2016-04-27 03:52:52 +00:00
|
|
|
#include "TinyRenderer.h"
|
|
|
|
|
|
|
|
#include <vector>
|
|
|
|
#include <limits>
|
|
|
|
#include <iostream>
|
2016-04-28 19:28:04 +00:00
|
|
|
#include "tgaimage.h"
|
|
|
|
#include "model.h"
|
|
|
|
#include "geometry.h"
|
|
|
|
#include "our_gl.h"
|
2016-04-27 04:08:02 +00:00
|
|
|
#include "../Utils/b3ResourcePath.h"
|
2016-04-27 03:52:52 +00:00
|
|
|
#include "Bullet3Common/b3MinMax.h"
|
2016-04-28 19:28:04 +00:00
|
|
|
#include "../OpenGLWindow/ShapeData.h"
|
2016-05-13 06:03:12 +00:00
|
|
|
#include "LinearMath/btAlignedObjectArray.h"
|
|
|
|
#include "LinearMath/btVector3.h"
|
2016-06-01 18:04:10 +00:00
|
|
|
|
2016-11-21 17:13:20 +00:00
|
|
|
struct DepthShader : public IShader {
|
|
|
|
|
|
|
|
Model* m_model;
|
|
|
|
Matrix& m_modelMat;
|
|
|
|
Matrix m_invModelMat;
|
|
|
|
|
2016-11-29 19:11:41 +00:00
|
|
|
Matrix& m_projectionMat;
|
2016-11-21 17:13:20 +00:00
|
|
|
Vec3f m_localScaling;
|
|
|
|
Matrix& m_lightModelView;
|
2016-11-29 19:11:41 +00:00
|
|
|
float m_lightDistance;
|
2016-11-21 17:13:20 +00:00
|
|
|
|
|
|
|
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
|
2016-11-23 21:00:26 +00:00
|
|
|
|
2016-11-21 17:13:20 +00:00
|
|
|
mat<3,3,float> varying_nrm; // normal per vertex to be interpolated by FS
|
|
|
|
|
2016-11-29 19:11:41 +00:00
|
|
|
DepthShader(Model* model, Matrix& lightModelView, Matrix& projectionMat, Matrix& modelMat, Vec3f localScaling, float lightDistance)
|
2016-11-21 17:13:20 +00:00
|
|
|
:m_model(model),
|
|
|
|
m_modelMat(modelMat),
|
2017-01-16 06:26:11 +00:00
|
|
|
m_projectionMat(projectionMat),
|
|
|
|
m_localScaling(localScaling),
|
|
|
|
m_lightModelView(lightModelView),
|
|
|
|
m_lightDistance(lightDistance)
|
2016-11-21 17:13:20 +00:00
|
|
|
{
|
|
|
|
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]);
|
2016-11-29 19:11:41 +00:00
|
|
|
Vec4f gl_Vertex = m_projectionMat*m_lightModelView*embed<4>(scaledVert);
|
2016-11-21 17:13:20 +00:00
|
|
|
varying_tri.set_col(nthvert, gl_Vertex);
|
|
|
|
return gl_Vertex;
|
|
|
|
}
|
|
|
|
|
|
|
|
virtual bool fragment(Vec3f bar, TGAColor &color) {
|
2016-11-23 21:00:26 +00:00
|
|
|
Vec4f p = varying_tri*bar;
|
2016-11-29 19:11:41 +00:00
|
|
|
color = TGAColor(255, 255, 255)*(p[2]/m_lightDistance);
|
2016-11-21 17:13:20 +00:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2016-11-29 20:53:50 +00:00
|
|
|
struct Shader : public IShader {
|
2016-11-21 18:21:14 +00:00
|
|
|
|
|
|
|
Model* m_model;
|
|
|
|
Vec3f m_light_dir_local;
|
|
|
|
Vec3f m_light_color;
|
|
|
|
Matrix& m_modelMat;
|
|
|
|
Matrix m_invModelMat;
|
|
|
|
Matrix& m_modelView1;
|
2016-11-29 19:11:41 +00:00
|
|
|
Matrix& m_projectionMat;
|
2016-11-21 18:21:14 +00:00
|
|
|
Vec3f m_localScaling;
|
|
|
|
Matrix& m_lightModelView;
|
