bullet3/examples/TinyRenderer/TinyRenderer.cpp

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#include "TinyRenderer.h"
#include <vector>
#include <limits>
#include <iostream>
#include "tgaimage.h"
#include "model.h"
#include "geometry.h"
#include "our_gl.h"
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#include "../Utils/b3ResourcePath.h"
#include "Bullet3Common/b3MinMax.h"
#include "../OpenGLWindow/ShapeData.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btVector3.h"
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const float depth = 10.f;
struct Shader : public IShader {
Model* m_model;
Vec3f m_light_dir_local;
Vec3f m_light_color;
Matrix& m_modelMat;
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Matrix m_invModelMat;
Matrix& m_modelView1;
Matrix& m_projectionMatrix;
Vec3f m_localScaling;
Vec4f m_colorRGBA;
mat<2,3,float> varying_uv; // triangle uv coordinates, written by the vertex shader, read by the fragment shader
mat<4,3,float> varying_tri; // triangle coordinates (clip coordinates), written by VS, read by FS
mat<3,3,float> varying_nrm; // normal per vertex to be interpolated by FS
//mat<3,3,float> ndc_tri; // triangle in normalized device coordinates
Shader(Model* model, Vec3f light_dir_local, Vec3f light_color, Matrix& modelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling, const Vec4f& colorRGBA)
:m_model(model),
m_light_dir_local(light_dir_local),
m_light_color(light_color),
m_modelView1(modelView),
m_projectionMatrix(projectionMatrix),
m_modelMat(modelMat),
m_localScaling(localScaling),
m_colorRGBA(colorRGBA)
{
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m_invModelMat = m_modelMat.invert_transpose();
}
virtual Vec4f vertex(int iface, int nthvert) {
Vec2f uv = m_model->uv(iface, nthvert);
varying_uv.set_col(nthvert, uv);
//varying_nrm.set_col(nthvert, proj<3>((m_projectionMatrix*m_modelView).invert_transpose()*embed<4>(m_model->normal(iface, nthvert), 0.f)));
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varying_nrm.set_col(nthvert, proj<3>(m_invModelMat*embed<4>(m_model->normal(iface, nthvert), 0.f)));
//m_localNormal = m_model->normal(iface, nthvert);
//varying_nrm.set_col(nthvert, m_model->normal(iface, nthvert));
Vec3f unScaledVert = m_model->vert(iface, nthvert);
Vec3f scaledVert=Vec3f(unScaledVert[0]*m_localScaling[0],
unScaledVert[1]*m_localScaling[1],
unScaledVert[2]*m_localScaling[2]);
Vec4f gl_Vertex = m_projectionMatrix*m_modelView1*embed<4>(scaledVert);
varying_tri.set_col(nthvert, gl_Vertex);
return gl_Vertex;
}
virtual bool fragment(Vec3f bar, TGAColor &color) {
Vec3f bn = (varying_nrm*bar).normalize();
Vec2f uv = varying_uv*bar;
Vec3f reflection_direction = (bn * (bn * m_light_dir_local * 2.f) - m_light_dir_local).normalize();
float specular = pow(b3Max(reflection_direction.z, 0.f), m_model->specular(uv));
float diffuse = b3Max(0.f, bn * m_light_dir_local);
float ambient_coefficient = 0.6;
float diffuse_coefficient = 0.35;
float specular_coefficient = 0.05;
float intensity = ambient_coefficient + b3Min(diffuse * diffuse_coefficient + specular * specular_coefficient, 1.0f - ambient_coefficient);
color = m_model->diffuse(uv) * intensity;
//warning: bgra color is swapped to rgba to upload texture
color.bgra[0] *= m_colorRGBA[0];
color.bgra[1] *= m_colorRGBA[1];
color.bgra[2] *= m_colorRGBA[2];
color.bgra[3] *= m_colorRGBA[3];
color.bgra[0] *= m_light_color[0];
color.bgra[1] *= m_light_color[1];
color.bgra[2] *= m_light_color[2];
return false;
}
};
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struct DepthShader : public IShader {
