mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 13:50:04 +00:00
0d50d8c73b
it works without OpenGL dependency now, so it runs in the cloud :-) Add scaling support for TinyRenderer, remove some un-used normal mapping in TinyRenderer shader, expose light_dir_world, remove accidental hard-coded path in tga write_tga_file, Fix InverseDynamicsExampleCreateFunc, enum has to start at 0
267 lines
8.7 KiB
C++
267 lines
8.7 KiB
C++
#include "TinyRenderer.h"
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#include <vector>
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#include <limits>
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#include <iostream>
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#include "tgaimage.h"
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#include "model.h"
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#include "geometry.h"
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#include "our_gl.h"
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#include "../Utils/b3ResourcePath.h"
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#include "Bullet3Common/b3MinMax.h"
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#include "../OpenGLWindow/ShapeData.h"
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#include "LinearMath/btAlignedObjectArray.h"
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#include "LinearMath/btVector3.h"
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Vec3f light_dir_world(0,0,0);
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struct Shader : public IShader {
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Model* m_model;
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Vec3f m_light_dir_local;
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Matrix& m_modelMat;
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Matrix& m_modelView1;
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Matrix& m_projectionMatrix;
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Vec3f m_localScaling;
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mat<2,3,float> varying_uv; // triangle uv coordinates, written by the vertex shader, read by the fragment shader
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mat<4,3,float> varying_tri; // triangle coordinates (clip coordinates), written by VS, read by FS
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mat<3,3,float> varying_nrm; // normal per vertex to be interpolated by FS
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//mat<3,3,float> ndc_tri; // triangle in normalized device coordinates
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Shader(Model* model, Vec3f light_dir_local, Matrix& modelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling)
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:m_model(model),
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m_light_dir_local(light_dir_local),
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m_modelView1(modelView),
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m_projectionMatrix(projectionMatrix),
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m_modelMat(modelMat),
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m_localScaling(localScaling)
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{
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}
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virtual Vec4f vertex(int iface, int nthvert) {
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Vec2f uv = m_model->uv(iface, nthvert);
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//printf("uv = %f,%f\n", uv.x,uv.y);
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varying_uv.set_col(nthvert, uv);
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//varying_nrm.set_col(nthvert, proj<3>((m_projectionMatrix*m_modelView).invert_transpose()*embed<4>(m_model->normal(iface, nthvert), 0.f)));
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varying_nrm.set_col(nthvert, proj<3>((m_modelMat).invert_transpose()*embed<4>(m_model->normal(iface, nthvert), 0.f)));
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Vec3f unScaledVert = m_model->vert(iface, nthvert);
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Vec3f scaledVert=Vec3f(unScaledVert[0]*m_localScaling[0],unScaledVert[1]*m_localScaling[1],unScaledVert[2]*m_localScaling[2]);
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Vec4f gl_Vertex = m_projectionMatrix*m_modelView1*embed<4>(scaledVert);
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varying_tri.set_col(nthvert, gl_Vertex);
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//ndc_tri.set_col(nthvert, proj<3>(gl_Vertex/gl_Vertex[3]));
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return gl_Vertex;
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}
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virtual bool fragment(Vec3f bar, TGAColor &color) {
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Vec3f bn = (varying_nrm*bar).normalize();
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Vec2f uv = varying_uv*bar;
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//float diff = 1;//full-bright
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float ambient = 0.7;
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float diff = ambient+b3Min(b3Max(0.f, bn*light_dir_world),(1-ambient));
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//float diff = b3Max(0.f, n*m_light_dir_local);
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color = m_model->diffuse(uv)*diff;
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return false;
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}
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};
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TinyRenderObjectData::TinyRenderObjectData(int width, int height,TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer)
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:m_width(width),
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m_height(height),
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m_rgbColorBuffer(rgbColorBuffer),
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m_depthBuffer(depthBuffer),
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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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{
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Vec3f eye(1,1,3);
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Vec3f center(0,0,0);
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Vec3f up(0,0,1);
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m_lightDirWorld.setValue(0,0,0);
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m_localScaling.setValue(1,1,1);
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m_modelMatrix = Matrix::identity();
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m_viewMatrix = lookat(eye, center, up);
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//m_viewportMatrix = viewport(width/8, height/8, width*3/4, height*3/4);
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//m_viewportMatrix = viewport(width/8, height/8, width*3/4, height*3/4);
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m_viewportMatrix = viewport(0,0,width,height);
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m_projectionMatrix = projection(-1.f/(eye-center).norm());
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}
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void TinyRenderObjectData::loadModel(const char* fileName)
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{
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//todo(erwincoumans) move the file loading out of here
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char relativeFileName[1024];
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if (!b3ResourcePath::findResourcePath(fileName, relativeFileName, 1024))
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{
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printf("Cannot find file %s\n", fileName);
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} else
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{
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m_model = new Model(relativeFileName);
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}
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}
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void TinyRenderObjectData::registerMeshShape(const float* vertices, int numVertices,const int* indices, int numIndices,
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unsigned char* textureImage, int textureWidth, int textureHeight)
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{
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if (0==m_model)
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{
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m_model = new Model();
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if (textureImage)
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{
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m_model->setDiffuseTextureFromData(textureImage,textureWidth,textureHeight);
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} else
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{
