mirror of
https://github.com/bulletphysics/bullet3
synced 2024-12-14 13:50:04 +00:00
355 lines
13 KiB
C++
355 lines
13 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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const float depth = 2.f;
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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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Vec3f m_light_color;
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Matrix& m_modelMat;
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Matrix m_invModelMat;
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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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Vec4f m_colorRGBA;
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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, Vec3f light_color, Matrix& modelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling, const Vec4f& colorRGBA)
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:m_model(model),
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m_light_dir_local(light_dir_local),
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m_light_color(light_color),
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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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m_colorRGBA(colorRGBA)
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{
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m_invModelMat = m_modelMat.invert_transpose();
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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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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_invModelMat*embed<4>(m_model->normal(iface, nthvert), 0.f)));
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//m_localNormal = m_model->normal(iface, nthvert);
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//varying_nrm.set_col(nthvert, m_model->normal(iface, nthvert));
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Vec3f unScaledVert = m_model->vert(iface, nthvert);
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Vec3f scaledVert=Vec3f(unScaledVert[0]*m_localScaling[0],
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unScaledVert[1]*m_localScaling[1],
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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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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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Vec3f reflection_direction = (bn * (bn * m_light_dir_local * 2.f) - m_light_dir_local).normalize();
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float specular = pow(b3Max(reflection_direction.z, 0.f), m_model->specular(uv));
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float diffuse = b3Max(0.f, bn * m_light_dir_local);
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float ambient_coefficient = 0.6;
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float diffuse_coefficient = 0.35;
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float specular_coefficient = 0.05;
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float intensity = ambient_coefficient + b3Min(diffuse * diffuse_coefficient + specular * specular_coefficient, 1.0f - ambient_coefficient);
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color = m_model->diffuse(uv) * intensity;
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//warning: bgra color is swapped to rgba to upload texture
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color.bgra[0] *= m_colorRGBA[0];
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color.bgra[1] *= m_colorRGBA[1];
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color.bgra[2] *= m_colorRGBA[2];
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color.bgra[3] *= m_colorRGBA[3];
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color.bgra[0] *= m_light_color[0];
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color.bgra[1] *= m_light_color[1];
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color.bgra[2] *= m_light_color[2];
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return false;
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}
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};
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struct DepthShader : public IShader {
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Model* m_model;
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Matrix& m_modelMat;
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Matrix m_invModelMat;
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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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Matrix& m_lightModelView;
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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<4,3,float> varying_tri_light_view; // 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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DepthShader(Model* model, Matrix& modelView, Matrix& lightModelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling)
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:m_model(model),
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m_modelView1(modelView),
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m_lightModelView(lightModelView),
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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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m_invModelMat = m_modelMat.invert_transpose();
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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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varying_uv.set_col(nthvert, uv);
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varying_nrm.set_col(nthvert, proj<3>(m_invModelMat*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],
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unScaledVert[1]*m_localScaling[1],
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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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Vec4f gl_VertexLightView = m_projectionMatrix*m_lightModelView*embed<4>(scaledVert);
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varying_tri_light_view.set_col(nthvert, gl_VertexLightView);
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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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Vec4f p = varying_tri_light_view*bar;
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printf("coefficient: %f\n", 1.0-p[2]/depth);
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color = TGAColor(255, 255, 255)*(1.0-p[2]/depth);
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return false;
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}
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};
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer)
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:m_rgbColorBuffer(rgbColorBuffer),
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m_depthBuffer(depthBuffer),
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m_segmentationMaskBufferPtr(0),
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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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m_objectIndex(-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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}
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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_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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m_objectIndex(objectIndex)
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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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}
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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, const float rgbaColor[4],
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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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m_model->setColorRGBA(rgbaColor);
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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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}
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m_model->reserveMemory(numVertices,numIndices);
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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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int width = renderData.m_rgbColorBuffer.get_width();
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int height = renderData.m_rgbColorBuffer.get_height();
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Vec3f light_dir_local = Vec3f(renderData.m_lightDirWorld[0],renderData.m_lightDirWorld[1],renderData.m_lightDirWorld[2]);
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Vec3f light_color = Vec3f(renderData.m_lightColor[0],renderData.m_lightColor[1],renderData.m_lightColor[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_viewportMatrix = viewport(0,0,width, height);
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b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
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int* segmentationMaskBufferPtr = (renderData.m_segmentationMaskBufferPtr && renderData.m_segmentationMaskBufferPtr->size())?&renderData.m_segmentationMaskBufferPtr->at(0):0;
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TGAImage& frame = renderData.m_rgbColorBuffer;
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{
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Matrix lightViewMatrix = lookat(Vec3f(0.0,0.1,2.0), Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0));
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Matrix lightModelViewMatrix = lightViewMatrix*renderData.m_modelMatrix;
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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, light_color, modelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA());
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DepthShader shader(model, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling);
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//printf("Render %d triangles.\n",model->nfaces());
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for (int i=0; i<model->nfaces(); i++)
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{
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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], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
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}
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}
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}
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