#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" struct DepthShader : public IShader { Model* m_model; Matrix& m_modelMat; Matrix m_invModelMat; 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& projectionMat, Matrix& modelMat, Vec3f localScaling, float lightDistance) :m_model(model), m_modelMat(modelMat), m_projectionMat(projectionMat), m_localScaling(localScaling), m_lightModelView(lightModelView), m_lightDistance(lightDistance) { 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_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]/m_lightDistance); return false; } }; 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_projectionMat; Vec3f m_localScaling; Matrix& m_lightModelView; Vec4f m_colorRGBA; Matrix& m_viewportMat; float m_ambient_coefficient; float m_diffuse_coefficient; float m_specular_coefficient; b3AlignedObjectArray* m_shadowBuffer; int m_width; int m_height; int m_index; 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; mat<3,3,float> varying_nrm; // normal per vertex to be interpolated by FS Shader(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* shadowBuffer, float ambient_coefficient=0.6, float diffuse_coefficient=0.35, float specular_coefficient=0.05) :m_model(model), m_light_dir_local(light_dir_local), m_light_color(light_color), m_modelMat(modelMat), m_modelView1(modelView), m_projectionMat(projectionMat), m_localScaling(localScaling), m_lightModelView(lightModelView), m_colorRGBA(colorRGBA), m_viewportMat(viewportMat), m_ambient_coefficient(ambient_coefficient), m_diffuse_coefficient(diffuse_coefficient), m_specular_coefficient(specular_coefficient), m_shadowBuffer(shadowBuffer), m_width(width), m_height(height) { 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_projectionMat*m_modelView1*embed<4>(scaledVert); varying_tri.set_col(nthvert, gl_Vertex); 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 = m_viewportMat*(varying_tri_light_view*bar); float depth = p[2]; p = p/p[3]; 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 float shadow = 0.8+0.2*(m_shadowBuffer->at(idx)<-depth+0.05); // magic coeff to avoid z-fighting 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); color = m_model->diffuse(uv); color[0] *= m_colorRGBA[0]; color[1] *= m_colorRGBA[1]; color[2] *= m_colorRGBA[2]; color[3] *= m_colorRGBA[3]; for (int i = 0; i < 3; ++i) { color[i] = b3Min(int(m_ambient_coefficient*color[i] + shadow*(m_diffuse_coefficient*diffuse+m_specular_coefficient*specular)*color[i]*m_light_color[i]), 255); } return false; } }; TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray&depthBuffer,b3AlignedObjectArray* shadowBuffer) : m_model(0), m_rgbColorBuffer(rgbColorBuffer), m_depthBuffer(depthBuffer), m_shadowBuffer(shadowBuffer), m_segmentationMaskBufferPtr(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_lightColor.setValue(1, 1, 1); m_localScaling.setValue(1,1,1); m_modelMatrix = Matrix::identity(); m_lightAmbientCoeff = 0.6; m_lightDiffuseCoeff = 0.35; m_lightSpecularCoeff = 0.05; } TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray&depthBuffer, b3AlignedObjectArray* shadowBuffer, b3AlignedObjectArray* segmentationMaskBuffer, int objectIndex) :m_model(0), m_rgbColorBuffer(rgbColorBuffer), m_depthBuffer(depthBuffer), m_shadowBuffer(shadowBuffer), m_segmentationMaskBufferPtr(segmentationMaskBuffer), 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_lightColor.setValue(1, 1, 1); m_localScaling.setValue(1,1,1); m_modelMatrix = Matrix::identity(); m_lightAmbientCoeff = 0.6; m_lightDiffuseCoeff = 0.35; m_lightSpecularCoeff = 0.05; } TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray&depthBuffer) :m_model(0), m_rgbColorBuffer(rgbColorBuffer), m_depthBuffer(depthBuffer), m_segmentationMaskBufferPtr(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_lightColor.setValue(1, 1, 1); m_localScaling.setValue(1,1,1); m_modelMatrix = Matrix::identity(); m_lightAmbientCoeff = 0.6; m_lightDiffuseCoeff = 0.35; m_lightSpecularCoeff = 0.05; } TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray&depthBuffer, b3AlignedObjectArray* segmentationMaskBuffer, int objectIndex) :m_model(0), m_rgbColorBuffer(rgbColorBuffer), m_depthBuffer(depthBuffer), m_segmentationMaskBufferPtr(segmentationMaskBuffer), 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_lightColor.setValue(1, 1, 1); m_localScaling.setValue(1,1,1); m_modelMatrix = Matrix::identity(); m_lightAmbientCoeff = 0.6; m_lightDiffuseCoeff = 0.35; m_lightSpecularCoeff = 0.05; } 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::renderObjectDepth(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]); float light_distance = renderData.m_lightDistance; Model* model = renderData.m_model; if (0==model) return; renderData.m_viewportMatrix = viewport(0,0,width, height); float* shadowBufferPtr = (renderData.m_shadowBuffer && renderData.m_shadowBuffer->size())?&renderData.m_shadowBuffer->at(0):0; int* segmentationMaskBufferPtr = 0; TGAImage depthFrame(width, height, TGAImage::RGB); { // light target is set to be the origin, and the up direction is set to be vertical up. 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; Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]); DepthShader shader(model, lightModelViewMatrix, lightViewProjectionMatrix,renderData.m_modelMatrix, localScaling, light_distance); for (int i=0; infaces(); i++) { for (int j=0; j<3; j++) { shader.vertex(i, j); } triangle(shader.varying_tri, shader, depthFrame, shadowBufferPtr, segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex); } } } 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]); float light_distance = renderData.m_lightDistance; Model* model = renderData.m_model; if (0==model) return; renderData.m_viewportMatrix = viewport(0,0,width, height); b3AlignedObjectArray& zbuffer = renderData.m_depthBuffer; b3AlignedObjectArray* shadowBufferPtr = renderData.m_shadowBuffer; int* segmentationMaskBufferPtr = (renderData.m_segmentationMaskBufferPtr && renderData.m_segmentationMaskBufferPtr->size())?&renderData.m_segmentationMaskBufferPtr->at(0):0; TGAImage& frame = renderData.m_rgbColorBuffer; { // light target is set to be the origin, and the up direction is set to be vertical up. 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 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, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, renderData.m_viewportMatrix, localScaling, model->getColorRGBA(), width, height, shadowBufferPtr, renderData.m_lightAmbientCoeff, renderData.m_lightDiffuseCoeff, renderData.m_lightSpecularCoeff); 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); } } }