|
|
|
Vec4f m_colorRGBA;
|
2016-11-29 19:11:41 +00:00
|
|
|
Matrix& m_viewportMat;
|
2016-12-06 23:21:35 +00:00
|
|
|
float m_ambient_coefficient;
|
|
|
|
float m_diffuse_coefficient;
|
|
|
|
float m_specular_coefficient;
|
2016-11-21 18:21:14 +00:00
|
|
|
|
2016-12-02 00:47:11 +00:00
|
|
|
b3AlignedObjectArray<float>* m_shadowBuffer;
|
2016-11-27 23:32:55 +00:00
|
|
|
|
2016-11-23 21:00:26 +00:00
|
|
|
int m_width;
|
|
|
|
int m_height;
|
|
|
|
|
|
|
|
int m_index;
|
|
|
|
|
2016-11-21 18:21:14 +00:00
|
|
|
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
|
2016-11-23 21:00:26 +00:00
|
|
|
mat<4,3,float> varying_tri_light_view;
|
2016-11-21 18:21:14 +00:00
|
|
|
mat<3,3,float> varying_nrm; // normal per vertex to be interpolated by FS
|
|
|
|
|
2016-12-06 23:21:35 +00:00
|
|
|
Shader(Model* model, Vec3f light_dir_local, Vec3f light_color, Matrix& modelView, Matrix& lightModelView, Matrix& projectionMat, Matrix& modelMat, Matrix& viewportMat, Vec3f localScaling, const Vec4f& colorRGBA, int width, int height, b3AlignedObjectArray<float>* shadowBuffer, float ambient_coefficient=0.6, float diffuse_coefficient=0.35, float specular_coefficient=0.05)
|
2016-11-21 18:21:14 +00:00
|
|
|
:m_model(model),
|
|
|
|
m_light_dir_local(light_dir_local),
|
|
|
|
m_light_color(light_color),
|
2017-01-16 06:26:11 +00:00
|
|
|
m_modelMat(modelMat),
|
|
|
|
m_modelView1(modelView),
|
|
|
|
m_projectionMat(projectionMat),
|
|
|
|
m_localScaling(localScaling),
|
|
|
|
m_lightModelView(lightModelView),
|
|
|
|
m_colorRGBA(colorRGBA),
|
|
|
|
m_viewportMat(viewportMat),
|
|
|
|
m_ambient_coefficient(ambient_coefficient),
|
|
|
|
m_diffuse_coefficient(diffuse_coefficient),
|
|
|
|
m_specular_coefficient(specular_coefficient),
|
|
|
|
|
|
|
|
m_shadowBuffer(shadowBuffer),
|
|
|
|
m_width(width),
|
|
|
|
m_height(height)
|
|
|
|
|
2016-11-21 18:21:14 +00:00
|
|
|
{
|
|
|
|
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]);
|
2016-11-29 19:11:41 +00:00
|
|
|
Vec4f gl_Vertex = m_projectionMat*m_modelView1*embed<4>(scaledVert);
|
2016-11-21 18:21:14 +00:00
|
|
|
varying_tri.set_col(nthvert, gl_Vertex);
|
2016-11-29 19:11:41 +00:00
|
|
|
Vec4f gl_VertexLightView = m_projectionMat*m_lightModelView*embed<4>(scaledVert);
|
2016-11-21 18:21:14 +00:00
|
|
|
varying_tri_light_view.set_col(nthvert, gl_VertexLightView);
|
|
|
|
return gl_Vertex;
|
|
|
|
}
|
|
|
|
|
|
|
|
virtual bool fragment(Vec3f bar, TGAColor &color) {
|
2016-11-29 19:11:41 +00:00
|
|
|
Vec4f p = m_viewportMat*(varying_tri_light_view*bar);
|
2016-11-23 21:00:26 +00:00
|
|
|
float depth = p[2];
|
2016-11-28 18:13:09 +00:00
|
|
|
p = p/p[3];
|
2016-11-29 19:11:41 +00:00
|
|
|
|
|
|
|
int index_x = b3Max(0, b3Min(m_width-1, int(p[0])));
|
|
|
|
int index_y = b3Max(0, b3Min(m_height-1, int(p[1])));
