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https://github.com/bulletphysics/bullet3
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Add shader for projective texture.
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08548e1ef0
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@ -56,7 +56,8 @@ premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/
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premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/useShadowMapInstancingPS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/useShadowMapInstancingPS.h" --stringname="useShadowMapInstancingFragmentShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/useShadowMapInstancingVS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/useShadowMapInstancingVS.h" --stringname="useShadowMapInstancingVertexShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/projectiveTextureInstancingPS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/projectiveTextureInstancingPS.h" --stringname="projectiveTextureInstancingFragmentShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../btgui/OpenGLWindow/Shaders/projectiveTextureInstancingVS.glsl" --headerfile="../btgui/OpenGLWindow/Shaders/projectiveTextureInstancingVS.h" --stringname="projectiveTextureInstancingVertexShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../Demos3/GpuDemos/broadphase/pairsKernel.cl" --headerfile="../Demos3/GpuDemos/broadphase/pairsKernel.h" --stringname="pairsKernelsCL" stringify
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@ -62,6 +62,8 @@ eval '$mypremake --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWin
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eval '$mypremake --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/useShadowMapInstancingPS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/useShadowMapInstancingPS.h" --stringname="useShadowMapInstancingFragmentShader" stringify'
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eval '$mypremake --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.h" --stringname="useShadowMapInstancingVertexShader" stringify'
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eval '$mypremake --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/projectiveTextureInstancingPS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/projectiveTextureInstancingPS.h" --stringname="projectiveTextureInstancingFragmentShader" stringify'
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eval '$mypremake --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/projectiveTextureInstancingVS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/projectiveTextureInstancingVS.h" --stringname="projectiveTextureInstancingVertexShader" stringify'
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eval '$mypremake --file=stringifyKernel.lua --kernelfile="../examples/OpenCL/broadphase/pairsKernel.cl" --headerfile="../examples/OpenCL/broadphase/pairsKernel.h" --stringname="pairsKernelsCL" stringify'
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@ -10,6 +10,8 @@ premake4 --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shade
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premake4 --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/createShadowMapInstancingVS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/createShadowMapInstancingVS.h" --stringname="createShadowMapInstancingVertexShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/useShadowMapInstancingPS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/useShadowMapInstancingPS.h" --stringname="useShadowMapInstancingFragmentShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.h" --stringname="useShadowMapInstancingVertexShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/projectiveTextureInstancingPS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/projectiveTextureInstancingPS.h" --stringname="projectiveTextureInstancingFragmentShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/projectiveTextureInstancingVS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/projectiveTextureInstancingVS.h" --stringname="projectiveTextureInstancingVertexShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/linesVS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/linesVS.h" --stringname="linesVertexShader" stringify
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premake4 --file=stringifyKernel.lua --kernelfile="../examples/OpenGLWindow/Shaders/linesPS.glsl" --headerfile="../examples/OpenGLWindow/Shaders/linesPS.h" --stringname="linesFragmentShader" stringify
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@ -10,7 +10,7 @@ newmtl cube
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Ks 0.0000 0.0000 0.0000
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Ke 0.0000 0.0000 0.0000
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map_Ka cube.tga
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map_Kd checker_blue.png
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map_Kd cube.png
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@ -16,9 +16,9 @@ subject to the following restrictions:
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///todo: make this configurable in the gui
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bool useShadowMap = false;// true;//false;//true;
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bool useShadowMap = true;// true;//false;//true;
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float projectiveTextureViewSize = 10;
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bool useProjectiveTexture = true;
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bool useProjectiveTexture = false;
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int shadowMapWidth= 4096;
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int shadowMapHeight= 4096;
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float shadowMapWorldSize=10;
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@ -74,6 +74,8 @@ float shadowMapWorldSize=10;
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#include "Shaders/createShadowMapInstancingPS.h"
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#include "Shaders/useShadowMapInstancingVS.h"