Model* m_model;
Matrix& m_modelMat;
Matrix m_invModelMat;
Matrix& m_modelView1;
Matrix& m_projectionMatrix;
Vec3f m_localScaling;
Matrix& m_lightModelView;
mat<2,3,float> varying_uv; // triangle uv coordinates, written by the vertex shader, read by the fragment shader
mat<4,3,float> varying_tri; // triangle coordinates (clip coordinates), written by VS, read by FS
mat<4,3,float> varying_tri_light_view; // triangle coordinates (clip coordinates), written by VS, read by FS
mat<3,3,float> varying_nrm; // normal per vertex to be interpolated by FS
DepthShader(Model* model, Matrix& modelView, Matrix& lightModelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling)
:m_model(model),
m_modelView1(modelView),
m_lightModelView(lightModelView),
m_projectionMatrix(projectionMatrix),
m_modelMat(modelMat),
m_localScaling(localScaling)
{
m_invModelMat = m_modelMat.invert_transpose();
}
virtual Vec4f vertex(int iface, int nthvert) {
Vec2f uv = m_model->uv(iface, nthvert);
varying_uv.set_col(nthvert, uv);
varying_nrm.set_col(nthvert, proj<3>(m_invModelMat*embed<4>(m_model->normal(iface, nthvert), 0.f)));
Vec3f unScaledVert = m_model->vert(iface, nthvert);
Vec3f scaledVert=Vec3f(unScaledVert[0]*m_localScaling[0],
unScaledVert[1]*m_localScaling[1],
unScaledVert[2]*m_localScaling[2]);
Vec4f gl_Vertex = m_projectionMatrix*m_modelView1*embed<4>(scaledVert);
varying_tri.set_col(nthvert, gl_Vertex);
Vec4f gl_VertexLightView = m_projectionMatrix*m_lightModelView*embed<4>(scaledVert);
varying_tri_light_view.set_col(nthvert, gl_VertexLightView);
return gl_Vertex;
}
virtual bool fragment(Vec3f bar, TGAColor &color) {
Vec4f p = varying_tri_light_view*bar;
printf("coefficient: %f\n", 1.0-p[2]/depth);
color = TGAColor(255, 255, 255)*(1.0-p[2]/depth);
return false;
}
};
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struct ShadowShader : public IShader {
Model* m_model;
Vec3f m_light_dir_local;
Vec3f m_light_color;
Matrix& m_modelMat;
Matrix m_invModelMat;
Matrix& m_modelView1;
Matrix& m_projectionMatrix;
Vec3f m_localScaling;
Matrix& m_lightModelView;
Vec4f m_colorRGBA;
mat<2,3,float> varying_uv; // triangle uv coordinates, written by the vertex shader, read by the fragment shader
mat<4,3,float> varying_tri; // triangle coordinates (clip coordinates), written by VS, read by FS
mat<4,3,float> varying_tri_light_view; // triangle coordinates (clip coordinates), written by VS, read by FS
mat<3,3,float> varying_nrm; // normal per vertex to be interpolated by FS
ShadowShader(Model* model, Vec3f light_dir_local, Vec3f light_color, Matrix& modelView, Matrix& lightModelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling, const Vec4f& colorRGBA)
:m_model(model),
m_light_dir_local(light_dir_local),
m_light_color(light_color),
m_modelView1(modelView),
m_lightModelView(lightModelView),
m_projectionMatrix(projectionMatrix),
m_modelMat(modelMat),
m_localScaling(localScaling),
m_colorRGBA(colorRGBA)
{
m_invModelMat = m_modelMat.invert_transpose();
}
virtual Vec4f vertex(int iface, int nthvert) {
Vec2f uv = m_model->uv(iface, nthvert);
varying_uv.set_col(nthvert, uv);
varying_nrm.set_col(nthvert, proj<3>(m_invModelMat*embed<4>(m_model->normal(iface, nthvert), 0.f)));
Vec3f unScaledVert = m_model->vert(iface, nthvert);
Vec3f scaledVert=Vec3f(unScaledVert[0]*m_localScaling[0],
unScaledVert[1]*m_localScaling[1],
unScaledVert[2]*m_localScaling[2]);
Vec4f gl_Vertex = m_projectionMatrix*m_modelView1*embed<4>(scaledVert);
varying_tri.set_col(nthvert, gl_Vertex);
Vec4f gl_VertexLightView = m_projectionMatrix*m_lightModelView*embed<4>(scaledVert);