|
2016-11-28 18:13:09 +00:00
|
|
|
int idx = index_x + index_y*m_width; // index in the shadowbuffer array
|
2016-12-06 21:36:41 +00:00
|
|
|
float shadow = 0.8+0.2*(m_shadowBuffer->at(idx)<-depth+0.05); // magic coeff to avoid z-fighting
|
2016-11-27 23:32:55 +00:00
|
|
|
|
2016-11-21 18:21:14 +00:00
|
|
|
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);
|
|
|
|
|
2016-12-10 01:17:24 +00:00
|
|
|
color = m_model->diffuse(uv);
|
2016-12-07 19:33:26 +00:00
|
|
|
color[0] *= m_colorRGBA[0];
|
|
|
|
color[1] *= m_colorRGBA[1];
|
|
|
|
color[2] *= m_colorRGBA[2];
|
|
|
|
color[3] *= m_colorRGBA[3];
|
2016-11-21 18:21:14 +00:00
|
|
|
|
2016-12-07 19:33:26 +00:00
|
|
|
for (int i = 0; i < 3; ++i)
|
|
|
|
{
|
2016-12-07 19:41:55 +00:00
|
|
|
color[i] = b3Min(int(m_ambient_coefficient*color[i] + shadow*(m_diffuse_coefficient*diffuse+m_specular_coefficient*specular)*color[i]*m_light_color[i]), 255);
|
2016-12-07 19:33:26 +00:00
|
|
|
}
|
2016-11-21 18:21:14 +00:00
|
|
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
2016-12-02 00:47:11 +00:00
|
|
|
TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer,b3AlignedObjectArray<float>* shadowBuffer)
|
2017-01-16 06:26:11 +00:00
|
|
|
:
|
|
|
|
m_model(0),
|
|
|
|
m_rgbColorBuffer(rgbColorBuffer),
|
2016-08-12 21:28:02 +00:00
|
|
|
m_depthBuffer(depthBuffer),
|
2016-11-27 23:32:55 +00:00
|
|
|
m_shadowBuffer(shadowBuffer),
|
2016-08-12 21:28:02 +00:00
|
|
|
m_segmentationMaskBufferPtr(0),
|
|
|
|
m_userData(0),
|
|
|
|
m_userIndex(-1),
|
|
|
|
m_objectIndex(-1)
|
2016-12-02 00:47:11 +00:00
|
|
|
{
|
|
|
|
Vec3f eye(1,1,3);
|
|
|
|
Vec3f center(0,0,0);
|
|
|
|
Vec3f up(0,0,1);
|
|
|
|
m_lightDirWorld.setValue(0,0,0);
|
|
|
|
m_lightColor.setValue(1, 1, 1);
|
|
|
|
m_localScaling.setValue(1,1,1);
|
|
|
|
m_modelMatrix = Matrix::identity();
|
2016-12-06 23:21:35 +00:00
|
|
|
m_lightAmbientCoeff = 0.6;
|
|
|
|
m_lightDiffuseCoeff = 0.35;
|
|
|
|
m_lightSpecularCoeff = 0.05;
|
2016-12-02 00:47:11 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<float>* shadowBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex)
|
2017-01-16 06:26:11 +00:00
|
|
|
:m_model(0),
|
|
|
|
m_rgbColorBuffer(rgbColorBuffer),
|
2016-12-02 00:47:11 +00:00
|
|
|
m_depthBuffer(depthBuffer),
|
|
|
|
m_shadowBuffer(shadowBuffer),
|
|
|
|
m_segmentationMaskBufferPtr(segmentationMaskBuffer),
|
|
|
|
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_lightColor.setValue(1, 1, 1);
|
|
|
|
m_localScaling.setValue(1,1,1);
|
|
|
|
m_modelMatrix = Matrix::identity();
|
2016-12-06 23:21:35 +00:00
|
|
|
m_lightAmbientCoeff = 0.6;
|
|
|
|
m_lightDiffuseCoeff = 0.35;
|
|
|
|
m_lightSpecularCoeff = 0.05;
|
2016-12-02 00:47:11 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer)
|
2017-01-16 06:26:11 +00:00