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#include "Shaders/useShadowMapInstancingPS.h"
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#include "Shaders/projectiveTextureInstancingVS.h"
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#include "Shaders/projectiveTextureInstancingPS.h"
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#include "Shaders/linesPS.h"
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#include "Shaders/linesVS.h"
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@ -250,6 +252,8 @@ struct InternalDataRenderer : public GLInstanceRendererInternalData
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{
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m_lightPos=b3MakeVector3(-50,30,40);
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m_lightSpecularIntensity.setValue(1,1,1);
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m_projectorPos=b3MakeVector3(-50,30,40);
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//clear to zero to make it obvious if the matrix is used uninitialized
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for (int i=0;i<16;i++)
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@ -284,6 +288,7 @@ static GLuint triangleIndexVbo=0;
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static GLuint linesShader; // The line renderer
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static GLuint useShadowMapInstancingShader; // The shadow instancing renderer
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static GLuint createShadowMapInstancingShader; // The shadow instancing renderer
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static GLuint projectiveTextureInstancingShader; // The projective texture instancing renderer
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static GLuint instancingShader; // The instancing renderer
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static GLuint instancingShaderPointSprite; // The point sprite instancing renderer
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@ -321,6 +326,20 @@ static GLint useShadow_shadowMap = 0;
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static GLint createShadow_depthMVP=0;
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static GLint projectiveTexture_ViewMatrixInverse=0;
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static GLint projectiveTexture_ModelViewMatrix=0;
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static GLint projectiveTexture_lightSpecularIntensity = 0;
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static GLint projectiveTexture_materialSpecularColor = 0;
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static GLint projectiveTexture_MVP=0;
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static GLint projectiveTexture_lightPosIn=0;
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static GLint projectiveTexture_cameraPositionIn = 0;
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static GLint projectiveTexture_materialShininessIn = 0;
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static GLint projectiveTexture_ProjectionMatrix=0;
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static GLint projectiveTexture_DepthBiasModelViewMatrix=0;
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static GLint projectiveTexture_uniform_texture_diffuse = 0;
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static GLint projectiveTexture_shadowMap = 0;
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static GLint ModelViewMatrix=0;
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static GLint ProjectionMatrix=0;
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static GLint regularLightDirIn=0;
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@ -1212,7 +1231,24 @@ void GLInstancingRenderer::InitShaders()
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glGetIntegerv(GL_SMOOTH_LINE_WIDTH_RANGE, lineWidthRange);
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projectiveTextureInstancingShader = gltLoadShaderPair(projectiveTextureInstancingVertexShader,projectiveTextureInstancingFragmentShader);
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glLinkProgram(projectiveTextureInstancingShader);
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glUseProgram(projectiveTextureInstancingShader);
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projectiveTexture_ViewMatrixInverse = glGetUniformLocation(projectiveTextureInstancingShader, "ViewMatrixInverse");
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projectiveTexture_ModelViewMatrix = glGetUniformLocation(projectiveTextureInstancingShader, "ModelViewMatrix");
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projectiveTexture_lightSpecularIntensity = glGetUniformLocation(projectiveTextureInstancingShader, "lightSpecularIntensityIn");
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projectiveTexture_materialSpecularColor = glGetUniformLocation(projectiveTextureInstancingShader, "materialSpecularColorIn");
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projectiveTexture_MVP = glGetUniformLocation(projectiveTextureInstancingShader, "MVP");
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projectiveTexture_ProjectionMatrix = glGetUniformLocation(projectiveTextureInstancingShader, "ProjectionMatrix");
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projectiveTexture_DepthBiasModelViewMatrix = glGetUniformLocation(projectiveTextureInstancingShader, "DepthBiasModelViewProjectionMatrix");
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projectiveTexture_uniform_texture_diffuse = glGetUniformLocation(projectiveTextureInstancingShader, "Diffuse");
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projectiveTexture_shadowMap = glGetUniformLocation(projectiveTextureInstancingShader,"shadowMap");
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projectiveTexture_lightPosIn = glGetUniformLocation(projectiveTextureInstancingShader,"lightPosIn");
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projectiveTexture_cameraPositionIn = glGetUniformLocation(projectiveTextureInstancingShader,"cameraPositionIn");