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char relativeFileName[1024];
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if (b3ResourcePath::findResourcePath("floor_diffuse.tga", relativeFileName, 1024))
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{
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m_model->loadDiffuseTexture(relativeFileName);
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}
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}
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for (int i=0;i<numVertices;i++)
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{
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m_model->addVertex(vertices[i*9],
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vertices[i*9+1],
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vertices[i*9+2],
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vertices[i*9+4],
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vertices[i*9+5],
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vertices[i*9+6],
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vertices[i*9+7],
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vertices[i*9+8]);
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}
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for (int i=0;i<numIndices;i+=3)
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{
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m_model->addTriangle(indices[i],indices[i],indices[i],
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indices[i+1],indices[i+1],indices[i+1],
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indices[i+2],indices[i+2],indices[i+2]);
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}
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}
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}
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void TinyRenderObjectData::registerMesh2(btAlignedObjectArray<btVector3>& vertices, btAlignedObjectArray<btVector3>& normals,btAlignedObjectArray<int>& indices)
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{
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if (0==m_model)
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{
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int numVertices = vertices.size();
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int numIndices = indices.size();
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m_model = new Model();
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char relativeFileName[1024];
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if (b3ResourcePath::findResourcePath("floor_diffuse.tga", relativeFileName, 1024))
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{
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m_model->loadDiffuseTexture(relativeFileName);
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}
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for (int i=0;i<numVertices;i++)
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{
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m_model->addVertex(vertices[i].x(),
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vertices[i].y(),
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vertices[i].z(),
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normals[i].x(),
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normals[i].y(),
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normals[i].z(),
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0.5,0.5);
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}
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for (int i=0;i<numIndices;i+=3)
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{
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m_model->addTriangle(indices[i],indices[i],indices[i],
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indices[i+1],indices[i+1],indices[i+1],
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indices[i+2],indices[i+2],indices[i+2]);
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}
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}
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}
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void TinyRenderObjectData::createCube(float halfExtentsX,float halfExtentsY,float halfExtentsZ)
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{
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m_model = new Model();
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char relativeFileName[1024];
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if (b3ResourcePath::findResourcePath("floor_diffuse.tga", relativeFileName, 1024))
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{
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m_model->loadDiffuseTexture(relativeFileName);
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}
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(cube_vertices_textured)/strideInBytes;
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int numIndices = sizeof(cube_indices)/sizeof(int);
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for (int i=0;i<numVertices;i++)
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{
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m_model->addVertex(halfExtentsX*cube_vertices_textured[i*9],
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halfExtentsY*cube_vertices_textured[i*9+1],
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halfExtentsY*cube_vertices_textured[i*9+2],
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cube_vertices_textured[i*9+4],
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cube_vertices_textured[i*9+5],
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cube_vertices_textured[i*9+6],
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cube_vertices_textured[i*9+7],
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cube_vertices_textured[i*9+8]);
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}
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for (int i=0;i<numIndices;i+=3)
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{
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m_model->addTriangle(cube_indices[i],cube_indices[i],cube_indices[i],
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cube_indices[i+1],cube_indices[i+1],cube_indices[i+1],
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cube_indices[i+2],cube_indices[i+2],cube_indices[i+2]);
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}
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}
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TinyRenderObjectData::~TinyRenderObjectData()
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{
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delete m_model;
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}
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void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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{
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light_dir_world = Vec3f(renderData.m_lightDirWorld[0],renderData.m_lightDirWorld[1],renderData.m_lightDirWorld[2]);
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Model* model = renderData.m_model;
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if (0==model)
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return;
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//renderData.m_viewMatrix = lookat(eye, center, up);
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int width = renderData.m_width;
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int height = renderData.m_height;
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//renderData.m_viewportMatrix = viewport(width/8, height/8, width*3/4, height*3/4);
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renderData.m_viewportMatrix = viewport(0,0,renderData.m_width,renderData.m_height);
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//renderData.m_projectionMatrix = projection(-1.f/(eye-center).norm());
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b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
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TGAImage& frame = renderData.m_rgbColorBuffer;
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Vec3f light_dir_local = proj<3>((renderData.m_projectionMatrix*renderData.m_viewMatrix*renderData.m_modelMatrix*embed<4>(light_dir_world, 0.f))).normalize();
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{
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Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix;
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Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]);
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Shader shader(model, light_dir_local, modelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling);
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for (int i=0; i<model->nfaces(); i++) {
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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], renderData.m_viewportMatrix);
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}
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}
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}
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