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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.h | |
parent | Added worksheet and support code for assignment 2 (diff) | |
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added dev/MinGfx/
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-rw-r--r-- | dev/MinGfx/src/mesh.h | 337 |
1 files changed, 337 insertions, 0 deletions
diff --git a/dev/MinGfx/src/mesh.h b/dev/MinGfx/src/mesh.h new file mode 100644 index 0000000..74f2a2f --- /dev/null +++ b/dev/MinGfx/src/mesh.h @@ -0,0 +1,337 @@ +/* + This file is part of the MinGfx Project. + + Copyright (c) 2017,2018 Regents of the University of Minnesota. + All Rights Reserved. + + Original Author(s) of this File: + Dan Keefe, 2018, University of Minnesota + + Author(s) of Significant Updates/Modifications to the File: + ... + */ + +#ifndef SRC_MESH_H_ +#define SRC_MESH_H_ + + + +#include "bvh.h" +#include "color.h" +#include "opengl_headers.h" +#include "point2.h" +#include "point3.h" +#include "vector3.h" + +#include <vector> + + +namespace mingfx { + +class Matrix4; + +/** A triangle mesh data structure that can be rendered with a ShaderProgram + like DefaultShader. The mesh can be created algorithmically by adding triangles + one at a time or it can be loaded from an .obj file. + + Vertices are required -- you cannot have a mesh without vertices, but other + attributes (normals, colors, texture coordinates) are optional. When Draw() + is called the mesh will automatically set these other attributes if available. + + Example of loading from a file: + ~~~ + // during initialization + Mesh m; + m.LoadFromOBJ(Platform::FindMinGfxDataFile("teapot.obj")); + // also create a shader to draw it. + DefaultShader s; + + + // later to draw + Matrix4 M; + Matrix4 V = Matrix4::LookAt(Point3(0,0,3), Point3(0,0,0), Vector3(0,1,0)); + Matrix4 P = Matrix4::Perspective(60.0, aspect_ratio(), 0.1, 10.0); + s.Draw(M, V, P, m, DefaultShader::MaterialProperties()); + ~~~ + + Example of creating a mesh algorithmically: + ~~~ + Mesh mesh1; + int tri_id; + // add a first triangle + tri_id = mesh1.AddTriangle(Point3(0,0,0), Point3(1,0,0), Point3(1,1,0)); + // set attributes for the vertices + mesh1.SetNormals(tri_id, Vector3(0,0,1), Vector3(0,0,1), Vector3(0,0,1)); + mesh1.SetTexCoords(tri_id, 0, Point2(0,1), Point2(1,1), Point2(1,0)); + + // add a second triangle and attributes + tri_id = mesh1.AddTriangle(Point3(0,0,0), Point3(1,1,0), Point3(0,1,0)); + mesh1.SetNormals(tri_id, Vector3(0,0,1), Vector3(0,0,1), Vector3(0,0,1)); + mesh1.SetTexCoords(tri_id, 0, Point2(0,1), Point2(1,0), Point2(0,0)); + + // call this when done to save to the GPU + mesh1.UpdateGPUMemory(); + + // then you can draw the same way as in the previous example. + ~~~ + In the mode used above where you add one triangle at a time there is no way to + reuse vertices in multiple triangles. If you need to do this for efficiency + or other reasons, then you can use an indexed faces mode where you set the + mesh data structures directly. + + Example of creating a mesh that renders in an indexed faces mode: + ~~~ + std::vector<unsigned int> indices; + std::vector<Point3> vertices; + std::vector<Vector3> normals; + std::vector<Point2> texcoords; + + // four vertices, each requires 3 floats: (x,y,z) + vertices.push_back(Point3(0,0,0)); + vertices.push_back(Point3(1,0,0)); + vertices.push_back(Point3(1,1,0)); + vertices.push_back(Point3(0,1,0)); + + // four normals, each requires 3 floats: (x,y,z) + normals.push_back(Vector3(0,0,1)); + normals.push_back(Vector3(0,0,1)); + normals.push_back(Vector3(0,0,1)); + normals.push_back(Vector3(0,0,1)); + + // four texture coords, each requires 2 floats: (u,v) + texcoords.push_back(Point2(0,1)); + texcoords.push_back(Point2(1,1)); + texcoords.push_back(Point2(1,0)); + texcoords.push_back(Point2(0,0)); + + // indices into the arrays above for the first triangle + indices.push_back(0); + indices.push_back(1); + indices.push_back(2); + + // indices for the second triangle, note some are reused + indices.push_back(0); + indices.push_back(2); + indices.push_back(3); + + Mesh mesh1; + mesh1.SetVertices(vertices); + mesh1.SetNormals(normals); + mesh1.SetTexCoords(0, texcoords); + mesh1.SetIndices(indices); + mesh1.UpdateGPUMemory(); + + // then you can draw the same way as in the previous example. + ~~~ + */ +class Mesh { +public: + /// Creates an empty mesh. + Mesh(); + + /// Copies all data and sets GPU dirty bit for the new mesh. + Mesh(const