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author | unknown <paulx161@umn.edu> | 2021-02-03 14:22:28 -0600 |
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committer | unknown <paulx161@umn.edu> | 2021-02-03 14:22:28 -0600 |
commit | 9b83919815f6a6ce5d73da1c28483970d0ca5589 (patch) | |
tree | 4558864445dccc1605e5315e0bb11c46d2018da1 /dev/MinGfx/src/mesh.cc | |
parent | Added worksheet and support code for assignment 2 (diff) | |
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added dev/MinGfx/
Diffstat (limited to 'dev/MinGfx/src/mesh.cc')
-rw-r--r-- | dev/MinGfx/src/mesh.cc | 651 |
1 files changed, 651 insertions, 0 deletions
diff --git a/dev/MinGfx/src/mesh.cc b/dev/MinGfx/src/mesh.cc new file mode 100644 index 0000000..dd967fa --- /dev/null +++ b/dev/MinGfx/src/mesh.cc @@ -0,0 +1,651 @@ +/* + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + See corresponding header file for details. + */ + +#include "mesh.h" + +#include "matrix4.h" +#include "opengl_headers.h" + +#include <sstream> +#include <fstream> + +namespace mingfx { + +#define MAX_TEX_ATTRIBS 5 + + +Mesh::Mesh() : gpu_dirty_(true), vertex_buffer_(0), vertex_array_(0), element_buffer_(0), bvh_dirty_(true) { +} + +Mesh::Mesh(const Mesh &other) { + verts_ = other.verts_; + norms_ = other.norms_; + colors_ = other.colors_; + tex_coords_ = other.tex_coords_; + indices_ = other.indices_; + gpu_dirty_ = true; + bvh_dirty_ = true; +} + +Mesh::~Mesh() { +} + +int Mesh::AddTriangle(Point3 v1, Point3 v2, Point3 v3) { + gpu_dirty_ = true; + bvh_dirty_ = true; + + verts_.push_back(v1[0]); + verts_.push_back(v1[1]); + verts_.push_back(v1[2]); + + verts_.push_back(v2[0]); + verts_.push_back(v2[1]); + verts_.push_back(v2[2]); + + verts_.push_back(v3[0]); + verts_.push_back(v3[1]); + verts_.push_back(v3[2]); + + return num_triangles()-1; +} + +void Mesh::UpdateTriangle(int triangle_id, Point3 v1, Point3 v2, Point3 v3) { + gpu_dirty_ = true; + bvh_dirty_ = true; + + int index = triangle_id * 9; + verts_[(size_t)index + 0] = v1[0]; + verts_[(size_t)index + 1] = v1[1]; + verts_[(size_t)index + 2] = v1[2]; + + verts_[(size_t)index + 3] = v2[0]; + verts_[(size_t)index + 4] = v2[1]; + verts_[(size_t)index + 5] = v2[2]; + + verts_[(size_t)index + 6] = v3[0]; + verts_[(size_t)index + 7] = v3[1]; + verts_[(size_t)index + 8] = v3[2]; +} + + +void Mesh::SetNormals(int triangle_id, Vector3 n1, Vector3 n2, Vector3 n3) { + gpu_dirty_ = true; + + if (triangle_id >= num_triangles()) { + std::cerr << "Mesh::SetNormals() -- warning: cannot set normals for non-existant triangle with ID=" << triangle_id << ". Make sure the triangle has been added first." << std::endl; + return; + } + + int requiredSize = (triangle_id+1)*9; + if (norms_.size() < requiredSize) { + norms_.resize(requiredSize); + } + int index = triangle_id * 9; + norms_[(size_t)index + 0] = n1[0]; + norms_[(size_t)index + 1] = n1[1]; + norms_[(size_t)index + 2] = n1[2]; + + norms_[(size_t)index + 3] = n2[0]; + norms_[(size_t)index + 4] = n2[1]; + norms_[(size_t)index + 5] = n2[2]; + + norms_[(size_t)index + 6] = n3[0]; + norms_[(size_t)index + 7] = n3[1]; + norms_[(size_t)index + 8] = n3[2]; +} + +void Mesh::SetColors(int triangle_id, Color c1, Color c2, Color c3) { + gpu_dirty_ = true; + + if (triangle_id >= num_triangles()) { + std::cerr << "Mesh::SetColors() -- warning: cannot set colors for non-existant