|
|
|
:m_model(0),
|
|
|
|
m_rgbColorBuffer(rgbColorBuffer),
|
2016-12-02 00:47:11 +00:00
|
|
|
m_depthBuffer(depthBuffer),
|
|
|
|
m_segmentationMaskBufferPtr(0),
|
|
|
|
m_userData(0),
|
|
|
|
m_userIndex(-1),
|
|
|
|
m_objectIndex(-1)
|
2016-08-12 21:18:46 +00:00
|
|
|
{
|
2016-08-12 21:28:02 +00:00
|
|
|
Vec3f eye(1,1,3);
|
|
|
|
Vec3f center(0,0,0);
|
|
|
|
Vec3f up(0,0,1);
|
|
|
|
m_lightDirWorld.setValue(0,0,0);
|
2016-11-22 06:33:23 +00:00
|
|
|
m_lightColor.setValue(1, 1, 1);
|
2016-08-12 21:28:02 +00:00
|
|
|
m_localScaling.setValue(1,1,1);
|
|
|
|
m_modelMatrix = Matrix::identity();
|
2016-12-06 23:21:35 +00:00
|
|
|
m_lightAmbientCoeff = 0.6;
|
|
|
|
m_lightDiffuseCoeff = 0.35;
|
|
|
|
m_lightSpecularCoeff = 0.05;
|
2016-08-12 21:28:02 +00:00
|
|
|
|
2016-08-12 21:18:46 +00:00
|
|
|
}
|
|
|
|
|
2016-12-02 00:47:11 +00:00
|
|
|
TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex)
|
2017-01-16 06:26:11 +00:00
|
|
|
:m_model(0),
|
|
|
|
m_rgbColorBuffer(rgbColorBuffer),
|
2016-04-28 19:28:04 +00:00
|
|
|
m_depthBuffer(depthBuffer),
|
2016-08-12 21:18:46 +00:00
|
|
|
m_segmentationMaskBufferPtr(segmentationMaskBuffer),
|
2016-04-28 19:28:04 +00:00
|
|
|
m_userData(0),
|
2016-08-11 21:55:30 +00:00
|
|
|
m_userIndex(-1),
|
|
|
|
m_objectIndex(objectIndex)
|
2016-04-27 03:52:52 +00:00
|
|
|
{
|
|
|
|
Vec3f eye(1,1,3);
|
|
|
|
Vec3f center(0,0,0);
|
2016-05-18 06:57:19 +00:00
|
|
|
Vec3f up(0,0,1);
|
2016-05-27 00:36:01 +00:00
|
|
|
m_lightDirWorld.setValue(0,0,0);
|
2016-11-22 06:33:23 +00:00
|
|
|
m_lightColor.setValue(1, 1, 1);
|
2016-05-27 00:36:01 +00:00
|
|
|
m_localScaling.setValue(1,1,1);
|
2016-04-28 19:28:04 +00:00
|
|
|
m_modelMatrix = Matrix::identity();
|
2016-12-06 23:21:35 +00:00
|
|
|
m_lightAmbientCoeff = 0.6;
|
|
|
|
m_lightDiffuseCoeff = 0.35;
|
|
|
|
m_lightSpecularCoeff = 0.05;
|
2016-04-28 19:28:04 +00:00
|
|
|
|
|
|
|
}
|
2016-04-27 03:52:52 +00:00
|
|
|
|
2016-04-28 19:28:04 +00:00
|
|
|
void TinyRenderObjectData::loadModel(const char* fileName)
|
|
|
|
{
|
2016-04-27 03:52:52 +00:00
|
|
|
//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);
|
2016-04-28 19:28:04 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2016-06-02 00:47:41 +00:00
|
|
|
void TinyRenderObjectData::registerMeshShape(const float* vertices, int numVertices,const int* indices, int numIndices, const float rgbaColor[4],
|
2016-05-18 06:57:19 +00:00
|
|
|
unsigned char* textureImage, int textureWidth, int textureHeight)
|
2016-04-28 19:28:04 +00:00
|
|
|
{
|
|
|
|
if (0==m_model)
|
|
|
|
{
|
|
|
|
m_model = new Model();
|
2016-06-02 00:47:41 +00:00
|
|
|
m_model->setColorRGBA(rgbaColor);
|
2016-05-18 06:57:19 +00:00
|
|
|
if (textureImage)
|
2016-04-28 19:28:04 +00:00
|
|
|
{
|
2016-05-18 06:57:19 +00:00
|
|
|
