Clean global variables.

This commit is contained in:
yunfeibai 2016-11-29 11:11:41 -08:00
parent d48b03f23b
commit 5fe36ca200
4 changed files with 47 additions and 159 deletions

View File

@ -36,9 +36,6 @@ subject to the following restrictions:
#include "../TinyRenderer/model.h"
#include "../ThirdPartyLibs/stb_image/stb_image.h"
extern int count;
enum MyFileType
{
MY_FILE_STL=1,
@ -723,17 +720,16 @@ void TinyRendererVisualShapeConverter::render(const float viewMat[16], const flo
lightColor = m_data->m_lightColor;
}
count = 0;
float lightDistance = 2.0;
// printf("num m_swRenderInstances = %d\n", m_data->m_swRenderInstances.size());
for (int i=0;i<m_data->m_swRenderInstances.size();i++)
for (int n=0;n<m_data->m_swRenderInstances.size();n++)
{
TinyRendererObjectArray** visualArrayPtr = m_data->m_swRenderInstances.getAtIndex(i);
TinyRendererObjectArray** visualArrayPtr = m_data->m_swRenderInstances.getAtIndex(n);
if (0==visualArrayPtr)
continue;//can this ever happen?
TinyRendererObjectArray* visualArray = *visualArrayPtr;
btHashPtr colObjHash = m_data->m_swRenderInstances.getKeyAtIndex(i);
btHashPtr colObjHash = m_data->m_swRenderInstances.getKeyAtIndex(n);
const btCollisionObject* colObj = (btCollisionObject*) colObjHash.getPointer();
@ -756,25 +752,24 @@ void TinyRendererVisualShapeConverter::render(const float viewMat[16], const flo
renderObj->m_projectionMatrix[i][j] = projMat[i+4*j];
renderObj->m_modelMatrix[i][j] = modelMat[i+4*j];
renderObj->m_viewMatrix[i][j] = viewMat[i+4*j];
renderObj->m_localScaling = colObj->getCollisionShape()->getLocalScaling();
renderObj->m_lightDirWorld = lightDirWorld;
renderObj->m_lightColor = lightColor;
}
}
renderObj->m_localScaling = colObj->getCollisionShape()->getLocalScaling();
renderObj->m_lightDirWorld = lightDirWorld;
renderObj->m_lightColor = lightColor;
renderObj->m_lightDistance = lightDistance;
TinyRenderer::renderObjectDepth(*renderObj);
}
}
count = 0;
for (int i=0;i<m_data->m_swRenderInstances.size();i++)
for (int n=0;n<m_data->m_swRenderInstances.size();n++)
{
TinyRendererObjectArray** visualArrayPtr = m_data->m_swRenderInstances.getAtIndex(i);
TinyRendererObjectArray** visualArrayPtr = m_data->m_swRenderInstances.getAtIndex(n);
if (0==visualArrayPtr)
continue;//can this ever happen?
TinyRendererObjectArray* visualArray = *visualArrayPtr;
btHashPtr colObjHash = m_data->m_swRenderInstances.getKeyAtIndex(i);
btHashPtr colObjHash = m_data->m_swRenderInstances.getKeyAtIndex(n);
const btCollisionObject* colObj = (btCollisionObject*) colObjHash.getPointer();
@ -797,11 +792,12 @@ void TinyRendererVisualShapeConverter::render(const float viewMat[16], const flo
renderObj->m_projectionMatrix[i][j] = projMat[i+4*j];
renderObj->m_modelMatrix[i][j] = modelMat[i+4*j];
renderObj->m_viewMatrix[i][j] = viewMat[i+4*j];
renderObj->m_localScaling = colObj->getCollisionShape()->getLocalScaling();
renderObj->m_lightDirWorld = lightDirWorld;
renderObj->m_lightColor = lightColor;
}
}
renderObj->m_localScaling = colObj->getCollisionShape()->getLocalScaling();
renderObj->m_lightDirWorld = lightDirWorld;
renderObj->m_lightColor = lightColor;
renderObj->m_lightDistance = lightDistance;
TinyRenderer::renderObjectShadow(*renderObj);
}
}