varying_tri_light_view.set_col(nthvert, gl_VertexLightView);
return gl_Vertex;
}
virtual bool fragment(Vec3f bar, TGAColor &color) {
Vec4f p = varying_tri_light_view*bar;
float shadow = 1.0-p[2]/depth;
printf("shadow: %f\n", shadow);
Vec3f bn = (varying_nrm*bar).normalize();
Vec2f uv = varying_uv*bar;
Vec3f reflection_direction = (bn * (bn * m_light_dir_local * 2.f) - m_light_dir_local).normalize();
float specular = pow(b3Max(reflection_direction.z, 0.f), m_model->specular(uv));
float diffuse = b3Max(0.f, bn * m_light_dir_local);
float ambient_coefficient = 0.6;
float diffuse_coefficient = 0.35;
float specular_coefficient = 0.05;
float intensity = ambient_coefficient + b3Min(diffuse * diffuse_coefficient + specular * specular_coefficient, 1.0f - ambient_coefficient);
color = m_model->diffuse(uv) * intensity * shadow;
//warning: bgra color is swapped to rgba to upload texture
color.bgra[0] *= m_colorRGBA[0];
color.bgra[1] *= m_colorRGBA[1];
color.bgra[2] *= m_colorRGBA[2];
color.bgra[3] *= m_colorRGBA[3];
color.bgra[0] *= m_light_color[0];
color.bgra[1] *= m_light_color[1];
color.bgra[2] *= m_light_color[2];
return false;
}
};
TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer)
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:m_rgbColorBuffer(rgbColorBuffer),
m_depthBuffer(depthBuffer),
m_segmentationMaskBufferPtr(0),
m_model(0),
m_userData(0),
m_userIndex(-1),
m_objectIndex(-1)
{
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Vec3f eye(1,1,3);
Vec3f center(0,0,0);
Vec3f up(0,0,1);
m_lightDirWorld.setValue(0,0,0);
m_localScaling.setValue(1,1,1);
m_modelMatrix = Matrix::identity();
}
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex)
:m_rgbColorBuffer(rgbColorBuffer),
m_depthBuffer(depthBuffer),
m_segmentationMaskBufferPtr(segmentationMaskBuffer),
m_model(0),
m_userData(0),
m_userIndex(-1),
m_objectIndex(objectIndex)
{
Vec3f eye(1,1,3);
Vec3f center(0,0,0);
Vec3f up(0,0,1);
m_lightDirWorld.setValue(0,0,0);
m_localScaling.setValue(1,1,1);
m_modelMatrix = Matrix::identity();
}
void TinyRenderObjectData::loadModel(const char* fileName)
{
//todo(erwincoumans) move the file loading out of here
char relativeFileName[1024];
if (!b3ResourcePath::findResourcePath(fileName, relativeFileName, 1024))
{
printf("Cannot find file %s\n", fileName);
} else
{
m_model = new Model(relativeFileName);
}
}
void TinyRenderObjectData::registerMeshShape(const float* vertices, int numVertices,const int* indices, int numIndices, const float rgbaColor[4],
unsigned char* textureImage, int textureWidth, int textureHeight)
{
if (0==m_model)
{
m_model = new Model();
m_model->setColorRGBA(rgbaColor);
if (textureImage)
{
m_model->setDiffuseTextureFromData(textureImage,textureWidth,textureHeight);
} else
{
/*char relativeFileName[1024];
if (b3ResourcePath::findResourcePath("floor_diffuse.tga", relativeFileName, 1024))
{
m_model->loadDiffuseTexture(relativeFileName);
}
*/
}
m_model->reserveMemory(numVertices,numIndices);
for (int i=0;i<numVertices;i++)
{
m_model->addVertex(vertices[i*9],
vertices[i*9+1],
vertices[i*9+2],
vertices[i*9+4],
vertices[i*9+5],
vertices[i*9+6],
vertices[i*9+7],
vertices[i*9+8]);
}
for (int i=0;i<numIndices;i+=3)
{
m_model->addTriangle(indices[i],indices[i],indices[i],
indices[i+1],indices[i+1],indices[i+1],
indices[i+2],indices[i+2],indices[i+2]);
}
}
}
void TinyRenderObjectData::registerMesh2(btAlignedObjectArray<btVector3>& vertices, btAlignedObjectArray<btVector3>& normals,btAlignedObjectArray<int>& indices)
{
if (0==m_model)
{
int numVertices = vertices.size();
int numIndices = indices.size();
m_model = new Model();
