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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.h | |
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 'dev/a5-artrender/edge_mesh.h')
-rw-r--r-- | dev/a5-artrender/edge_mesh.h | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/dev/a5-artrender/edge_mesh.h b/dev/a5-artrender/edge_mesh.h new file mode 100644 index 0000000..5120d0b --- /dev/null +++ b/dev/a5-artrender/edge_mesh.h @@ -0,0 +1,82 @@ +/** CSci-4611 Assignment 5: Art Render + */ + +#ifndef EDGE_MESH_H +#define EDGE_MESH_H + +#include <mingfx.h> +using namespace mingfx; + +#include <vector> + + +/** This special kind of mesh stores two triangles that form a quadralateral + along each edge of an existing mesh. The quad initially has a width=0, but + when rendered, two of the vertices are extended along the surfaces normal + direction, which creates a "fin" that can be drawn as a thick border. This + can be used to create a silhouette edge renderer if the shader only extends + the edges that lie along a silhouette of the mesh. + */ +class EdgeMesh { +public: + EdgeMesh(); + virtual ~EdgeMesh(); + + /// Creates two triangles along each edge of the mesh passed in. + void CreateFromMesh(const Mesh &mesh); + + /// Saves the mesh data to the GPU - must be called with InitOpenGL or Draw. + void UpdateGPUMemory(); + + /// Num vertices in the edge mesh + int num_vertices() const; + + /// Num triangles in the edge mesh + int num_triangles() const; + + /// Access to vertex position by vertex number + Point3 vertex(int vertexID) const; + + /// Access to vertex normal by vertex number + Vector3 normal(int vertexID) const; + + /// Access to vertex color by vertex number + Color color(int vertexID) const; + + /// Access to vertex texture coords by vertex number + Point2 tex_coords(int textureUnit, int vertexID) const; + + + /// Draws the mesh assuming a shader has already been bound. + void Draw(); + +private: + + // Some routines and variables are needed internally to construct the edge + // mesh from a regular mesh. + + typedef std::map<std::pair<int,int>,int> EdgeMap; + EdgeMap edgeMap; + + void 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); + + std::vector<float> verts_; // vertex positions + std::vector<float> norms_; // normals + std::vector<unsigned int> indices_; // indices + std::vector<float> leftNorms_; // normals of adjacent triangles + std::vector<float> rightNorms_; + + GLuint vertexBuffer_; + GLuint vertexArray_; + GLuint elementBuffer_; + + bool gpuDirty_; +}; + +#endif + |