triangle with ID=" << triangle_id << ". Make sure the triangle has been added first." << std::endl; + return; + } + + int requiredSize = (triangle_id+1)*12; + if (colors_.size() < requiredSize) { + colors_.resize(requiredSize); + } + int index = triangle_id * 12; + colors_[(size_t)index + 0] = c1[0]; + colors_[(size_t)index + 1] = c1[1]; + colors_[(size_t)index + 2] = c1[2]; + colors_[(size_t)index + 3] = c1[3]; + + colors_[(size_t)index + 4] = c2[0]; + colors_[(size_t)index + 5] = c2[1]; + colors_[(size_t)index + 6] = c2[2]; + colors_[(size_t)index + 7] = c2[3]; + + colors_[(size_t)index + 8] = c3[0]; + colors_[(size_t)index + 9] = c3[1]; + colors_[(size_t)index + 10] = c3[2]; + colors_[(size_t)index + 11] = c3[3]; +} + +void Mesh::SetTexCoords(int triangle_id, int textureUnit, Point2 uv1, Point2 uv2, Point2 uv3) { + gpu_dirty_ = true; + + if (triangle_id >= num_triangles()) { + std::cerr << "Mesh::SetTexCoords() -- warning: cannot set texture coordinates for non-existant triangle with ID=" << triangle_id << ". Make sure the triangle has been added first." << std::endl; + return; + } + + // resize as needed based on the number of textureUnits used + if (tex_coords_.size() < (size_t)textureUnit+1) { + tex_coords_.resize((size_t)textureUnit+1); + } + + // resize the textureUnit-specific array based on the number of triangles + int requiredSize = (triangle_id+1)*6; + if (tex_coords_[textureUnit].size() < requiredSize) { + tex_coords_[textureUnit].resize(requiredSize); + } + int index = triangle_id * 6; + tex_coords_[textureUnit][(size_t)index + 0] = uv1[0]; + tex_coords_[textureUnit][(size_t)index + 1] = uv1[1]; + + tex_coords_[textureUnit][(size_t)index + 2] = uv2[0]; + tex_coords_[textureUnit][(size_t)index + 3] = uv2[1]; + + tex_coords_[textureUnit][(size_t)index + 4] = uv3[0]; + tex_coords_[textureUnit][(size_t)index + 5] = uv3[1]; +} + + +void Mesh::SetVertices(const std::vector<Point3> &verts) { + gpu_dirty_ = true; + bvh_dirty_ = true; + + verts_.clear(); + for (int i=0; i<verts.size(); i++) { + verts_.push_back(verts[i][0]); + verts_.push_back(verts[i][1]); + verts_.push_back(verts[i][2]); + } +} + +void Mesh::SetNormals(const std::vector<Vector3> &norms) { + gpu_dirty_ = true; + norms_.clear(); + for (int i=0; i<norms.size(); i++) { + norms_.push_back(norms[i][0]); + norms_.push_back(norms[i][1]); + norms_.push_back(norms[i][2]); + } +} + +void Mesh::SetColors(const std::vector<Color> &colors) { + gpu_dirty_ = true; + colors_.clear(); + for (int i=0; i<colors.size(); i++) { + colors_.push_back(colors[i][0]); + colors_.push_back(colors[i][1]); + colors_.push_back(colors[i][2]); + colors_.push_back(colors[i][3]); + } +} + +void Mesh::SetTexCoords(int texture_unit, const std::vector<Point2> &tex_coords) { + gpu_dirty_ = true; + // resize as needed based on the number of textureUnits used + if (tex_coords_.size() < (size_t)texture_unit+1) { + tex_coords_.resize((size_t)texture_unit+1); + } + tex_coords_[texture_unit].clear(); + for (int i=0; i<tex_coords.size(); i++) { + tex_coords_[texture_unit].push_back(tex_coords[i][0]); + tex_coords_[texture_unit].push_back(tex_coords[i][1]); + } +} + + +void Mesh::SetIndices(const std::vector<unsigned int> indices) { + gpu_dirty_ = true; + bvh_dirty_ = true; + + indices_.clear(); + for (int i=0; i<indices.size(); i++) { + indices_.push_back(indices[i]); + } +} + + +void