lines
5.6 KiB
C++

#include "Model.h"
Model::Model()
{
_kdRed = 1.0f;
_kdGreen = 1.0f;
_kdBlue = 1.0f;
}
Model::~Model()
{
}
vector<Polygon3D>& Model::GetPolygons()
{
return _polygons;
}
vector<Vertex>& Model::GetVertices()
{
return _vertices;
}
const vector<Matrix>& Model::GetPendingTransforms()
{
return _pendingTransforms;
}
size_t Model::GetPolygonCount()
{
return _polygons.size();
}
size_t Model::GetVerticesCount()
{
return _vertices.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)
{
_polygons.push_back(Polygon3D(index0, index1, index2));
}
void Model::EnqueueTransform(Matrix transform)
{
_pendingTransforms.push_back(transform);
}
void Model::ClearPendingTransforms()
{
_pendingTransforms.clear();
}
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];
}
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();
}
}
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);
}