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author | Matt Strapp <matt@mattstrapp.net> | 2021-11-23 10:45:38 -0600 |
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committer | Matt Strapp <matt@mattstrapp.net> | 2021-11-23 10:45:38 -0600 |
commit | b623569b45d256582e962c5a464c0b16b8bd1383 (patch) | |
tree | c52429d6e4703800eaa39ce89c342fd3c29c3034 /dev/a5-artrender/edge_mesh.cc | |
parent | do a4 (diff) | |
parent | Update artrender_app.cc (diff) | |
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Merge branch 'support-code' of https://github.umn.edu/umn-csci-4611-f21/shared-upstream
Diffstat (limited to '')
-rw-r--r-- | dev/a5-artrender/edge_mesh.cc | 231 |
1 files changed, 231 insertions, 0 deletions
diff --git a/dev/a5-artrender/edge_mesh.cc b/dev/a5-artrender/edge_mesh.cc new file mode 100644 index 0000000..f2ad66b --- /dev/null +++ b/dev/a5-artrender/edge_mesh.cc @@ -0,0 +1,231 @@ +/** CSci-4611 Assignment 5: Art Render + */ + +#include "edge_mesh.h" + +EdgeMesh::EdgeMesh() : gpuDirty_(true), vertexBuffer_(0), vertexArray_(0), elementBuffer_(0) +{ + +} + +EdgeMesh::~EdgeMesh() { +} + + + +void EdgeMesh::CreateFromMesh(const Mesh &mesh) { + + // temp data holders for use while constructing the mesh in an indexed primitives mode + std::vector<Point3> vertices; // vertex positions + std::vector<Vector3> normals; // vertex normals + std::vector<Vector3> leftNormals, rightNormals; // normals of adj. faces + std::vector< std::vector<unsigned int> > triangles; // fin triangles + + for (int t = 0; t < mesh.num_triangles(); t++) { + std::vector<unsigned int> tri = mesh.read_triangle_indices_data(t); + Point3 a = mesh.read_vertex_data(tri[0]); + Point3 b = mesh.read_vertex_data(tri[1]); + Point3 c = mesh.read_vertex_data(tri[2]); + Vector3 e1 = b-a; + e1.Normalize(); + Vector3 e2 = c-a; + e2.Normalize(); + Vector3 n = e1.Cross(e2); + + //Vector3 n = ((b-a).cross(c-a)).to_unit(); + //std::cout << n << std::endl; + addEdge(&vertices, &normals, &leftNormals, &rightNormals, &triangles, mesh, tri[0], tri[1], n); + addEdge(&vertices, &normals, &leftNormals, &rightNormals, &triangles, mesh, tri[1], tri[2], n); + addEdge(&vertices, &normals, &leftNormals, &rightNormals, &triangles, mesh, tri[2], tri[0], n); + } + + // now transfer data to the member variable data holders + 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]); + norms_.push_back(normals[i][0]); + norms_.push_back(normals[i][1]); + norms_.push_back(normals[i][2]); + leftNorms_.push_back(leftNormals[i][0]); + leftNorms_.push_back(leftNormals[i][1]); + leftNorms_.push_back(leftNormals[i][2]); + rightNorms_.push_back(rightNormals[i][0]); + rightNorms_.push_back(rightNormals[i][1]); + rightNorms_.push_back(rightNormals[i][2]); + } + + for (int i=0; i<triangles.size(); i++) { + indices_.push_back(triangles[i][0]); + indices_.push_back(triangles[i][1]); + indices_.push_back(triangles[i][2]); + } + gpuDirty_ = true; +} + + +void EdgeMesh::addEdge(std::vector<Point3> *vertices, + std::vector<Vector3> *normals, + std::vector<Vector3> *leftNormals, + std::vector<Vector3> *rightNormals, + std::vector< std::vector<unsigned int> > *triangles, + const Mesh &mesh, int v0, int v1, Vector3 n) +{ + // edgeMap contains the index of the first of four consecutive vertices + // that form the quad fin + + EdgeMap::iterator it = edgeMap.find(std::make_pair(v1, v0)); + if (it != edgeMap.end()) { // found + int v = it->second; + (*rightNormals)[(size_t)v+0] + = (*rightNormals)[(size_t)v+1] + = (*rightNormals)[(size_t)v+2] + = (*rightNormals)[(size_t)v+3] + = n; + } + else { + int v = (int)vertices->size(); + edgeMap[std::make_pair(v0, v1)] = v; + + vertices->push_back(mesh.read_vertex_data(v0)); + vertices->push_back(mesh.read_vertex_data(v0)); + vertices->push_back(mesh.read_vertex_data(v1)); + vertices->push_back(mesh.read_vertex_data(v1)); + + normals->push_back(Vector3()); + normals->push_back(mesh.read_normal_data(v0)); + normals->push_back(Vector3()); + normals->push_back(mesh.read_normal_data(v1)); + + leftNormals->push_back(n); + leftNormals->push_back(n); + leftNormals->push_back(n); + leftNormals->push_back(n); + + rightNormals->push_back(-n); + rightNormals->push_back(-n); + rightNormals->push_back(-n); + rightNormals->push_back(-n); + + std::vector<unsigned