Mesh::SetInstanceTransforms(const std::vector<Matrix4> &xforms) { + gpu_dirty_ = true; + instance_xforms_.clear(); + for (int i=0; i<xforms.size(); i++) { + for (int j=0; j<16; j++) { + std::cout << xforms[i][j] << std::endl; + instance_xforms_.push_back(xforms[i][j]); + } + } +} + + +void Mesh::SetVertices(float *vertsArray, int numVerts) { + gpu_dirty_ = true; + bvh_dirty_ = true; + + verts_.clear(); + int numFloats = numVerts * 3; + for (int i=0; i<numFloats; i++) { + verts_.push_back(vertsArray[i]); + } +} + +void Mesh::SetNormals(float *normsArray, int numNorms) { + gpu_dirty_ = true; + norms_.clear(); + int numFloats = numNorms * 3; + for (int i=0; i<numFloats; i++) { + norms_.push_back(normsArray[i]); + } +} + +void Mesh::SetColors(float *colorsArray, int numColors) { + gpu_dirty_ = true; + colors_.clear(); + int numFloats = numColors * 4; + for (int i=0; i<numFloats; i++) { + colors_.push_back(colorsArray[i]); + } +} + +void Mesh::SetTexCoords(int textureUnit, float *texCoordsArray, int numTexCoords) { + gpu_dirty_ = true; + // resize as needed based on the number of textureUnits used + if (tex_coords_.size() < (size_t)textureUnit+1) { + tex_coords_.resize((size_t)textureUnit+1); + } + tex_coords_[textureUnit].clear(); + int numFloats = numTexCoords * 2; + for (int i=0; i<numFloats; i++) { + tex_coords_[textureUnit].push_back(texCoordsArray[i]); + } +} + +void Mesh::SetIndices(unsigned int *indexArray, int numIndices) { + gpu_dirty_ = true; + bvh_dirty_ = true; + + indices_.clear(); + for (int i=0; i<numIndices; i++) { + indices_.push_back(indexArray[i]); + } +} + + + + + + +void Mesh::UpdateGPUMemory() { + if (gpu_dirty_) { + // sanity check -- for each attribute that is added (normals, colors, texcoords) + // make sure the number of triangles is equal to the number of tris in the verts + // array. + if ((norms_.size() != 0) && (norms_.size() / 3 != num_vertices())) { + std::cerr << "Mesh::UpdateGPUMemory() -- warning: the number of per vertex normals in the mesh is not equal to the number vertices in the mesh. (N = " << norms_.size() / 3 << ", V = " << num_vertices() << ")" << std::endl; + } + if ((colors_.size() != 0) && (colors_.size() / 4 != num_vertices())) { + std::cerr << "Mesh::UpdateGPUMemory() -- warning: the number of per vertex colors in the mesh is not equal to the number vertices in the mesh. (C = " << colors_.size() / 4 << ", V = " << num_vertices() << ")" << std::endl; + } + for (int i = 0; i < tex_coords_.size(); i++) { + if ((tex_coords_[i].size() != 0) && (tex_coords_[i].size() / 2 != num_vertices())) { + std::cerr << "Mesh::UpdateGPUMemory() -- warning: the number of per vertex texture coordinates (for texture unit #" << i << ") is not equal to the number vertices in the mesh. (UVs = " << tex_coords_[i].size() / 2 << ", V = " << num_vertices() << ")" << std::endl; + } + } + + GLsizeiptr totalMemSize = 0; + + GLsizeiptr vertsMemSize = verts_.size() * sizeof(float); + GLsizeiptr vertsMemOffset = 0; + totalMemSize += vertsMemSize; + + GLsizeiptr normsMemSize = norms_.size() * sizeof(float); + GLsizeiptr normsMemOffset = totalMemSize; + totalMemSize += normsMemSize; + + GLsizeiptr colorsMemSize = colors_.size() * sizeof(float); + GLsizeiptr colorsMemOffset = totalMemSize; + totalMemSize += colorsMemSize; + + std::vector<GLsizeiptr> texCoordsMemSize; + std::vector<GLsizeiptr> texCoordsMemOffset; + for (int i = 0; i < std::min((int)tex_coords_.size(),(int)MAX_TEX_ATTRIBS); i++) { + texCoordsMemSize.push_back(tex_coords_[i].size() * sizeof(float)); + texCoordsMemOffset.push_back(totalMemSize); + totalMemSize += texCoordsMemSize[i]; + } + + GLsizeiptr instanceXformsMemSize = instance_xforms_.size() * sizeof(float); + GLsizeiptr instanceXformsMemOffset = totalMemSize; + totalMemSize += instanceXformsMemSize; + + + glGenBuffers(1, &vertex_buffer_); + glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_); + glBufferData(GL_ARRAY_BUFFER, totalMemSize, NULL, GL_STATIC_DRAW); + + glBufferSubData(GL_ARRAY_BUFFER, vertsMemOffset, vertsMemSize, &verts_[0]); + if (norms_.size() > 0) { + glBufferSubData(GL_ARRAY_BUFFER, normsMemOffset, normsMemSize, &norms_[0]); + } + if (colors_.size() > 0) { + glBufferSubData(GL_ARRAY_BUFFER, colorsMemOffset, colorsMemSize, &colors_[0]); + } + for (int i=0; i<tex_coords_.size(); i++) { + glBufferSubData(GL_ARRAY_BUFFER, texCoordsMemOffset[i], texCoordsMemSize[i], &(tex_coords_[i][0])); + } + if (instance_xforms_.size() > 0) { + glBufferSubData(GL_ARRAY_BUFFER, instanceXformsMemOffset, instanceXformsMemSize, &instance_xforms_[0]); + } + glGenVertexArrays(1, &vertex_array_); + glBindVertexArray(vertex_array_); + glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_); + + // attribute 0 = vertices (required) + int attribID = 0; + int nComponents = 3; + glEnableVertexAttribArray(attribID); + glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_FALSE, nComponents*sizeof(GLfloat), (char*)0 + vertsMemOffset); + + // attribute 1 = normals (optional) + attribID = 1; + if (norms_.size()) { + nComponents = 3; + glEnableVertexAttribArray(attribID); + glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_TRUE, nComponents*sizeof(GLfloat), (char*)0 + normsMemOffset); + } + else { + glDisableVertexAttribArray(attribID); + } + + // attribute 2 = colors (optional) + attribID = 2; + if (colors_.size()) { + nComponents = 4; + glEnableVertexAttribArray(attribID); + glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_TRUE, nComponents*sizeof(GLfloat), (char*)0 + colorsMemOffset); + } + else { + glDisableVertexAttribArray(attribID); + } + + // attribute(s) 3 to 7 = texture coordinates (optional) + nComponents = 2; + for (int i=0; i<std::min((int)tex_coords_.size(),(int)MAX_TEX_ATTRIBS); i++) { + attribID = 3+i; + if (tex_coords_[i].size()) { + glEnableVertexAttribArray(attribID); + glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_FALSE, nComponents*sizeof(GLfloat), (char*)0 + texCoordsMemOffset[i]); + } + else { + glDisableVertexAttribArray(attribID); + } + } + + // attribute 8-11 (takes 4 vec4 attribs to represent a single mat4) = instance transform matrices (optional) + attribID = 8; + if (instance_xforms_.size()) { + glEnableVertexAttribArray(8); + glVertexAttribPointer(8, 4, GL_FLOAT, GL_FALSE, 16*sizeof(GLfloat), (char*)0 + instanceXformsMemOffset); + glVertexAttribDivisor(8, 1); + glEnableVertexAttribArray(9); + glVertexAttribPointer(9, 4, GL_FLOAT, GL_FALSE, 16*sizeof(GLfloat), (char*)0 + instanceXformsMemOffset + 4*sizeof(GLfloat)); + glVertexAttribDivisor(9, 1); + glEnableVertexAttribArray(10); + glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, 16*sizeof(GLfloat), (char*)0 + instanceXformsMemOffset + 8*sizeof(GLfloat)); + glVertexAttribDivisor(10, 