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projectiveTexture_materialShininessIn = glGetUniformLocation(projectiveTextureInstancingShader,"materialShininessIn");
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glUseProgram(0);
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useShadowMapInstancingShader = gltLoadShaderPair(useShadowMapInstancingVertexShader,useShadowMapInstancingFragmentShader);
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@ -1538,7 +1574,7 @@ void GLInstancingRenderer::renderScene()
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}
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else if (useProjectiveTexture)
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{
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renderSceneInternal(B3_CREATE_SHADOWMAP_RENDERMODE);
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//renderSceneInternal(B3_CREATE_SHADOWMAP_RENDERMODE);
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renderSceneInternal(B3_USE_PROJECTIVE_TEXTURE_RENDERMODE);
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}
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else
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@ -2136,9 +2172,8 @@ void GLInstancingRenderer::renderSceneInternal(int orgRenderMode)
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// Compute projection matrix for texture projector
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float textureViewMatrix[4][4];
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b3Vector3 projectorDir = m_data->m_projectorDir.normalize();
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float projectorDist = 3.0;
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b3Vector3 projectorUp = b3MakeVector3(0,0,1.0);
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b3CreateLookAt(m_data->m_projectorPos, m_data->m_projectorDir*projectorDist, projectorUp, &textureViewMatrix[0][0]);
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float projectorDist = 0;
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b3CreateLookAt(m_data->m_projectorPos,center,up, &textureViewMatrix[0][0]);
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GLfloat textureModelMatrix[4][4];
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b3CreateDiagonalMatrix(1.f, textureModelMatrix);
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b3Matrix4x4Mul(textureViewMatrix, textureModelMatrix, textureModelViewMatrix);
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@ -2497,6 +2532,7 @@ b3Assert(glGetError() ==GL_NO_ERROR);
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}
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case B3_USE_PROJECTIVE_TEXTURE_RENDERMODE:
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{
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printf("PROJECTIVE TEXTURE!!\n");
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if ( gfxObj->m_flags&eGfxTransparency)
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{
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glDepthMask(false);
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@ -2504,10 +2540,10 @@ b3Assert(glGetError() ==GL_NO_ERROR);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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glUseProgram(useShadowMapInstancingShader);
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glUniformMatrix4fv(useShadow_ProjectionMatrix, 1, false, &m_data->m_projectionMatrix[0]);
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glUniform3f(useShadow_lightSpecularIntensity, m_data->m_lightSpecularIntensity[0],m_data->m_lightSpecularIntensity[1],m_data->m_lightSpecularIntensity[2]);
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glUniform3f(useShadow_materialSpecularColor, gfxObj->m_materialSpecularColor[0],gfxObj->m_materialSpecularColor[1],gfxObj->m_materialSpecularColor[2]);
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glUseProgram(projectiveTextureInstancingShader);
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glUniformMatrix4fv(projectiveTexture_ProjectionMatrix, 1, false, &m_data->m_projectionMatrix[0]);
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glUniform3f(projectiveTexture_lightSpecularIntensity, m_data->m_lightSpecularIntensity[0],m_data->m_lightSpecularIntensity[1],m_data->m_lightSpecularIntensity[2]);
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glUniform3f(projectiveTexture_materialSpecularColor, gfxObj->m_materialSpecularColor[0],gfxObj->m_materialSpecularColor[1],gfxObj->m_materialSpecularColor[2]);
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float MVP[16];
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if (reflectionPass)
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@ -2526,17 +2562,17 @@ b3Assert(glGetError() ==GL_NO_ERROR);
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glCullFace(GL_BACK);
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}
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glUniformMatrix4fv(useShadow_MVP, 1, false, &MVP[0]);
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glUniform3f(useShadow_lightPosIn,m_data->m_lightPos[0],m_data->m_lightPos[1],m_data->m_lightPos[2]);
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glUniformMatrix4fv(projectiveTexture_MVP, 1, false, &MVP[0]);
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glUniform3f(projectiveTexture_lightPosIn,m_data->m_lightPos[0],m_data->m_lightPos[1],m_data->m_lightPos[2]);
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float camPos[3];
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m_data->m_activeCamera->getCameraPosition(camPos);
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glUniform3f(useShadow_cameraPositionIn,camPos[0],camPos[1],camPos[2]);
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glUniform1f(useShadow_materialShininessIn,gfxObj->m_materialShinyNess);
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glUniform3f(projectiveTexture_cameraPositionIn,camPos[0],camPos[1],camPos[2]);
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glUniform1f(projectiveTexture_materialShininessIn,gfxObj->m_materialShinyNess);
