Move backface culling out of Mesh struct
In the future the function will be able to take a list of meshes for a data-oriented approach.
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@ -28,11 +28,16 @@ struct Vertex
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ColorF32 color;
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};
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struct MeshRenderData
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struct Mesh_LocalData
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{
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std::vector<Vertex> vertsTransformed;
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std::vector<Face> culledFaces;
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bool smooth;
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std::vector<Vertex> verts;
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std::vector<Face> faces;
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};
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struct Mesh_TransformedData
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{
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std::vector<Vertex> verts;
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std::vector<Face> faces;
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};
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struct Mesh
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@ -50,61 +55,25 @@ struct Mesh
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scale = 1.0f;
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}
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inline void CullBackfaces(Point camPosition)
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{
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renderData.culledFaces.clear();
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for (size_t f = 0; f < faces.size(); ++f)
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{
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unsigned int v0 = faces[f].vertIndex[0];
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unsigned int v1 = faces[f].vertIndex[1];
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unsigned int v2 = faces[f].vertIndex[2];
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Vector v01 =
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renderData.vertsTransformed[v1].point
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- renderData.vertsTransformed[v0].point;
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Vector v02 =
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renderData.vertsTransformed[v2].point -
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renderData.vertsTransformed[v0].point;
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Vector normal = Vector::Cross(v01, v02);
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// Store normal for flat shading
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faces[f].normal = normal;
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faces[f].normal.Normalize();
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// Invert for Blender-compatibility
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normal = -normal;
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// Eye vector to viewport
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Vector view = camPosition - renderData.vertsTransformed[v0].point;
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float dot = Vector::Dot(normal, view);
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if (dot < EPSILON_E3)
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{
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renderData.culledFaces.push_back(faces[f]);
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}
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}
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}
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Point position;
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float rotation[3];
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float scale;
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std::vector<Vertex> verts;
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std::vector<Face> faces;
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Material material;
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bool smooth;
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MeshRenderData renderData;
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Mesh_LocalData local;
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Mesh_TransformedData transformed;
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};
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// PUBLIC FUNCTIONS
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void CullBackfaces(
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Mesh_LocalData &local, Mesh_TransformedData &transformed,
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Point &camPosition);
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void RenderMesh(
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Engine_Buffer &buffer, MeshRenderData &mesh);
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Engine_Buffer &buffer, Mesh_TransformedData &mesh, bool smooth);
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#define GEOMETRY_H
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@ -65,35 +65,35 @@ void Engine_Render(Engine_Buffer &buffer, uint32_t input)
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Matrix tScale = Transform_Scale(mesh.scale);
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for (size_t v = 0; v < mesh.verts.size(); ++v)
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for (size_t v = 0; v < mesh.local.verts.size(); ++v)
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{
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mesh.renderData.vertsTransformed[v].point = mesh.verts[v].point * tScale * tRotate * tTranslate;
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mesh.renderData.vertsTransformed[v].normal = mesh.verts[v].normal * tScale * tRotate * tTranslate;
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mesh.transformed.verts[v].point = mesh.local.verts[v].point * tScale * tRotate * tTranslate;
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mesh.transformed.verts[v].normal = mesh.local.verts[v].normal * tScale * tRotate * tTranslate;
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}
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// Cull backfaces before computing colors
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mesh.CullBackfaces(camera.position);
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CullBackfaces(mesh.local, mesh.transformed, camera.position);
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// Color the vertices for Gouraud shading
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if (mesh.renderData.smooth)
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if (mesh.smooth)
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{
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for (size_t f = 0; f < mesh.renderData.culledFaces.size(); ++f)
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for (size_t f = 0; f < mesh.transformed.faces.size(); ++f)
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{
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for (int i = 0; i < 3; ++i)
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{
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unsigned int v = mesh.renderData.culledFaces[f].vertIndex[i];
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unsigned int v = mesh.transformed.faces[f].vertIndex[i];
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ColorF32 totalColor = lights.ambient.ComputeColor(mesh.material.kAmbient);
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for (int c = 0; c < lights.diffuseCount; ++c)
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{
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totalColor += lights.diffuse[c].ComputeColor(