1); + glEnableVertexAttribArray(11); + glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, 16*sizeof(GLfloat), (char*)0 + instanceXformsMemOffset + 12*sizeof(GLfloat)); + glVertexAttribDivisor(11, 1); + } + else { + glDisableVertexAttribArray(8); + glDisableVertexAttribArray(9); + glDisableVertexAttribArray(10); + glDisableVertexAttribArray(11); + } + + glBindVertexArray(0); + + if (indices_.size()) { + glGenBuffers(1, &element_buffer_); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buffer_); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_.size() * sizeof(unsigned int), &indices_[0], GL_STATIC_DRAW); + } + + + gpu_dirty_ = false; + } +} + + +void Mesh::BuildBVH() { + bvh_.CreateFromMesh(*this); + bvh_dirty_ = false; +} + + +BVH* Mesh::bvh_ptr() { + if (bvh_dirty_) { + BuildBVH(); + } + return &bvh_; +} + + +void Mesh::Draw() { + if (gpu_dirty_) { + UpdateGPUMemory(); + } + + // set defaults to pass to shaders any for optional attribs + glVertexAttrib3f(1, 0.0, 0.0, 1.0); // normal = +Z + glVertexAttrib4f(2, 1.0, 1.0, 1.0, 1.0); // color = opaque white + glVertexAttrib2f(3, 0.0, 0.0); // uv = 0,0 for texture unit 0 + glVertexAttrib2f(4, 0.0, 0.0); // uv = 0,0 for texture unit 1 + glVertexAttrib2f(5, 0.0, 0.0); // uv = 0,0 for texture unit 2 + glVertexAttrib2f(6, 0.0, 0.0); // uv = 0,0 for texture unit 3 + glVertexAttrib2f(7, 0.0, 0.0); // uv = 0,0 for texture unit 4 + glVertexAttrib4f(8, 1.0, 0.0, 0.0, 0.0); // instance transform col 1 + glVertexAttrib4f(9, 0.0, 1.0, 0.0, 0.0); // instance transform col 2 + glVertexAttrib4f(10, 0.0, 0.0, 1.0, 0.0); // instance transform col 3 + glVertexAttrib4f(11, 0.0, 0.0, 0.0, 1.0); // instance transform col 4 + + + glBindVertexArray(vertex_array_); + + if (instance_xforms_.size()) { + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buffer_); + glDrawElementsInstanced(GL_TRIANGLES, (GLsizei)indices_.size(), GL_UNSIGNED_INT, (void*)0, (GLsizei)instance_xforms_.size()/16); + } + else if (indices_.size()) { + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, element_buffer_); + glDrawElements(GL_TRIANGLES, (GLsizei)indices_.size(), GL_UNSIGNED_INT, (void*)0); + } + else { + glDrawArrays(GL_TRIANGLES, 0, num_vertices()); + } + + glBindVertexArray(0); +} + + +int Mesh::num_vertices() const { + return (int)verts_.size()/3; +} + +int Mesh::num_triangles() const { + if (indices_.size()) { + return (int)indices_.size()/3; + } + else { + return (int)verts_.size()/9; + } +} + + + +void Mesh::LoadFromOBJ(const std::string &filename) { + std::fstream file(filename.c_str(), std::ios::in); + if (!file) { + std::cerr << "Failed to load " + filename << std::endl; + exit(1); + } + + // tmp arrays + std::vector<Point3> vertices; + std::vector<Vector3> normals; + std::vector<Point2> texCoords; + + while (file) { + std::string line; + do + getline(file, line); + while (file && (line.length() == 0 || line[0] == '#')); + std::stringstream linestream(line); + std::string keyword; + linestream >> keyword; + if (keyword == "v") { + Point3 vertex; + linestream >> vertex[0] >> vertex[1] >> vertex[2]; + vertices.push_back(vertex); + } else if (keyword == "vn") { + Vector3 normal; + linestream >> normal[0] >> normal[1] >> normal[2]; + normals.push_back(normal); + } else if (keyword == "vt") { + Point2 texCoord; + linestream >> texCoord[0] >> texCoord[1]; + texCoords.push_back(texCoord); + } else if (keyword == "f") { + std::vector<int> polygon; + std::string