feat: vertex colors
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@@ -7,8 +7,10 @@
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#include <vector>
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#include <vector>
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struct model {
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struct model {
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std::vector<vec3> verts;
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std::vector<vec3> verts;
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// At 0 vertecie index, at 1 normal index
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std::vector<std::tuple<uint16_t, uint16_t>> faces;
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std::vector<std::tuple<uint16_t, uint16_t>> faces;
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std::vector<vec3> normals;
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std::vector<vec3> normals;
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std::vector<vec3> colors;
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};
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};
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#endif
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#endif
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@@ -37,11 +37,12 @@ for index,line in enumerate(content):
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faces = content[startFaces:-1]
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faces = content[startFaces:-1]
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break
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break
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colors = ["vec3(" +",".join(vert.split(" ")[4:7]) + ")" for vert in verts]
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verts = ["vec3(" +",".join(vert.split(" ")[1:4]) + ")" for vert in verts]
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verts = ["vec3(" +",".join(vert.split(" ")[1:4]) + ")" for vert in verts]
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faces = [ ",".join(["{" + str(int((d.split("/")[0])) - 1) + "," + str(int((d.split("/")[2])) - 1) + "}" for d in face.split(" ")[1:4]]) for face in faces]
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faces = [ ",".join(["{" + str(int((d.split("/")[0])) - 1) + "," + str(int((d.split("/")[2])) - 1) + "}" for d in face.split(" ")[1:4]]) for face in faces]
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normals = ["vec3(" + ",".join(normal.split(" ")[1:4]) + ")" for normal in normals]
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normals = ["vec3(" + ",".join(normal.split(" ")[1:4]) + ")" for normal in normals]
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out = "#include \"model.hpp\" \n const model testModel({" + ",".join(verts) +"},{" + ",".join(faces) + "},{" + ",".join(normals) + "});"
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out = "#include \"model.hpp\" \n const model testModel({" + ",".join(verts) +"},{" + ",".join(faces) + "},{" + ",".join(normals) + "},{"+ ",".join(colors)+"});"
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with open("testModel.hpp", "w") as f:
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with open("testModel.hpp", "w") as f:
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f.write(out)
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f.write(out)
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@@ -11,6 +11,7 @@ struct polygon {
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decimal bounding[4]; // min x, max x, min y, max y
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decimal bounding[4]; // min x, max x, min y, max y
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vec3 normals[3];
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vec3 normals[3];
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vec3 colors[3];
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polygon(const vec3 &v1, const vec3 &v2, const vec3 &v3)
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polygon(const vec3 &v1, const vec3 &v2, const vec3 &v3)
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: points{v1, v2, v3}, delta{} {}
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: points{v1, v2, v3}, delta{} {}
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@@ -84,6 +85,11 @@ struct polygon {
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return result.normalize();
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return result.normalize();
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}
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}
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vec3 calcColor(vec3 barycentrics) {
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return colors[0] * barycentrics[0] + colors[1] * barycentrics[1] +
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colors[2] * barycentrics[2];
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}
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decimal calcDepth(vec3 barycentrics) {
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decimal calcDepth(vec3 barycentrics) {
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return points[0].z() * barycentrics[0] +
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return points[0].z() * barycentrics[0] +
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points[1].z() * barycentrics[1] +
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points[1].z() * barycentrics[1] +
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@@ -78,17 +78,17 @@ class Renderer {
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decimal depth = testP.calcDepth(factors);
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decimal depth = testP.calcDepth(factors);
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if (depth < target->getDepth(x, y)) {
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if (depth < target->getDepth(x, y)) {
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// std::cout << factors << std::endl;
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// std::cout << factors << std::endl;
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vec3 normals = testP.calcNormal(factors);
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vec3 normal = testP.calcNormal(factors);
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vec3 color = testP.calcColor(factors);
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decimal lightFac =
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decimal lightFac =
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std::max(
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std::max(
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normals *
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normal *
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(-vec3(1.0, -1.0, 1.0).normalize()),
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(-vec3(1.0, -1.0, 1.0).normalize()),
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decimal(0.0)) +
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decimal(0.0)) +
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decimal(0.5);
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decimal(0.5);
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target->setDepth(x, y, depth);
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target->setDepth(x, y, depth);
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target->set(x, y,
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target->set(x, y,
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(lightFac * vec3(1., 1., 1.)) *
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(color * decimal(120.0)) * lightFac);
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decimal(120.0));
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// target->set(x, y,
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// target->set(x, y,
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// (normals + vec3(1.0, 1.0, 1.0)) *
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// (normals + vec3(1.0, 1.0, 1.0)) *
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