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mesh.material.kDiffuse, mesh.renderData.vertsTransformed[v].normal);
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mesh.material.kDiffuse, mesh.transformed.verts[v].normal);
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}
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mesh.renderData.vertsTransformed[v].color = totalColor;
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mesh.transformed.verts[v].color = totalColor;
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}
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}
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}
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@ -101,17 +101,17 @@ void Engine_Render(Engine_Buffer &buffer, uint32_t input)
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// Color the face for flat shading
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else
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{
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for (size_t f = 0; f < mesh.renderData.culledFaces.size(); ++f)
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for (size_t f = 0; f < mesh.transformed.faces.size(); ++f)
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{
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ColorF32 totalColor = lights.ambient.ComputeColor(mesh.material.kAmbient);
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for (int c = 0; c < lights.diffuseCount; ++c)
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{
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totalColor += lights.diffuse[c].ComputeColor(
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mesh.material.kDiffuse, mesh.renderData.culledFaces[f].normal);
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mesh.material.kDiffuse, mesh.transformed.faces[f].normal);
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}
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mesh.renderData.culledFaces[f].color = totalColor;
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mesh.transformed.faces[f].color = totalColor;
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}
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}
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@ -126,13 +126,13 @@ void Engine_Render(Engine_Buffer &buffer, uint32_t input)
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// Perspective to screen
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Matrix tScreen = Transform_Screen(camera.xScale, camera.yScale);
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for (size_t v = 0; v < mesh.verts.size(); ++v)
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for (size_t v = 0; v < mesh.transformed.verts.size(); ++v)
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{
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mesh.renderData.vertsTransformed[v].point *= tView * tPersp * tScreen;
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mesh.renderData.vertsTransformed[v].point /= mesh.renderData.vertsTransformed[v].point.w;
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mesh.transformed.verts[v].point *= tView * tPersp * tScreen;
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mesh.transformed.verts[v].point /= mesh.transformed.verts[v].point.w;
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}
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RenderMesh(buffer, mesh.renderData);
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RenderMesh(buffer, mesh.transformed, mesh.smooth);
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}
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void Engine_Shutdown(void)
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@ -208,10 +208,10 @@ static void CheckInputs(uint32_t input)
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if (CHECK_BIT(input, SHADING_TOGGLE))
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{
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mesh.renderData.smooth = true;
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mesh.smooth = true;
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}
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else
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{
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mesh.renderData.smooth = false;
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mesh.smooth = false;
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}
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}
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@ -30,17 +30,53 @@ struct BoundingBox
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// PUBLIC FUNCTIONS
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void RenderMesh(Engine_Buffer &buffer, MeshRenderData &mesh)
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void CullBackfaces(
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Mesh_LocalData &local, Mesh_TransformedData &transformed,
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Point &camPosition)
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{
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for(size_t f = 0; f < mesh.culledFaces.size(); ++f)
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{
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unsigned int vIndex0 = mesh.culledFaces[f].vertIndex[0];
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unsigned int vIndex1 = mesh.culledFaces[f].vertIndex[1];
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unsigned int vIndex2 = mesh.culledFaces[f].vertIndex[2];
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transformed.faces.clear();
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Vertex v0 = mesh.vertsTransformed[vIndex0];
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Vertex v1 = mesh.vertsTransformed[vIndex1];
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Vertex v2 = mesh.vertsTransformed[vIndex2];
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for (size_t f = 0; f < local.faces.size(); ++f)
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{
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unsigned int v0 = local.faces[f].vertIndex[0];
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unsigned int v1 = local.faces[f].vertIndex[1];
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unsigned int v2 = local.faces[f].vertIndex[2];
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Vector v01 = transformed.verts[v1].point - transformed.verts[v0].point;
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Vector v02 = transformed.verts[v2].point - transformed.verts[v0].point;
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Vector normal = Vector::Cross(v01, v02);
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// Store normal for flat shading
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local.faces[f].normal = normal;
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local.faces[f].normal.Normalize();
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// Invert for Blender-compatibility
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normal = -normal;
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// Eye vector to viewport
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Vector view = camPosition - transformed.verts[v0].point;
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float dot = Vector::Dot(normal, view);
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if (dot < EPSILON_E3)
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{
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transformed.faces.push_back(local.faces[f]);
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}
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}
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}
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void RenderMesh(Engine_Buffer &buffer, Mesh_TransformedData &mesh, bool smooth)
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{
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for(size_t f = 0; f < mesh.faces.size(); ++f)
