#include "TinyRenderer.h" #include #include #include #include "tgaimage.h" #include "model.h" #include "geometry.h" #include "our_gl.h" #include "../Utils/b3ResourcePath.h" #include "Bullet3Common/b3MinMax.h" #include "../OpenGLWindow/ShapeData.h" #include "LinearMath/btAlignedObjectArray.h" #include "LinearMath/btVector3.h" const float depth = 2.f; struct Shader : public IShader { Model* m_model; Vec3f m_light_dir_local; Vec3f m_light_color; Matrix& m_modelMat; Matrix m_invModelMat; Matrix& m_modelView1; Matrix& m_projectionMatrix; Vec3f m_localScaling; Vec4f m_colorRGBA; 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 //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) :m_model(model), m_light_dir_local(light_dir_local), m_light_color(light_color), m_modelView1(modelView), m_projectionMatrix(projectionMatrix), m_modelMat(modelMat), m_localScaling(localScaling), m_colorRGBA(colorRGBA) { 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_projectionMatrix*m_modelView).invert_transpose()*embed<4>(m_model->normal(iface, nthvert), 0.f))); varying_nrm.set_col(nthvert, proj<3>(m_invModelMat*embed<4>(m_model->normal(iface, nthvert), 0.f))); //m_localNormal = m_model->normal(iface, nthvert); //varying_nrm.set_col(nthvert, m_model->normal(iface, nthvert)); 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]); Vec4f gl_Vertex = m_projectionMatrix*m_modelView1*embed<4>(scaledVert); varying_tri.set_col(nthvert, gl_Vertex); return gl_Vertex; } virtual bool fragment(Vec3f bar, TGAColor &color) { 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); float ambient_coefficient = 0.6; float diffuse_coefficient = 0.35; float specular_coefficient = 0.05; float intensity = ambient_coefficient + b3Min(diffuse * diffuse_coefficient + specular * specular_coefficient, 1.0f - ambient_coefficient); color = m_model->diffuse(uv) * intensity; //warning: bgra color is swapped to rgba to upload texture color.bgra[0] *= m_colorRGBA[0]; color.bgra[1] *= m_colorRGBA[1]; color.bgra[2] *= m_colorRGBA[2]; color.bgra[3] *= m_colorRGBA[3]; color.bgra[0] *= m_light_color[0]; color.bgra[1] *= m_light_color[1]; color.bgra[2] *= m_light_color[2]; return false; } }; struct DepthShader : public IShader { Model* m_model; Matrix& m_modelMat; Matrix m_invModelMat; Matrix& m_modelView1; Matrix& m_projectionMatrix; Vec3f m_localScaling; Matrix& m_lightModelView; 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<4,3,float> varying_tri_light_view; // 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& modelView, Matrix& lightModelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling) :m_model(model), m_modelView1(modelView), m_lightModelView(lightModelView), m_projectionMatrix(projectionMatrix), m_modelMat(modelMat), m_localScaling(localScaling) { 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]); Vec4f gl_Vertex = m_projectionMatrix*m_modelView1*embed<4>(scaledVert); varying_tri.set_col(nthvert, gl_Vertex); Vec4f gl_VertexLightView = m_projectionMatrix*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 = varying_tri_light_view*bar; printf("coefficient: %f\n", 1.0-p[2]/depth); color = TGAColor(255, 255, 255)*(1.0-p[2]/depth); return false; } }; TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray&depthBuffer) :m_rgbColorBuffer(rgbColorBuffer), m_depthBuffer(depthBuffer), m_segmentationMaskBufferPtr(0), m_model(0), m_userData(0), m_userIndex(-1), m_objectIndex(-1) { Vec3f eye(1,1,3); Vec3f center(0,0,0); Vec3f up(0,0,1); m_lightDirWorld.setValue(0,0,0); m_localScaling.setValue(1,1,1); m_modelMatrix = Matrix::identity(); } TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray&depthBuffer, b3AlignedObjectArray* segmentationMaskBuffer, int objectIndex) :m_rgbColorBuffer(rgbColorBuffer), m_depthBuffer(depthBuffer), m_segmentationMaskBufferPtr(segmentationMaskBuffer), m_model(0), 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_localScaling.setValue(1,1,1); m_modelMatrix = Matrix::identity(); } void TinyRenderObjectData::loadModel(const char* fileName) { //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); } } void TinyRenderObjectData::registerMeshShape(const float* vertices, int numVertices,const int* indices, int numIndices, const float rgbaColor[4], unsigned char* textureImage, int textureWidth, int textureHeight) { if (0==m_model) { m_model = new Model(); m_model->setColorRGBA(rgbaColor); if (textureImage) { m_model->setDiffuseTextureFromData(textureImage,textureWidth,textureHeight); } else { /*char relativeFileName[1024]; if (b3ResourcePath::findResourcePath("floor_diffuse.tga", relativeFileName, 1024)) { m_model->loadDiffuseTexture(relativeFileName); } */ } m_model->reserveMemory(numVertices,numIndices); for (int i=0;iaddVertex(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;iaddTriangle(indices[i],indices[i],indices[i], indices[i+1],indices[i+1],indices[i+1], indices[i+2],indices[i+2],indices[i+2]); } } } void TinyRenderObjectData::registerMesh2(btAlignedObjectArray& vertices, btAlignedObjectArray& normals,btAlignedObjectArray& 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;iaddVertex(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;iaddTriangle(indices[i],indices[i],indices[i], indices[i+1],indices[i+1],indices[i+1], indices[i+2],indices[i+2],indices[i+2]); } } } void TinyRenderObjectData::createCube(float halfExtentsX,float halfExtentsY,float halfExtentsZ) { m_model = new Model(); char relativeFileName[1024]; if (b3ResourcePath::findResourcePath("floor_diffuse.tga", relativeFileName, 1024)) { m_model->loadDiffuseTexture(relativeFileName); } int strideInBytes = 9*sizeof(float); int numVertices = sizeof(cube_vertices_textured)/strideInBytes; int numIndices = sizeof(cube_indices)/sizeof(int); for (int i=0;iaddVertex(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;iaddTriangle(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]); } } TinyRenderObjectData::~TinyRenderObjectData() { delete m_model; } 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& zbuffer = renderData.m_depthBuffer; int* segmentationMaskBufferPtr = (renderData.m_segmentationMaskBufferPtr && renderData.m_segmentationMaskBufferPtr->size())?&renderData.m_segmentationMaskBufferPtr->at(0):0; TGAImage& frame = renderData.m_rgbColorBuffer; { Matrix lightViewMatrix = lookat(Vec3f(0.0,0.1,2.0), Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0)); 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]); //Shader shader(model, light_dir_local, light_color, modelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA()); DepthShader shader(model, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling); //printf("Render %d triangles.\n",model->nfaces()); for (int i=0; infaces(); 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); } } }