int> tri1; + tri1.push_back(v+0); + tri1.push_back(v+2); + tri1.push_back(v+3); + triangles->push_back(tri1); + + std::vector<unsigned int> tri2; + tri2.push_back(v+0); + tri2.push_back(v+3); + tri2.push_back(v+1); + triangles->push_back(tri2); + } +} + + + +void EdgeMesh::UpdateGPUMemory() { + if (gpuDirty_) { + // sanity check -- for each attribute that is added make sure the number + // of triangles is equal to the number of tris in the verts array. + if (norms_.size() / 3 != num_vertices()) { + std::cerr << "EdgeMesh::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 (leftNorms_.size() / 3 != num_vertices()) { + std::cerr << "EdgeMesh::UpdateGPUMemory() -- warning: the number of per vertex left-normals in the mesh is not equal to the number vertices in the mesh. (LN = " << leftNorms_.size() / 3 << ", V = " << num_vertices() << ")" << std::endl; + } + if (rightNorms_.size() / 3 != num_vertices()) { + std::cerr << "EdgeMesh::UpdateGPUMemory() -- warning: the number of per vertex right-normals in the mesh is not equal to the number vertices in the mesh. (RN = " << rightNorms_.size() / 3 << ", 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 leftNormsMemSize = leftNorms_.size() * sizeof(float); + GLsizeiptr leftNormsMemOffset = totalMemSize; + totalMemSize += leftNormsMemSize; + + GLsizeiptr rightNormsMemSize = rightNorms_.size() * sizeof(float); + GLsizeiptr rightNormsMemOffset = totalMemSize; + totalMemSize += rightNormsMemSize; + + glGenBuffers(1, &vertexBuffer_); + glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer_); + glBufferData(GL_ARRAY_BUFFER, totalMemSize, NULL, GL_STATIC_DRAW); + + glBufferSubData(GL_ARRAY_BUFFER, vertsMemOffset, vertsMemSize, &verts_[0]); + glBufferSubData(GL_ARRAY_BUFFER, normsMemOffset, normsMemSize, &norms_[0]); + glBufferSubData(GL_ARRAY_BUFFER, leftNormsMemOffset, leftNormsMemSize, &leftNorms_[0]); + glBufferSubData(GL_ARRAY_BUFFER, rightNormsMemOffset, rightNormsMemSize, &rightNorms_[0]); + + glGenVertexArrays(1, &vertexArray_); + glBindVertexArray(vertexArray_); + glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer_); + + // 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 (required) + attribID = 1; + nComponents = 3; + glEnableVertexAttribArray(attribID); + glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_TRUE, nComponents*sizeof(GLfloat), (char*)0 + normsMemOffset); + + // attribute 2 = left normals (required) + attribID = 2; + nComponents = 3; + glEnableVertexAttribArray(attribID); + glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_TRUE, nComponents*sizeof(GLfloat), (char*)0 + leftNormsMemOffset); + + // attribute 3 = right normals (required) + attribID = 3; + nComponents = 3; + glEnableVertexAttribArray(attribID); + glVertexAttribPointer(attribID, nComponents, GL_FLOAT, GL_TRUE, nComponents*sizeof(GLfloat), (char*)0 + rightNormsMemOffset); + + glBindVertexArray(0); + + + glGenBuffers(1, &elementBuffer_); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer_); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices_.size() * sizeof(unsigned int), &indices_[0], GL_STATIC_DRAW); + + + gpuDirty_ = false; + } +} + + +void EdgeMesh::Draw() { + if (gpuDirty_) { + UpdateGPUMemory(); + } + + // set defaults to pass to shaders any for optional attribs + glVertexAttrib3f(1, 0.0, 0.0, 1.0); // normal = +Z + glVertexAttrib3f(2, 0.0, 0.0, 1.0); // left-normal = +Z + glVertexAttrib3f(3, 0.0, 0.0, 1.0); // right-normal = +Z + + glBindVertexArray(vertexArray_); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, elementBuffer_); + glDrawElements(GL_TRIANGLES, (GLsizei)indices_.size(), GL_UNSIGNED_INT, (void*)0); + glBindVertexArray(0); +} + + +int EdgeMesh::num_vertices() const { + return (int)verts_.size()/3; +} + +int EdgeMesh::num_triangles() const { + return (int)indices_.size()/3; +} |