View File

@ -13,12 +13,6 @@
#include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btVector3.h"
Matrix viewportmat;
float depth = 2.0;
int indexmap[10000000];
int count = 0;
bool setindex = true;
struct Shader : public IShader {
Model* m_model;
@ -28,7 +22,7 @@ struct Shader : public IShader {
Matrix m_invModelMat;
Matrix& m_modelView1;
Matrix& m_projectionMatrix;
Matrix& m_projectionMat;
Vec3f m_localScaling;
Vec4f m_colorRGBA;
@ -37,12 +31,12 @@ struct Shader : public IShader {
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)
Shader(Model* model, Vec3f light_dir_local, Vec3f light_color, Matrix& modelView, Matrix& projectionMat, 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_projectionMat(projectionMat),
m_modelMat(modelMat),
m_localScaling(localScaling),
m_colorRGBA(colorRGBA)
@ -63,7 +57,7 @@ struct Shader : public IShader {
unScaledVert[1]*m_localScaling[1],
unScaledVert[2]*m_localScaling[2]);
Vec4f gl_Vertex = m_projectionMatrix*m_modelView1*embed<4>(scaledVert);
Vec4f gl_Vertex = m_projectionMat*m_modelView1*embed<4>(scaledVert);
varying_tri.set_col(nthvert, gl_Vertex);
return gl_Vertex;
}
@ -104,21 +98,23 @@ struct DepthShader : public IShader {
Matrix& m_modelMat;
Matrix m_invModelMat;
Matrix& m_projectionMatrix;
Matrix& m_projectionMat;
Vec3f m_localScaling;
Matrix& m_lightModelView;
float m_lightDistance;
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
DepthShader(Model* model, Matrix& lightModelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling)
DepthShader(Model* model, Matrix& lightModelView, Matrix& projectionMat, Matrix& modelMat, Vec3f localScaling, float lightDistance)
:m_model(model),
m_lightModelView(lightModelView),
m_projectionMatrix(projectionMatrix),
m_projectionMat(projectionMat),
m_modelMat(modelMat),
m_localScaling(localScaling)
m_localScaling(localScaling),
m_lightDistance(lightDistance)
{
m_invModelMat = m_modelMat.invert_transpose();
}
@ -130,14 +126,14 @@ struct DepthShader : public IShader {
Vec3f scaledVert=Vec3f(unScaledVert[0]*m_localScaling[0],
unScaledVert[1]*m_localScaling[1],
unScaledVert[2]*m_localScaling[2]);
Vec4f gl_Vertex = m_projectionMatrix*m_lightModelView*embed<4>(scaledVert);
Vec4f gl_Vertex = m_projectionMat*m_lightModelView*embed<4>(scaledVert);
varying_tri.set_col(nthvert, gl_Vertex);
return gl_Vertex;
}
virtual bool fragment(Vec3f bar, TGAColor &color) {
Vec4f p = varying_tri*bar;
color = TGAColor(255, 255, 255)*(p[2]/depth);
color = TGAColor(255, 255, 255)*(p[2]/m_lightDistance);
return false;
}
};
@ -151,10 +147,11 @@ struct ShadowShader : public IShader {
Matrix m_invModelMat;
Matrix& m_modelView1;
Matrix& m_projectionMatrix;
Matrix& m_projectionMat;
Vec3f m_localScaling;
Matrix& m_lightModelView;
Vec4f m_colorRGBA;
Matrix& m_viewportMat;
b3AlignedObjectArray<float>& m_shadowBuffer;
@ -168,14 +165,15 @@ struct ShadowShader : public IShader {
mat<4,3,float> varying_tri_light_view;
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, int width, int height, b3AlignedObjectArray<float>& shadowBuffer)
ShadowShader(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)
: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_projectionMat(projectionMat),
m_modelMat(modelMat),
m_viewportMat(viewportMat),
m_localScaling(localScaling),
m_colorRGBA(colorRGBA),
m_width(width),
@ -192,28 +190,24 @@ struct ShadowShader : public IShader {
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);
Vec4f gl_Vertex = m_projectionMat*m_modelView1*embed<4>(scaledVert);
varying_tri.set_col(nthvert, gl_Vertex);
