#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" Vec3f light_dir_world(1,1,1); struct Shader : public IShader { Model* m_model; Vec3f m_light_dir_local; Matrix& m_modelView; Matrix& m_projectionMatrix; 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, Matrix& modelView, Matrix& projectionMatrix) :m_model(model), m_light_dir_local(light_dir_local), m_modelView(modelView), m_projectionMatrix(projectionMatrix) { } virtual Vec4f vertex(int iface, int nthvert) { Vec2f uv = m_model->uv(iface, nthvert); //printf("uv = %f,%f\n", uv.x,uv.y); 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))); Vec4f gl_Vertex = m_projectionMatrix*m_modelView*embed<4>(m_model->vert(iface, nthvert)); varying_tri.set_col(nthvert, gl_Vertex); ndc_tri.set_col(nthvert, proj<3>(gl_Vertex/gl_Vertex[3])); return gl_Vertex; } virtual bool fragment(Vec3f bar, TGAColor &color) { Vec3f bn = (varying_nrm*bar).normalize(); Vec2f uv = varying_uv*bar; mat<3,3,float> A; A[0] = ndc_tri.col(1) - ndc_tri.col(0); A[1] = ndc_tri.col(2) - ndc_tri.col(0); A[2] = bn; mat<3,3,float> AI = A.invert(); Vec3f i = AI * Vec3f(varying_uv[0][1] - varying_uv[0][0], varying_uv[0][2] - varying_uv[0][0], 0); Vec3f j = AI * Vec3f(varying_uv[1][1] - varying_uv[1][0], varying_uv[1][2] - varying_uv[1][0], 0); mat<3,3,float> B; B.set_col(0, i.normalize()); B.set_col(1, j.normalize()); B.set_col(2, bn); Vec3f n = (B*m_model->normal(uv)).normalize(); float diff = b3Min(b3Max(0.f, n*m_light_dir_local+0.3f),1.f); //float diff = b3Max(0.f, n*m_light_dir_local); color = m_model->diffuse(uv)*diff; return false; } }; TinyRenderObjectData::TinyRenderObjectData(int width, int height,TGAImage& rgbColorBuffer,b3AlignedObjectArray&depthBuffer) :m_width(width), m_height(height), m_rgbColorBuffer(rgbColorBuffer), m_depthBuffer(depthBuffer), m_model(0), m_userData(0), m_userIndex(-1) { Vec3f eye(1,1,3); Vec3f center(0,0,0); Vec3f up(0,1,0); m_modelMatrix = Matrix::identity(); m_viewMatrix = lookat(eye, center, up); m_viewportMatrix = viewport(width/8, height/8, width*3/4, height*3/4); m_projectionMatrix = projection(-1.f/(eye-center).norm()); } 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) { if (0==m_model) { 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*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) { Model* model = renderData.m_model; if (0==model) return; b3AlignedObjectArray& zbuffer = renderData.m_depthBuffer; TGAImage& frame = renderData.m_rgbColorBuffer; Vec3f light_dir_local = proj<3>((renderData.m_projectionMatrix*renderData.m_viewMatrix*renderData.m_modelMatrix*embed<4>(light_dir_world, 0.f))).normalize(); { Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix; Shader shader(model, light_dir_local, modelViewMatrix, renderData.m_projectionMatrix); 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], renderData.m_viewportMatrix); } } }