Files
ImprovGFX/OpenWindow/model.h
T
2019-12-27 22:53:14 +02:00

65 lines
1.7 KiB
C++

#ifndef __MODEL_H__
#define __MODEL_H__
#include <vector>
#include <string>
#include "geometry.h"
#include "tgaimage.h"
#include "kernels.h"
#include "util_window.h"
class Model {
private:
void load_texture(std::string filename, const char *suffix, TGAImage &img);
public:
TGAImage diffusemap_;
TGAImage normalmap_;
TGAImage specularmap_;
std::vector<Vec3f> verts_;
std::vector<std::vector<Vec3i> > faces_; // attention, this Vec3i means vertex/uv/normal
std::vector<Vec3f> norms_;
std::vector<Vec2f> uv_;
cl_program vertex_shader_prog;
cl_program fragment_shader_prog;
cl_kernel vertex_shader_kernel;
cl_kernel fragment_shader_kernel;
cl_mem vertex_shader_matz;
cl_mem vertex_shader_vertices;
cl_mem new_vertices_mem;
cl_mem fragment_shader_faces;
cl_mem fragment_shader_screen_width;
cl_mem fragment_shader_uv;
cl_mem fragment_shader_map_size;
cl_mem fragment_shader_norms;
cl_mem fragment_shader_light_dir;
cl_mem fragment_shader_diffuse_map;
cl_int3* faces;
Model(const char *filename);
~Model();
int nverts();
int nfaces();
Vec3f normal(int iface, int nthvert);
Vec3f normal(Vec2f uv);
Vec3f vert(int i);
Vec3f vert(int iface, int nthvert);
Vec2f uv(int iface, int nthvert);
Matrix Transform;
Matrix Rotation;
Matrix Scale;
Matrix Translation;
void translate(Vec3f tr);
void rotate(Vec3f rot);
void scale(Vec3f scl);
void ApplyTransform();
void init_kernels();
void vertex(float* z);
void fragment(float* light_dir);
void render(Matrix* z, float* light_dir);
void release_kernels();
TGAColor diffuse(Vec2f uv);
float specular(Vec2f uv);
std::vector<int> face(int idx);
};
#endif //__MODEL_H__