m_model->setDiffuseTextureFromData(textureImage,textureWidth,textureHeight);
|
|
|
|
} else
|
|
|
|
{
|
2016-06-02 00:47:41 +00:00
|
|
|
/*char relativeFileName[1024];
|
2016-05-18 06:57:19 +00:00
|
|
|
if (b3ResourcePath::findResourcePath("floor_diffuse.tga", relativeFileName, 1024))
|
|
|
|
{
|
|
|
|
m_model->loadDiffuseTexture(relativeFileName);
|
|
|
|
}
|
2016-06-02 00:47:41 +00:00
|
|
|
*/
|
2016-04-28 19:28:04 +00:00
|
|
|
}
|
|
|
|
|
2016-07-14 07:05:57 +00:00
|
|
|
m_model->reserveMemory(numVertices,numIndices);
|
2016-04-28 19:28:04 +00:00
|
|
|
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]);
|
|
|
|
}
|
2016-04-27 03:52:52 +00:00
|
|
|
}
|
2016-04-28 19:28:04 +00:00
|
|
|
}
|
2016-05-13 06:03:12 +00:00
|
|
|
|
|
|
|
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]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-04-28 19:28:04 +00:00
|
|
|
void TinyRenderObjectData::createCube(float halfExtentsX,float halfExtentsY,float halfExtentsZ)
|
|
|
|
{
|
|
|
|
m_model = new Model();
|
2016-04-27 03:52:52 +00:00
|
|
|
|
2016-04-28 19:28:04 +00:00
|
|
|
char relativeFileName[1024];
|
|
|
|
if (b3ResourcePath::findResourcePath("floor_diffuse.tga", relativeFileName, 1024))
|
|
|
|
{
|
|
|
|
m_model->loadDiffuseTexture(relativeFileName);
|
|
|
|
}
|
2016-04-27 03:52:52 +00:00
|
|
|
|
2016-04-28 19:28:04 +00:00
|
|
|
|
|
|
|
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]);
|
|
|
|
}
|
|
|
|
|
2016-04-27 03:52:52 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
TinyRenderObjectData::~TinyRenderObjectData()
|
|
|
|
{
|
|
|
|
delete m_model;
|
|
|
|
}
|
|
|
|
|
2016-11-28 00:53:15 +00:00
|
|
|
void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData)
|
|
|
|
{
|
|
|
|
int width = renderData.m_rgbColorBuffer.get_width();
|
|
|
|
int height = renderData.m_rgbColorBuffer.get_height();
|
|
|
|
|
|
|
|
Vec3f light_dir_local = Vec3f(renderData.m_lightDirWorld[0],renderData.m_lightDirWorld[1],renderData.m_lightDirWorld[2]);
|
2016-11-29 19:11:41 +00:00
|
|
|
float light_distance = renderData.m_lightDistance;
|
2016-11-28 00:53:15 +00:00
|
|
|
Model* model = renderData.m_model;
|
|
|
|
if (0==model)
|
|
|
|
return;
|
|
|
|
|
|
|
|
renderData.m_viewportMatrix = viewport(0,0,width, height);
|
|
|
|
|
2016-12-02 00:47:11 +00:00
|
|
|
float* shadowBufferPtr = (renderData.m_shadowBuffer && renderData.m_shadowBuffer->size())?&renderData.m_shadowBuffer->at(0):0;
|
2016-11-29 20:53:50 +00:00
|
|
|
int* segmentationMaskBufferPtr = 0;
|
2016-11-28 00:53:15 +00:00
|
|
|
|
2016-11-29 20:53:50 +00:00
|
|
|
TGAImage depthFrame(width, height, TGAImage::RGB);
|
2016-11-28 00:53:15 +00:00
|
|
|
|
|
|
|
{
|
2016-11-29 20:53:50 +00:00
|
|
|
// light target is set to be the origin, and the up direction is set to be vertical up.