Vec4f gl_VertexLightView = m_projectionMatrix*m_lightModelView*embed<4>(scaledVert);
Vec4f gl_VertexLightView = m_projectionMat*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 = viewportmat*(varying_tri_light_view*bar);
Vec4f p = m_viewportMat*(varying_tri_light_view*bar);
float depth = p[2];
p = p/p[3];
int index_x = b3Min(m_width-1, int(p[0]));
index_x = b3Max(0, index_x);
int index_y = b3Min(m_height-1, int(p[1]));
index_y = b3Max(0, index_y);
int index_x = b3Max(0, b3Min(m_width-1, int(p[0])));
int index_y = b3Max(0, b3Min(m_height-1, int(p[1])));
int idx = index_x + index_y*m_width; // index in the shadowbuffer array
//int idx = indexmap[count];
float shadow = 0.8+0.2*(m_shadowBuffer[idx]<-depth+0.2); // magic coeff to avoid z-fighting
//printf("count: %d, idx: %d\n", count, idx);
//printf("shadowbuffer: %f, depth: %f\n", m_shadowBuffer[idx], -depth+0.43);
Vec3f bn = (varying_nrm*bar).normalize();
Vec2f uv = varying_uv*bar;
@ -414,86 +408,7 @@ TinyRenderObjectData::~TinyRenderObjectData()
void TinyRenderer::renderObject(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]);
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;
b3AlignedObjectArray<float>& shadowbuffer = renderData.m_shadowBuffer;
int* segmentationMaskBufferPtr = (renderData.m_segmentationMaskBufferPtr && renderData.m_segmentationMaskBufferPtr->size())?&renderData.m_segmentationMaskBufferPtr->at(0):0;
TGAImage tempFrame(width, height, TGAImage::RGB);
TGAImage& frame = renderData.m_rgbColorBuffer;
{
Matrix lightViewMatrix = lookat(light_dir_local*depth, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0));
Matrix lightModelViewMatrix = lightViewMatrix*renderData.m_modelMatrix;
Matrix lightViewProjectionMatrix = renderData.m_projectionMatrix;
Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix;
viewportmat = renderData.m_viewportMatrix;
Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]);
DepthShader shader(model, lightModelViewMatrix, lightViewProjectionMatrix,renderData.m_modelMatrix, localScaling);
setindex = true;
count = 0;
for (int i=0; i<model->nfaces(); i++)
{
for (int j=0; j<3; j++) {
shader.vertex(i, j);
}
triangle(shader.varying_tri, shader, tempFrame, &shadowbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
count++;
}
for (int k = 0; k < 76800; ++k)
{
if (shadowbuffer[k] > -1e30f+0.00001)
{
//printf("[%d]: %f\n", k, shadowbuffer[k]);
}
}
ShadowShader shadowShader(model, light_dir_local, light_color, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA(), width, height, shadowbuffer);
setindex = false;
count = 0;
for (int i=0; i<model->nfaces(); i++)
{
for (int j=0; j<3; j++) {
shadowShader.vertex(i, j);
}
triangle(shadowShader.varying_tri, shadowShader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
count++;
}
/*
Shader shader(model, light_dir_local, light_color, modelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA());
//printf("Render %d triangles.\n",model->nfaces());
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);
}
*/
}
}
void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData)
@ -503,6 +418,7 @@ void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData)
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]);
float light_distance = renderData.m_lightDistance;
Model* model = renderData.m_model;
if (0==model)
return;
@ -517,17 +433,14 @@ void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData)
TGAImage& frame = renderData.m_rgbColorBuffer;
{
Matrix lightViewMatrix = lookat(light_dir_local*depth, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0));
