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-rw-r--r--dev/a6-harold/edge_mesh.cc235
1 files changed, 0 insertions, 235 deletions
diff --git a/dev/a6-harold/edge_mesh.cc b/dev/a6-harold/edge_mesh.cc
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index 1abe2e0..0000000
--- a/dev/a6-harold/edge_mesh.cc
+++ /dev/null
@@ -1,235 +0,0 @@
-/** CSci-4611 Assignment 5: Art Render
- */
-
-#include "edge_mesh.h"
-
-EdgeMesh::EdgeMesh() : gpuDirty_(true) {
-
-}
-
-EdgeMesh::~EdgeMesh() {
-}
-
-
-
-void EdgeMesh::CreateFromMesh(const Mesh &mesh) {
- verts_.clear();
- norms_.clear();
- indices_.clear();
- leftNorms_.clear();
- rightNorms_.clear();
-
- // 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)[v+0]
- = (*rightNormals)[v+1]
- = (*rightNormals)[v+2]
- = (*rightNormals)[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;
-}