|
2016-11-29 19:11:41 +00:00
|
|
|
Matrix lightViewMatrix = lookat(light_dir_local*light_distance, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0));
|
2016-11-28 00:53:15 +00:00
|
|
|
Matrix lightModelViewMatrix = lightViewMatrix*renderData.m_modelMatrix;
|
|
|
|
Matrix lightViewProjectionMatrix = renderData.m_projectionMatrix;
|
|
|
|
Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]);
|
|
|
|
|
2016-11-29 19:11:41 +00:00
|
|
|
DepthShader shader(model, lightModelViewMatrix, lightViewProjectionMatrix,renderData.m_modelMatrix, localScaling, light_distance);
|
2016-11-28 00:53:15 +00:00
|
|
|
|
|
|
|
for (int i=0; i<model->nfaces(); i++)
|
|
|
|
{
|
|
|
|
for (int j=0; j<3; j++) {
|
|
|
|
shader.vertex(i, j);
|
|
|
|
}
|
2016-12-02 00:47:11 +00:00
|
|
|
triangle(shader.varying_tri, shader, depthFrame, shadowBufferPtr, segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
|
2016-11-28 00:53:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2016-11-29 19:43:52 +00:00
|
|
|
void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
|
2016-11-28 00:53:15 +00:00
|
|
|
{
|
|
|
|
int width = renderData.m_rgbColorBuffer.get_width();
|
|
|
|
int height = renderData.m_rgbColorBuffer.get_height();
|
|
|
|
|
|
|
|
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]);
|
2016-11-29 19:11:41 +00:00
|
|
|
float light_distance = renderData.m_lightDistance;
|
2016-11-28 00:53:15 +00:00
|
|
|
Model* model = renderData.m_model;
|
|
|
|
if (0==model)
|
|
|
|
return;
|
|
|
|
|
|
|
|
renderData.m_viewportMatrix = viewport(0,0,width, height);
|
|
|
|
|
|
|
|
b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
|
2016-12-02 00:47:11 +00:00
|
|
|
b3AlignedObjectArray<float>* shadowBufferPtr = renderData.m_shadowBuffer;
|
2016-11-28 00:53:15 +00:00
|
|
|
int* segmentationMaskBufferPtr = (renderData.m_segmentationMaskBufferPtr && renderData.m_segmentationMaskBufferPtr->size())?&renderData.m_segmentationMaskBufferPtr->at(0):0;
|
|
|
|
|
|
|
|
TGAImage& frame = renderData.m_rgbColorBuffer;
|
|
|
|
|
|
|
|
{
|
2016-11-29 20:53:50 +00:00
|
|
|
// light target is set to be the origin, and the up direction is set to be vertical up.
|
2016-11-29 19:11:41 +00:00
|
|
|
Matrix lightViewMatrix = lookat(light_dir_local*light_distance, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0));
|
2016-11-28 00:53:15 +00:00
|
|
|
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]);
|
|
|
|
|
2016-12-06 23:21:35 +00:00
|
|
|
Shader shader(model, light_dir_local, light_color, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, renderData.m_viewportMatrix, localScaling, model->getColorRGBA(), width, height, shadowBufferPtr, renderData.m_lightAmbientCoeff, renderData.m_lightDiffuseCoeff, renderData.m_lightSpecularCoeff);
|
2016-11-28 00:53:15 +00:00
|
|
|
|
|
|
|
for (int i=0; i<model->nfaces(); i++)
|
|
|
|
{
|
|
|
|
for (int j=0; j<3; j++) {
|
2016-11-29 20:53:50 +00:00
|
|
|
shader.vertex(i, j);
|
2016-11-28 00:53:15 +00:00
|
|
|
}
|
2016-11-29 20:53:50 +00:00
|
|
|
triangle(shader.varying_tri, shader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
|
2016-11-28 00:53:15 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|