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{
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unsigned int vIndex0 = mesh.faces[f].vertIndex[0];
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unsigned int vIndex1 = mesh.faces[f].vertIndex[1];
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unsigned int vIndex2 = mesh.faces[f].vertIndex[2];
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Vertex v0 = mesh.verts[vIndex0];
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Vertex v1 = mesh.verts[vIndex1];
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Vertex v2 = mesh.verts[vIndex2];
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// Bounding box used to for iterating over possible pixels of this triangle
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BoundingBox box(v0.point, v1.point, v2.point);
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@ -80,7 +116,7 @@ void RenderMesh(Engine_Buffer &buffer, MeshRenderData &mesh)
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{
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ColorF32 totalColor;
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if (mesh.smooth)
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if (smooth)
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{
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totalColor =
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(barycenter[0] * v0.color)
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@ -89,7 +125,7 @@ void RenderMesh(Engine_Buffer &buffer, MeshRenderData &mesh)
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}
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else
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{
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totalColor = mesh.culledFaces[f].color;
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totalColor = mesh.faces[f].color;
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}
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ColorU32 color = ColorF32::ConvertToU32(totalColor);
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@ -41,7 +41,7 @@ int LoadMesh(char *filename, Mesh &mesh)
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&v.point.y,
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&v.point.z);
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mesh.verts.push_back(v);
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mesh.local.verts.push_back(v);
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}
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else if (token[0] == 'f')
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{
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@ -58,7 +58,7 @@ int LoadMesh(char *filename, Mesh &mesh)
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f.vertIndex[1] -= 1;
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f.vertIndex[2] -= 1;
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mesh.faces.push_back(f);
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mesh.local.faces.push_back(f);
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}
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token = GetLine(buffer, sizeof(buffer), fp);
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@ -67,10 +67,10 @@ int LoadMesh(char *filename, Mesh &mesh)
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ComputeNormals(mesh);
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printf("OBJ: %s\n", filename);
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printf("Verts: %lu\n", mesh.verts.size());
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printf("Faces: %lu\n", mesh.faces.size());
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printf("Verts: %lu\n", mesh.local.verts.size());
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printf("Faces: %lu\n", mesh.local.faces.size());
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mesh.renderData.vertsTransformed.resize(mesh.verts.size());
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mesh.transformed.verts.resize(mesh.local.verts.size());
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fclose(fp);
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@ -100,36 +100,36 @@ static char *GetLine(char *buffer, int maxLength, FILE *fp)
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static void ComputeNormals(Mesh &mesh)
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{
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int *vertexNormalCount = (int*)calloc((size_t)(mesh.verts.size()), sizeof(int));
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int *vertexNormalCount = (int*)calloc((size_t)(mesh.local.verts.size()), sizeof(int));
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for (size_t f = 0; f < mesh.faces.size(); ++f)
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for (size_t f = 0; f < mesh.local.faces.size(); ++f)
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{
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unsigned int v0 = mesh.faces[f].vertIndex[0];
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unsigned int v1 = mesh.faces[f].vertIndex[1];
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unsigned int v2 = mesh.faces[f].vertIndex[2];
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unsigned int v0 = mesh.local.faces[f].vertIndex[0];
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unsigned int v1 = mesh.local.faces[f].vertIndex[1];
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unsigned int v2 = mesh.local.faces[f].vertIndex[2];
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Vector v01 = mesh.verts[v1].point - mesh.verts[v0].point;
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Vector v02 = mesh.verts[v2].point - mesh.verts[v0].point;
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Vector v01 = mesh.local.verts[v1].point - mesh.local.verts[v0].point;
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Vector v02 = mesh.local.verts[v2].point - mesh.local.verts[v0].point;
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Vector normal = Vector::Cross(v01, v02);
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// Add each vertex's normal to the sum for future averaging
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mesh.verts[v0].normal += normal;
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mesh.verts[v1].normal += normal;
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mesh.verts[v2].normal += normal;
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mesh.local.verts[v0].normal += normal;
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mesh.local.verts[v1].normal += normal;
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mesh.local.verts[v2].normal += normal;
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++vertexNormalCount[v0];
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++vertexNormalCount[v1];
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++vertexNormalCount[v2];
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}
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for (size_t v = 0; v < mesh.verts.size(); ++v)
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for (size_t v = 0; v < mesh.local.verts.size(); ++v)
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{
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if (vertexNormalCount[v] > 0)
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{
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// Compute the average normal for this vertex
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mesh.verts[v].normal /= vertexNormalCount[v];
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mesh.verts[v].normal.Normalize();
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mesh.local.verts[v].normal /= vertexNormalCount[v];
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mesh.local.verts[v].normal.Normalize();
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}
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}
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}
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