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Diffstat (limited to 'dev/a6-harold/edge_mesh.h')
-rw-r--r-- | dev/a6-harold/edge_mesh.h | 82 |
1 files changed, 0 insertions, 82 deletions
diff --git a/dev/a6-harold/edge_mesh.h b/dev/a6-harold/edge_mesh.h deleted file mode 100644 index 5120d0b..0000000 --- a/dev/a6-harold/edge_mesh.h +++ /dev/null @@ -1,82 +0,0 @@ -/** 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 - |