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https://github.com/bulletphysics/bullet3
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make some changes to make the previous example code changes backward compatible
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@ -47,6 +47,18 @@ struct GUIHelperInterface
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virtual void resetCamera(float camDist, float pitch, float yaw, float camPosX,float camPosY, float camPosZ)=0;
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virtual void copyCameraImageData(const float viewMatrix[16], const float projectionMatrix[16],
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unsigned char* pixelsRGBA, int rgbaBufferSizeInPixels,
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float* depthBuffer, int depthBufferSizeInPixels,
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int startPixelIndex, int destinationWidth, int destinationHeight, int* numPixelsCopied)
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{
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copyCameraImageData(viewMatrix,projectionMatrix,pixelsRGBA,rgbaBufferSizeInPixels,
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depthBuffer,depthBufferSizeInPixels,
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0,0,
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startPixelIndex,destinationWidth,
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destinationHeight,numPixelsCopied);
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}
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virtual void copyCameraImageData(const float viewMatrix[16], const float projectionMatrix[16],
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unsigned char* pixelsRGBA, int rgbaBufferSizeInPixels,
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float* depthBuffer, int depthBufferSizeInPixels,
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int* segmentationMaskBuffer, int segmentationMaskBufferSizeInPixels,
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@ -187,9 +187,9 @@ TinyRendererSetup::TinyRendererSetup(struct GUIHelperInterface* gui)
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TinyRenderObjectData* ob = new TinyRenderObjectData(
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m_internalData->m_rgbColorBuffer,
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m_internalData->m_depthBuffer,
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m_internalData->m_segmentationMaskBuffer,
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m_internalData->m_renderObjects.size(),0);
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//ob->loadModel("cube.obj");
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&m_internalData->m_segmentationMaskBuffer,
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m_internalData->m_renderObjects.size());
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const int* indices = &meshData.m_gfxShape->m_indices->at(0);
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ob->registerMeshShape(&meshData.m_gfxShape->m_vertices->at(0).xyzw[0],
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meshData.m_gfxShape->m_numvertices,
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@ -490,7 +490,7 @@ void TinyRendererVisualShapeConverter::convertVisualShapes(int linkIndex, const
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if (vertices.size() && indices.size())
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{
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TinyRenderObjectData* tinyObj = new TinyRenderObjectData(m_data->m_rgbColorBuffer,m_data->m_depthBuffer, m_data->m_segmentationMaskBuffer, objectIndex,0);
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TinyRenderObjectData* tinyObj = new TinyRenderObjectData(m_data->m_rgbColorBuffer,m_data->m_depthBuffer, &m_data->m_segmentationMaskBuffer, objectIndex);
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unsigned char* textureImage=0;
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int textureWidth=0;
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int textureHeight=0;
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@ -87,11 +87,17 @@ struct Shader : public IShader {
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}
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};
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer)
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:TinyRenderObjectData(rgbColorBuffer,depthBuffer,0,0)
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{
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}
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>& segmentationMaskBuffer, int objectIndex,int objectIndex2)
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex)
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:m_rgbColorBuffer(rgbColorBuffer),
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m_depthBuffer(depthBuffer),
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m_segmentationMaskBuffer(segmentationMaskBuffer),
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m_segmentationMaskBufferPtr(segmentationMaskBuffer),
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m_model(0),
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m_userData(0),
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m_userIndex(-1),
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@ -249,7 +255,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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renderData.m_viewportMatrix = viewport(0,0,width, height);
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b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
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b3AlignedObjectArray<int>& segmentationMaskBuffer = renderData.m_segmentationMaskBuffer;
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int* segmentationMaskBufferPtr = &renderData.m_segmentationMaskBufferPtr->at(0);
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TGAImage& frame = renderData.m_rgbColorBuffer;
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@ -267,7 +273,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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for (int j=0; j<3; j++) {
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shader.vertex(i, j);
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}
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triangle(shader.varying_tri, shader, frame, &zbuffer[0], &segmentationMaskBuffer[0], renderData.m_viewportMatrix, renderData.m_objectIndex);
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triangle(shader.varying_tri, shader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
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}
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}
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@ -27,10 +27,11 @@ struct TinyRenderObjectData
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//Output
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TGAImage& m_rgbColorBuffer;
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b3AlignedObjectArray<float>& m_depthBuffer;
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b3AlignedObjectArray<int>& m_segmentationMaskBuffer;
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b3AlignedObjectArray<float>& m_depthBuffer;//required, hence a reference
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b3AlignedObjectArray<int>* m_segmentationMaskBufferPtr;//optional, hence a pointer
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>& segmentationMaskBuffer,int objectIndex,int objectIndex2);
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer);
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer,int objectIndex);
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virtual ~TinyRenderObjectData();
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void loadModel(const char* fileName);
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@ -59,6 +59,11 @@ Vec3f barycentric(Vec2f A, Vec2f B, Vec2f C, Vec2f P) {
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return Vec3f(-1,1,1); // in this case generate negative coordinates, it will be thrown away by the rasterizator
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}
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void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zbuffer, const Matrix& viewPortMatrix, int objectIndex)
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{
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triangle(clipc,shader,image,zbuffer,0,viewPortMatrix,0);
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}
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void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectIndex) {
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mat<3,4,float> pts = (viewPortMatrix*clipc).transpose(); // transposed to ease access to each of the points
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@ -100,7 +105,10 @@ void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zb
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bool discard = shader.fragment(bc_clip, color);
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if (!discard) {
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zbuffer[P.x+P.y*image.get_width()] = frag_depth;
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segmentationMaskBuffer[P.x+P.y*image.get_width()] = objectIndex;
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if (segmentationMaskBuffer)
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{
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segmentationMaskBuffer[P.x+P.y*image.get_width()] = objectIndex;
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}
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image.set(P.x, P.y, color);
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}
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}
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@ -16,7 +16,7 @@ struct IShader {
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virtual bool fragment(Vec3f bar, TGAColor &color) = 0;
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};
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//void triangle(Vec4f *pts, IShader &shader, TGAImage &image, float *zbuffer);
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void triangle(mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, const Matrix& viewPortMatrix);
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void triangle(mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectIndex);
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#endif //__OUR_GL_H__
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