Mesh &other); + + virtual ~Mesh(); + + + /** This reads a mesh stored in the common Wavefront Obj file format. The + loader here is simplistic and not guaranteed to work on all valid .obj + files, but it should work on many simple ones. UpdateGPUMemory() is + called automatically after the model is loaded. */ + void LoadFromOBJ(const std::string &filename); + + + + // ---- TRIANGLE LIST MODE ---- + // No indices are stored, each set of 3 vertices forms a triangle, and if the + // triangles share vertices, those vertices need to be repeated. + + /** Adds a triangle to the mesh datastructure and returns a triangle ID. + The ID should then be used as the first argument for follow-on calls to + SetNormals(), SetColors(), and SetTexCoords(). The vertices must be + specified in counter-clockwise order so that the normal of the triangle + can be determined following the right-hand rule. */ + int AddTriangle(Point3 v1, Point3 v2, Point3 v3); + + /** Updates the vertex positions for a triangle that has already been added + to the mesh. */ + void UpdateTriangle(int triangle_id, Point3 v1, Point3 v2, Point3 v3); + + /** Sets the normals for the three vertices of a triangle that has already + been added to the mesh */ + void SetNormals(int triangle_id, Vector3 n1, Vector3 n2, Vector3 n3); + + /** Sets per-vertex colors for the three vertices of a triangle that has already + been added to the mesh */ + void SetColors(int triangle_id, Color c1, Color c2, Color c3); + + /** Sets the texture coordinates for the three vertices of a triangle that + has already been added to the mesh. The first textureUnit is 0, and you + should always use 0 for this parameter unless you are doing multi-texturing. */ + void SetTexCoords(int triangle_id, int texture_unit, Point2 uv1, Point2 uv2, Point2 uv3); + + + + // ---- INDEXED TRIANGLES MODE ---- + // Vertices are stored in an array and indices are stored in a separate array + // each set of 3 indices into the vertex array defines one triangle. Here, + // you cannot add one triangle at a time to the mesh. Instead you must set + // the arrays of indices, vertices, and other attributes for the mesh at + // once. + + /// Sets the vertex array for the mesh directly. + void SetVertices(const std::vector<Point3> &verts); + + /// Sets the normal array for the mesh directly. + void SetNormals(const std::vector<Vector3> &norms); + + /// Sets the per-vertex colors array for the mesh directly. + void SetColors(const std::vector<Color> &colors); + + /// Sets a texture coordinates array for the mesh directly. + void SetTexCoords(int texture_unit, const std::vector<Point2> &tex_coords); + + /// Sets the indices into the vertex array to use to create the triangles. + /// Each consecutive set of 3 indices forms one triangle: + /// (v1,v2,v3), (v1,v2,v3), (v1,v2,v3), ... + void SetIndices(const std::vector<unsigned int> index_array); + + + void SetInstanceTransforms(const std::vector<Matrix4> &xforms); + + + // ---- These functions can be used instead of the above if you are working with + // regular C-style arrays and floats rather than the higher level types like + // Point3 and Vector3. ---- + + /// Sets the vertex array for the mesh directly. Vertices are stored as + /// (x,y,z), (x,y,z), (x,y,z), ... + /// This version of the function accepts a C-style array rather than std::vector<> + void SetVertices(float *verts_array, int num_verts); + + /// Sets the normal array for the mesh directly. Normals are stored as + /// (x,y,z), (x,y,z), (x,y,z), ... following the same ordering as was used + /// for SetVertices(). + /// This version of the function accepts a C-style array rather than std::vector<> + void SetNormals(float *norms_array, int num_norms); + + /// Sets the per-vertex colors array for the mesh directly. Colors are stored as + /// (r,g,b,a), (r,g,b,a), (r,g,b,a), ... following the same ordering as was used + /// for SetVertices(). + /// This version of the function accepts a C-style array rather than std::vector<> + void SetColors(float *colors_array, int num_colors); + + /// Sets a texture coordinates array for the mesh directly. Tex coords are stored as + /// (u,v), (u,v), (u,v), ... following the same ordering as was used + /// for SetVertices(). + /// This version of the function accepts a C-style array rather than std::vector<> + void SetTexCoords(int texture_unit, float *tex_coords_array, int num_tex_coords); + + /// Sets the indices into the vertex array to use to create the triangles. + /// Each consecutive