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https://github.com/bulletphysics/bullet3
synced 2024-12-13 21:30:09 +00:00
Render shadow with depth from light.
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parent
5be4409a1a
commit
24b3e137a6
@ -89,10 +89,10 @@ protected:
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virtual void resetCamera()
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virtual void resetCamera()
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{
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{
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float dist = 4;
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float dist = 1;
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float pitch = 193;
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float pitch = 193;
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float yaw = 25;
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float yaw = 25;
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float targetPos[3]={0,0,0.5};//-3,2.8,-2.5};
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float targetPos[3]={0.008655,0.001998,0.679456};//-3,2.8,-2.5};
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m_guiHelper->resetCamera(dist,pitch,yaw,targetPos[0],targetPos[1],targetPos[2]);
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m_guiHelper->resetCamera(dist,pitch,yaw,targetPos[0],targetPos[1],targetPos[2]);
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}
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}
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@ -481,6 +481,21 @@ void PhysicsClientExample::prepareAndSubmitCommand(int commandId)
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}
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}
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break;
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break;
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}
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}
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case CMD_UPDATE_LIGHT:
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{
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b3SharedMemoryCommandHandle commandHandle = b3InitRequestCameraImage(m_physicsClientHandle);
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float viewMatrix[16];
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float projectionMatrix[16];
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m_guiHelper->getRenderInterface()->getActiveCamera()->getCameraProjectionMatrix(projectionMatrix);
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m_guiHelper->getRenderInterface()->getActiveCamera()->getCameraViewMatrix(viewMatrix);
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b3RequestCameraImageSetCameraMatrices(commandHandle, viewMatrix,projectionMatrix);
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b3RequestCameraImageSetPixelResolution(commandHandle, camVisualizerWidth,camVisualizerHeight);
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float lightDir[3] = {0.0,0.1,2.0};
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b3RequestCameraImageSetLightDirection(commandHandle, lightDir);
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b3SubmitClientCommand(m_physicsClientHandle, commandHandle);
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break;
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}
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default:
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default:
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{
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{
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b3Error("Unknown buttonId");
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b3Error("Unknown buttonId");
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@ -557,6 +572,7 @@ void PhysicsClientExample::createButtons()
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createButton("Load SDF",CMD_LOAD_SDF, isTrigger);
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createButton("Load SDF",CMD_LOAD_SDF, isTrigger);
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createButton("Save World",CMD_SAVE_WORLD, isTrigger);
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createButton("Save World",CMD_SAVE_WORLD, isTrigger);
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createButton("Get Camera Image",CMD_REQUEST_CAMERA_IMAGE_DATA,isTrigger);
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createButton("Get Camera Image",CMD_REQUEST_CAMERA_IMAGE_DATA,isTrigger);
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createButton("Update Light",CMD_UPDATE_LIGHT,isTrigger);
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createButton("Step Sim",CMD_STEP_FORWARD_SIMULATION, isTrigger);
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createButton("Step Sim",CMD_STEP_FORWARD_SIMULATION, isTrigger);
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createButton("Realtime Sim",CMD_CUSTOM_SET_REALTIME_SIMULATION, isTrigger);
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createButton("Realtime Sim",CMD_CUSTOM_SET_REALTIME_SIMULATION, isTrigger);
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createButton("Get Visual Shape Info",CMD_REQUEST_VISUAL_SHAPE_INFO, isTrigger);
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createButton("Get Visual Shape Info",CMD_REQUEST_VISUAL_SHAPE_INFO, isTrigger);
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@ -38,6 +38,7 @@ enum EnumSharedMemoryClientCommand
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CMD_REQUEST_AABB_OVERLAP,
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CMD_REQUEST_AABB_OVERLAP,
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CMD_SAVE_WORLD,
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CMD_SAVE_WORLD,
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CMD_REQUEST_VISUAL_SHAPE_INFO,
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CMD_REQUEST_VISUAL_SHAPE_INFO,
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CMD_UPDATE_LIGHT,
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CMD_UPDATE_VISUAL_SHAPE,
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CMD_UPDATE_VISUAL_SHAPE,
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CMD_LOAD_TEXTURE,
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CMD_LOAD_TEXTURE,
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CMD_USER_DEBUG_DRAW,
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CMD_USER_DEBUG_DRAW,
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@ -13,7 +13,7 @@
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#include "LinearMath/btAlignedObjectArray.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btVector3.h"
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const float depth = 2.f;
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const float depth = 10.f;
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struct Shader : public IShader {
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struct Shader : public IShader {
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@ -143,6 +143,88 @@ struct DepthShader : public IShader {
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}
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}
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};
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};
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struct ShadowShader : public IShader {
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Model* m_model;
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Vec3f m_light_dir_local;
