Made it human-friendly
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@@ -4,6 +4,8 @@
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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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@@ -16,6 +18,22 @@ public:
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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);
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~Model();
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int nverts();
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@@ -33,6 +51,11 @@ public:
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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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