char relativeFileName[1024];
if (b3ResourcePath::findResourcePath("floor_diffuse.tga", relativeFileName, 1024))
{
m_model->loadDiffuseTexture(relativeFileName);
}
for (int i=0;i<numVertices;i++)
{
m_model->addVertex(vertices[i].x(),
vertices[i].y(),
vertices[i].z(),
normals[i].x(),
normals[i].y(),
normals[i].z(),
0.5,0.5);
}
for (int i=0;i<numIndices;i+=3)
{
m_model->addTriangle(indices[i],indices[i],indices[i],
indices[i+1],indices[i+1],indices[i+1],
indices[i+2],indices[i+2],indices[i+2]);
}
}
}
void TinyRenderObjectData::createCube(float halfExtentsX,float halfExtentsY,float halfExtentsZ)
{
m_model = new Model();
char relativeFileName[1024];
if (b3ResourcePath::findResourcePath("floor_diffuse.tga", relativeFileName, 1024))
{
m_model->loadDiffuseTexture(relativeFileName);
}
int strideInBytes = 9*sizeof(float);
int numVertices = sizeof(cube_vertices_textured)/strideInBytes;
int numIndices = sizeof(cube_indices)/sizeof(int);
for (int i=0;i<numVertices;i++)
{
m_model->addVertex(halfExtentsX*cube_vertices_textured[i*9],
halfExtentsY*cube_vertices_textured[i*9+1],
halfExtentsY*cube_vertices_textured[i*9+2],
cube_vertices_textured[i*9+4],
cube_vertices_textured[i*9+5],
cube_vertices_textured[i*9+6],
cube_vertices_textured[i*9+7],
cube_vertices_textured[i*9+8]);
}
for (int i=0;i<numIndices;i+=3)
{
m_model->addTriangle(cube_indices[i],cube_indices[i],cube_indices[i],
cube_indices[i+1],cube_indices[i+1],cube_indices[i+1],
cube_indices[i+2],cube_indices[i+2],cube_indices[i+2]);
}
}
TinyRenderObjectData::~TinyRenderObjectData()
{
delete m_model;
}
void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
{
int width = renderData.m_rgbColorBuffer.get_width();
int height = renderData.m_rgbColorBuffer.get_height();
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Vec3f light_dir_local = Vec3f(renderData.m_lightDirWorld[0],renderData.m_lightDirWorld[1],renderData.m_lightDirWorld[2]);
Vec3f light_color = Vec3f(renderData.m_lightColor[0],renderData.m_lightColor[1],renderData.m_lightColor[2]);
Model* model = renderData.m_model;
if (0==model)
return;
renderData.m_viewportMatrix = viewport(0,0,width, height);
b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
int* segmentationMaskBufferPtr = (renderData.m_segmentationMaskBufferPtr && renderData.m_segmentationMaskBufferPtr->size())?&renderData.m_segmentationMaskBufferPtr->at(0):0;
TGAImage& frame = renderData.m_rgbColorBuffer;
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{
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Matrix lightViewMatrix = lookat(Vec3f(0.0,0.1,2.0), Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0));
Matrix lightModelViewMatrix = lightViewMatrix*renderData.m_modelMatrix;
Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix;
Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]);
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//Shader shader(model, light_dir_local, light_color, modelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA());
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//DepthShader shader(model, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling);
ShadowShader shader(model, light_dir_local, light_color, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA());
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//printf("Render %d triangles.\n",model->nfaces());
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for (int i=0; i<model->nfaces(); i++)
{
for (int j=0; j<3; j++) {
shader.vertex(i, j);
}
triangle(shader.varying_tri, shader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
}
}
}