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Vec3f m_light_color;
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Matrix& m_modelMat;
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Matrix m_invModelMat;
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Matrix& m_modelView1;
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Matrix& m_projectionMatrix;
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Vec3f m_localScaling;
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Matrix& m_lightModelView;
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Vec4f m_colorRGBA;
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mat<2,3,float> varying_uv; // triangle uv coordinates, written by the vertex shader, read by the fragment shader
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mat<4,3,float> varying_tri; // triangle coordinates (clip coordinates), written by VS, read by FS
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mat<4,3,float> varying_tri_light_view; // triangle coordinates (clip coordinates), written by VS, read by FS
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mat<3,3,float> varying_nrm; // normal per vertex to be interpolated by FS
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ShadowShader(Model* model, Vec3f light_dir_local, Vec3f light_color, Matrix& modelView, Matrix& lightModelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling, const Vec4f& colorRGBA)
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:m_model(model),
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m_light_dir_local(light_dir_local),
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m_light_color(light_color),
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m_modelView1(modelView),
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m_lightModelView(lightModelView),
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m_projectionMatrix(projectionMatrix),
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m_modelMat(modelMat),
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m_localScaling(localScaling),
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m_colorRGBA(colorRGBA)
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{
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m_invModelMat = m_modelMat.invert_transpose();
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}
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virtual Vec4f vertex(int iface, int nthvert) {
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Vec2f uv = m_model->uv(iface, nthvert);
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varying_uv.set_col(nthvert, uv);
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varying_nrm.set_col(nthvert, proj<3>(m_invModelMat*embed<4>(m_model->normal(iface, nthvert), 0.f)));
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Vec3f unScaledVert = m_model->vert(iface, nthvert);
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Vec3f scaledVert=Vec3f(unScaledVert[0]*m_localScaling[0],
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unScaledVert[1]*m_localScaling[1],
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unScaledVert[2]*m_localScaling[2]);
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Vec4f gl_Vertex = m_projectionMatrix*m_modelView1*embed<4>(scaledVert);
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varying_tri.set_col(nthvert, gl_Vertex);
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Vec4f gl_VertexLightView = m_projectionMatrix*m_lightModelView*embed<4>(scaledVert);
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varying_tri_light_view.set_col(nthvert, gl_VertexLightView);
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return gl_Vertex;
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}
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virtual bool fragment(Vec3f bar, TGAColor &color) {
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Vec4f p = varying_tri_light_view*bar;
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float shadow = 1.0-p[2]/depth;
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printf("shadow: %f\n", shadow);
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Vec3f bn = (varying_nrm*bar).normalize();
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Vec2f uv = varying_uv*bar;
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Vec3f reflection_direction = (bn * (bn * m_light_dir_local * 2.f) - m_light_dir_local).normalize();
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float specular = pow(b3Max(reflection_direction.z, 0.f), m_model->specular(uv));
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float diffuse = b3Max(0.f, bn * m_light_dir_local);
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float ambient_coefficient = 0.6;
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float diffuse_coefficient = 0.35;
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float specular_coefficient = 0.05;
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float intensity = ambient_coefficient + b3Min(diffuse * diffuse_coefficient + specular * specular_coefficient, 1.0f - ambient_coefficient);
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color = m_model->diffuse(uv) * intensity * shadow;
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//warning: bgra color is swapped to rgba to upload texture
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color.bgra[0] *= m_colorRGBA[0];
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color.bgra[1] *= m_colorRGBA[1];
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color.bgra[2] *= m_colorRGBA[2];
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color.bgra[3] *= m_colorRGBA[3];
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color.bgra[0] *= m_light_color[0];
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color.bgra[1] *= m_light_color[1];
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color.bgra[2] *= m_light_color[2];
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return false;
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}
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};
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer)
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer)
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:m_rgbColorBuffer(rgbColorBuffer),
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:m_rgbColorBuffer(rgbColorBuffer),
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m_depthBuffer(depthBuffer),
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m_depthBuffer(depthBuffer),
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@ -337,7 +419,8 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix;
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Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix;
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Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]);
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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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//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);
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//DepthShader shader(model, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling);
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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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//printf("Render %d triangles.\n",model->nfaces());
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for (int i=0; i<model->nfaces(); i++)
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for (int i=0; i<model->nfaces(); i++)
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