word; + while (linestream >> word) { + std::stringstream wstream(word); + int v; + wstream >> v; + polygon.push_back(v-1); // In OBJ files, indices start from 1 + } + for (int i = 2; i < polygon.size(); i++) { + //triangles.push_back(ivec3(polygon[0], polygon[i-1], polygon[i])); + int i1 = polygon[0]; + int i2 = polygon[(size_t)i-1]; + int i3 = polygon[i]; + //int t = AddTriangle(vertices[i1], vertices[i2], vertices[i3]); + //if (normals.size()) { + // SetNormals(t, normals[i1], normals[i2], normals[i3]); + //} + //if (texCoords.size()) { + // SetTexCoords(t, 0, texCoords[i1], texCoords[i2], texCoords[i3]); + //} + + indices_.push_back(i1); + indices_.push_back(i2); + indices_.push_back(i3); + } + } + } + + gpu_dirty_ = true; + std::vector<float> verts, norms, uvs; + for (int i=0;i<vertices.size();i++) { + verts_.push_back(vertices[i][0]); + verts_.push_back(vertices[i][1]); + verts_.push_back(vertices[i][2]); + if (normals.size()) { + norms_.push_back(normals[i][0]); + norms_.push_back(normals[i][1]); + norms_.push_back(normals[i][2]); + } + if (texCoords.size()) { + uvs.push_back(texCoords[i][0]); + uvs.push_back(texCoords[i][1]); + } + } + if (uvs.size()) { + tex_coords_.push_back(uvs); + } +} + + + +Point3 Mesh::read_vertex_data(int i) const { + return Point3(verts_[(size_t)3*i], verts_[(size_t)3*i+1], verts_[(size_t)3*i+2]); +} + +Vector3 Mesh::read_normal_data(int i) const { + return Vector3(norms_[(size_t)3*i], norms_[(size_t)3*i+1], norms_[(size_t)3*i+2]); +} + +Color Mesh::read_color_data(int i) const { + return Color(colors_[(size_t)4*i], colors_[(size_t)4*i+1], colors_[(size_t)4*i+2], colors_[(size_t)4*i+3]); +} + +Point2 Mesh::read_tex_coords_data(int textureUnit, int i) const { + return Point2(tex_coords_[textureUnit][(size_t)2*i], tex_coords_[textureUnit][(size_t)2*i+1]); +} + +std::vector<unsigned int> Mesh::read_triangle_indices_data(int triangle_id) const { + std::vector<unsigned int> tri; + int i = 3*triangle_id; + if (indices_.size()) { + // indexed faces mode + tri.push_back(indices_[(size_t)i+0]); + tri.push_back(indices_[(size_t)i+1]); + tri.push_back(indices_[(size_t)i+2]); + } + else { + // ordered faces mode + tri.push_back(i); + tri.push_back(i+1); + tri.push_back(i+2); + } + return tri; +} + + +void Mesh::CalcPerFaceNormals() { + std::vector<Vector3> norms(num_vertices()); + for (int i=0; i<num_triangles(); i++) { + std::vector<unsigned int> indices = read_triangle_indices_data(i); + Point3 a = read_vertex_data(indices[0]); + Point3 b = read_vertex_data(indices[1]); + Point3 c = read_vertex_data(indices[2]); + Vector3 n = Vector3::Cross(b-a, c-a).ToUnit(); + norms[indices[0]] = n; + norms[indices[1]] = n; + norms[indices[2]] = n; + } + SetNormals(norms); +} + + +void Mesh::CalcPerVertexNormals() { + std::vector<Vector3> norms(num_vertices()); + for (int i=0; i<num_triangles(); i++) { + std::vector<unsigned int> indices = read_triangle_indices_data(i); + Point3 a = read_vertex_data(indices[0]); + Point3 b = read_vertex_data(indices[1]); + Point3 c = read_vertex_data(indices[2]); + Vector3 n = Vector3::Cross(b-a, c-a); + norms[indices[0]] = norms[indices[0]] + n; + norms[indices[1]] = norms[indices[1]] + n; + norms[indices[2]] = norms[indices[2]] + n; + } + + for (int i=0; i<norms.size(); i++) { + norms[i] = norms[i].ToUnit(); + } + + SetNormals(norms); +} + + +} // end namespace |