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