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glUniformMatrix4fv(useShadow_DepthBiasModelViewMatrix, 1, false, &textureMVP[0][0]);
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glUniformMatrix4fv(projectiveTexture_DepthBiasModelViewMatrix, 1, false, &textureMVP[0][0]);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_data->m_shadowTexture);
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glUniform1i(useShadow_shadowMap,1);
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glUniform1i(projectiveTexture_shadowMap,1);
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//sort transparent objects
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if ( gfxObj->m_flags&eGfxTransparency)
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8
examples/OpenGLWindow/Shaders/useShadowMapInstancingPS.glsl
Normal file → Executable file
8
examples/OpenGLWindow/Shaders/useShadowMapInstancingPS.glsl
Normal file → Executable file
@ -12,9 +12,11 @@ in Vert
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} vert;
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uniform sampler2D Diffuse;
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uniform sampler2DShadow shadowMap;
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uniform mat4 ViewMatrixInverse;
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in vec3 lightPos,cameraPosition, normal,ambient;
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in vec4 ShadowCoord;
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in vec4 vertexPos;
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in float materialShininess;
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in vec3 lightSpecularIntensity;
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@ -26,7 +28,7 @@ out vec4 color;
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void main(void)
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{
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vec4 texel = fragment.color*texture(Diffuse,vert.texcoord.xy);
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vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);
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vec3 ct,cf;
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float intensity,at,af;
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if (fragment.color.w==0)
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@ -63,7 +65,9 @@ void main(void)
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}
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float visibility = 1.0;
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float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z)/ShadowCoord.w));
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if (intensity<0.5)
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visibility = 0;
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intensity = 0.7*intensity + 0.3*intensity*visibility;
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8
examples/OpenGLWindow/Shaders/useShadowMapInstancingPS.h
Normal file → Executable file
8
examples/OpenGLWindow/Shaders/useShadowMapInstancingPS.h
Normal file → Executable file
@ -11,8 +11,10 @@ static const char* useShadowMapInstancingFragmentShader= \
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" vec2 texcoord;\n"
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"} vert;\n"
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"uniform sampler2D Diffuse;\n"
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"uniform sampler2DShadow shadowMap;\n"
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"uniform mat4 ViewMatrixInverse;\n"
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"in vec3 lightPos,cameraPosition, normal,ambient;\n"
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"in vec4 ShadowCoord;\n"
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"in vec4 vertexPos;\n"
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"in float materialShininess;\n"
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"in vec3 lightSpecularIntensity;\n"
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@ -20,7 +22,7 @@ static const char* useShadowMapInstancingFragmentShader= \
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"out vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord.xy);\n"
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" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);\n"
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" vec3 ct,cf;\n"
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" float intensity,at,af;\n"
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" if (fragment.color.w==0)\n"
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@ -56,7 +58,9 @@ static const char* useShadowMapInstancingFragmentShader= \
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" \n"
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" }\n"
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" \n"
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" float visibility = 1.0;\n"
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" float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z)/ShadowCoord.w));\n"
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" if (intensity<0.5)\n"
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" visibility = 0;\n"
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" intensity = 0.7*intensity + 0.3*intensity*visibility;\n"
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" \n"
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" cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient+specularReflection*visibility;\n"
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6
examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.glsl
Normal file → Executable file
6
examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.glsl
Normal file → Executable file
@ -11,6 +11,8 @@ layout (location = 5) in vec4 instance_color;
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layout (location = 6) in vec3 instance_scale;
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uniform mat4 ModelViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 DepthBiasModelViewProjectionMatrix;