set of 3 indices forms one triangle: + /// (v1,v2,v3), (v1,v2,v3), (v1,v2,v3), ... + /// This version of the function accepts a C-style array rather than std::vector<> + void SetIndices(unsigned int *index_array, int num_indices); + + + + /** This copies the entire mesh data structure to a vertex array in GPU memory, + which must happen before you can draw the mesh. For large meshes, this can + take some time, so you may want to call this during initialization immediately + after generating the mesh. If you do not, it will be called automatically + for you the first time Draw() is called. If the mesh contains normals, per- + vertex colors and/or texture coordinates these are added as attributes within + the vertex array. */ + void UpdateGPUMemory(); + + /** This sends the mesh vertices and attributes down the graphics pipe using + glDrawArrays() for the non-indexed mode and glDrawElements() for the indexed + mode. This is just the geometry -- for anything to show up on the screen, + you must already have a ShaderProgram enabled before calling this function. */ + void Draw(); + + + + /** This (re)calculates the normals for the mesh and stores them with the mesh + data structure. It assumes a faceted mesh, like a cube, where each triangle + has separate vertices. The normal is calculated for each triangle face and + then the result is associated with each vertex that makes up the triangle. + If you have a smooth mesh where vertices are shared between multiple faces + then use CalcPerVertexNormals() instead. */ + void CalcPerFaceNormals(); + + /** This (re)calculates the normals for the mesh and stores them with the mesh + data structure. It assumes a smooth mesh, like a sphere, where each vertex + belongs to one or more triangles. Each vertex normal is calculated as a + weighted sum of the face normals for adjacent faces. The weighting is based + upon the relative areas of the neighboring faces (i.e., a large neighboring + triangle contributes more to the vertex normal than a small one). */ + void CalcPerVertexNormals(); + + + /** This (re)calculates a Bounding Volume Hierarchy for the mesh, which can + be used together with Ray::FastIntersectMesh() to do faster ray-mesh + intersection testing. */ + void BuildBVH(); + + /** Returns a pointer to the underlying BVH data structure. If the data + struture has not yet been build or needs to be updated due to a change in + the geometry of the mesh, then the BVH is recalculated before returning + the pointer. */ + BVH* bvh_ptr(); + + // Access to properties indexed by vertex number + + /// The total number of vertices in the mesh. + int num_vertices() const; + + /// Read only access to the vertex position data. Data are returned as a Point3. Indexed by vertex number. Also see num_vertices(). + /// Use the SetVertices() function to set (or edit) vertex data. + Point3 read_vertex_data(int vertex_id) const; + + /// Read only access to per-vertex normal data. Data are returned as a Vector3. Indexed by vertex number. Also see num_vertices(). + /// Use the SetNormals() function to set (or edit) per-vertex normal data. + Vector3 read_normal_data(int vertex_id) const; + + /// Read only access to per-vertex color data. Data are returned as a Color. Indexed by vertex number. Also see num_vertices(). + /// Use the SetColors() function to set (or edit) per-vertex color data. + Color read_color_data(int vertex_id) const; + + /// Read only access to per-vertex texture coordinates data. Data are returned as a Point2. Indexed by vertex number. Also see num_vertices(). + /// Use the SetTexCoords() function to set (or edit) per-vertex tex coords. + Point2 read_tex_coords_data(int texture_unit, int vertex_id) const; + + + // Access to triangles + + /// The total number of triangles in the mesh. + int num_triangles() const; + + /// Read only access to the indices that make up a particular triangle. Data are returned as a 3-element array + // of unsigned ints. Use the SetIndices() function to set (or edit) the indices for the mesh. + std::vector<unsigned int> read_triangle_indices_data(int triangle_id) const; + + +private: + std::vector<float> verts_; + std::vector<float> norms_; + std::vector<float> colors_; + std::vector< std::vector<float> > tex_coords_; + std::vector<unsigned int> indices_; + std::vector<float> instance_xforms_; + + bool gpu_dirty_; + GLuint vertex_buffer_; + GLuint vertex_array_; + GLuint element_buffer_; + + bool bvh_dirty_; + BVH bvh_; +}; + + +} // end namespace + + +#endif |