Matrix lightViewMatrix = lookat(light_dir_local*light_distance, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0));
Matrix lightModelViewMatrix = lightViewMatrix*renderData.m_modelMatrix;
Matrix lightViewProjectionMatrix = renderData.m_projectionMatrix;
Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix;
viewportmat = renderData.m_viewportMatrix;
Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]);
DepthShader shader(model, lightModelViewMatrix, lightViewProjectionMatrix,renderData.m_modelMatrix, localScaling);
setindex = true;
DepthShader shader(model, lightModelViewMatrix, lightViewProjectionMatrix,renderData.m_modelMatrix, localScaling, light_distance);
for (int i=0; i<model->nfaces(); i++)
{
@ -535,17 +448,7 @@ void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData)
shader.vertex(i, j);
}
triangle(shader.varying_tri, shader, tempFrame, &shadowbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
count++;
}
for (int k = 0; k < 76800; ++k)
{
if (shadowbuffer[k] > -1e30f+0.00001)
{
//printf("[%d]: %f\n", k, shadowbuffer[k]);
}
}
}
}
@ -557,6 +460,7 @@ void TinyRenderer::renderObjectShadow(TinyRenderObjectData& renderData)
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]);
float light_distance = renderData.m_lightDistance;
Model* model = renderData.m_model;
if (0==model)
return;
@ -571,16 +475,13 @@ void TinyRenderer::renderObjectShadow(TinyRenderObjectData& renderData)
TGAImage& frame = renderData.m_rgbColorBuffer;
{
Matrix lightViewMatrix = lookat(light_dir_local*depth, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0));
Matrix lightViewMatrix = lookat(light_dir_local*light_distance, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0));
Matrix lightModelViewMatrix = lightViewMatrix*renderData.m_modelMatrix;
Matrix lightViewProjectionMatrix = renderData.m_projectionMatrix;
Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix;
viewportmat = renderData.m_viewportMatrix;
Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]);
ShadowShader shadowShader(model, light_dir_local, light_color, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA(), width, height, shadowbuffer);
setindex = false;
ShadowShader shadowShader(model, light_dir_local, light_color, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, renderData.m_viewportMatrix, localScaling, model->getColorRGBA(), width, height, shadowbuffer);
for (int i=0; i<model->nfaces(); i++)
{
@ -588,8 +489,6 @@ void TinyRenderer::renderObjectShadow(TinyRenderObjectData& renderData)
shadowShader.vertex(i, j);
}
triangle(shadowShader.varying_tri, shadowShader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
printf("count: %d\n", count);
count++;
}
}

View File

@ -19,6 +19,7 @@ struct TinyRenderObjectData
btVector3 m_localScaling;
btVector3 m_lightDirWorld;
btVector3 m_lightColor;
float m_lightDistance;
//Model (vertices, indices, textures, shader)
Matrix m_modelMatrix;

View File

@ -4,10 +4,6 @@
#include "our_gl.h"
#include "Bullet3Common/b3MinMax.h"
extern int indexmap[10000000];
extern int count;
extern bool setindex;
IShader::~IShader() {}
Matrix viewport(int x, int y, int w, int h)
@ -144,10 +140,6 @@ void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zb
Vec3f bc_clip = Vec3f(bc_screen.x/pts[0][3], bc_screen.y/pts[1][3], bc_screen.z/pts[2][3]);
bc_clip = bc_clip/(bc_clip.x+bc_clip.y+bc_clip.z);
float frag_depth = -1*(clipc[2]*bc_clip);
if (setindex)
{
indexmap[count] = P.x+P.y*image.get_width();
}
if (bc_screen.x<0 || bc_screen.y<0 || bc_screen.z<0 ||
zbuffer[P.x+P.y*image.get_width()]>frag_depth)
continue;