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uniform mat4 MVP;
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uniform vec3 lightPosIn;
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@ -91,9 +93,9 @@ void main(void)
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vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);
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gl_Position = vertexLoc;
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ShadowCoord = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);
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fragment.color = instance_color;
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vec4 projcoords = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);
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vert.texcoord = projcoords.xy;
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vert.texcoord = uvcoords;
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}
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6
examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.h
Normal file → Executable file
6
examples/OpenGLWindow/Shaders/useShadowMapInstancingVS.h
Normal file → Executable file
@ -9,6 +9,8 @@ static const char* useShadowMapInstancingVertexShader= \
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"layout (location = 4) in vec3 vertexnormal;\n"
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"layout (location = 5) in vec4 instance_color;\n"
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"layout (location = 6) in vec3 instance_scale;\n"
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"uniform mat4 ModelViewMatrix;\n"
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"uniform mat4 ProjectionMatrix;\n"
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"uniform mat4 DepthBiasModelViewProjectionMatrix;\n"
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"uniform mat4 MVP;\n"
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"uniform vec3 lightPosIn;\n"
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@ -79,8 +81,8 @@ static const char* useShadowMapInstancingVertexShader= \
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" \n"
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" vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);\n"
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" gl_Position = vertexLoc;\n"
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" ShadowCoord = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);\n"
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" fragment.color = instance_color;\n"
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" vec4 projcoords = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);\n"
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" vert.texcoord = projcoords.xy;\n"
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" vert.texcoord = uvcoords;\n"
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"}\n"
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;
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@ -12,11 +12,10 @@ cubeStartPos = [0,0,1]
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cubeStartOrientation = p.getQuaternionFromEuler([0,0,0])
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boxId = p.loadURDF("cube.urdf",cubeStartPos, cubeStartOrientation)
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cubePos, cubeOrn = p.getBasePositionAndOrientation(boxId)
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textureId = p.loadTexture("kcam_vga_scaled_direct.png")
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textureId = p.loadTexture("checker_blue_test.png")
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p.changeVisualShape(objectUniqueId=0, linkIndex=-1, textureUniqueId=textureId)
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p.changeVisualShape(objectUniqueId=1, linkIndex=-1, textureUniqueId=textureId)
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#p.resetDebugVisualizerCamera(cameraDistance=3, cameraYaw=30, cameraPitch=52, cameraTargetPosition=[10,0,0])
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fov = 70
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pixelWidth = 640
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pixelHeight = 512
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@ -24,17 +23,17 @@ aspect = pixelWidth / pixelHeight;
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nearPlane = 0.01
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farPlane = 100
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projectionMatrix = p.computeProjectionMatrixFOV(fov, aspect, nearPlane, farPlane);
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viewMatrixLeft = p.computeViewMatrix(cameraEyePosition=[0.045, 3.0, 3.0], cameraTargetPosition=[0.045,0,0], cameraUpVector=[0,0,1.0])
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viewMatrixRight = p.computeViewMatrix(cameraEyePosition=[-0.045, 3.0, 3.0], cameraTargetPosition=[-0.045,0,0], cameraUpVector=[0,0,1.0])
|
||||
viewMatrixLeft = p.computeViewMatrix(cameraEyePosition=[0.045, 3.0, 3.0], cameraTargetPosition=[0.045,0,0], cameraUpVector=[0,0,1])
|
||||
viewMatrixRight = p.computeViewMatrix(cameraEyePosition=[-0.045, 3.0, 3.0], cameraTargetPosition=[-0.045,0,0], cameraUpVector=[0,0,1])
|
||||
leftImage = p.getCameraImage(width=640,height=512,viewMatrix=viewMatrixLeft,projectionMatrix=projectionMatrix,renderer=p.ER_BULLET_HARDWARE_OPENGL)
|
||||
rightImage = p.getCameraImage(width=640,height=512,viewMatrix=viewMatrixRight,projectionMatrix=projectionMatrix,renderer=p.ER_BULLET_HARDWARE_OPENGL)
|
||||
|
||||
left_img = np.reshape(np.asarray(leftImage[2], dtype=np.float32), (512, 640, 4))
|
||||
left_img /= 255
|
||||
plt.imsave("left_image_new.png", left_img)
|
||||
plt.imsave("left_image.png", left_img)
|
||||
right_img = np.reshape(np.asarray(rightImage[2], dtype=np.float32), (512, 640, 4))
|
||||
right_img /= 255
|
||||
plt.imsave("right_image_new.png", right_img)
|
||||
plt.imsave("right_image.png", right_img)
|
||||
|
||||
useRealTimeSimulation = 1
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user