patch TinyRenderer so it software-renders in an OpenGL texture, for testing
fix texture support: flip texture to make OpenGL happy (lower-left is origin) add path prefix to .obj loader, so materials/textures are loaded ok.
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172
examples/TinyRenderer/TinyRenderer.cpp
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172
examples/TinyRenderer/TinyRenderer.cpp
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#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 "TinyRenderer/tgaimage.h"
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#include "TinyRenderer/model.h"
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#include "TinyRenderer/geometry.h"
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#include "TinyRenderer/our_gl.h"
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#include "../../Utils/b3ResourcePath.h"
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#include "Bullet3Common/b3MinMax.h"
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Vec3f light_dir_world(1,1,1);
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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_modelView;
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Matrix& m_projectionMatrix;
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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)
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:m_model(model),
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m_light_dir_local(light_dir_local),
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m_modelView(modelView),
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m_projectionMatrix(projectionMatrix)
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{
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}
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virtual Vec4f vertex(int iface, int nthvert) {
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varying_uv.set_col(nthvert, m_model->uv(iface, nthvert));
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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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Vec4f gl_Vertex = m_projectionMatrix*m_modelView*embed<4>(m_model->vert(iface, nthvert));
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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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mat<3,3,float> A;
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A[0] = ndc_tri.col(1) - ndc_tri.col(0);
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A[1] = ndc_tri.col(2) - ndc_tri.col(0);
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A[2] = bn;
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mat<3,3,float> AI = A.invert();
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Vec3f i = AI * Vec3f(varying_uv[0][1] - varying_uv[0][0], varying_uv[0][2] - varying_uv[0][0], 0);
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Vec3f j = AI * Vec3f(varying_uv[1][1] - varying_uv[1][0], varying_uv[1][2] - varying_uv[1][0], 0);
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mat<3,3,float> B;
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B.set_col(0, i.normalize());
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B.set_col(1, j.normalize());
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B.set_col(2, bn);
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Vec3f n = (B*m_model->normal(uv)).normalize();
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float diff = b3Min(b3Max(0.f, n*m_light_dir_local+0.6f),1.f);
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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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/*
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struct TinyRenderObjectData
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{
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//Camera
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Matrix m_viewMatrix;
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Matrix m_projectionMatrix;
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Matrix m_viewPortMatrix;
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//Model (vertices, indices, textures, shader)
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Matrix m_modelMatrix;
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class Model* m_model;
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class IShader* m_shader;
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//Output
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TGAImage m_rgbColorBuffer;
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b3AlignedObjectArray<float> m_depthBuffer;
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};
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*/
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TinyRenderObjectData::TinyRenderObjectData(int width, int height, const char* fileName)
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:m_width(width),
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m_height(height),
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m_rgbColorBuffer(width,height,TGAImage::RGB),
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m_model(0)
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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(0,1,0);
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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_projectionMatrix = projection(-1.f/(eye-center).norm());
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m_depthBuffer.resize(width*height);
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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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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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const char* fileName = "obj/floor.obj";
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//new Model(relativeFileName);//argv[m]);
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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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const int width = renderData.m_width;
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const int height = renderData.m_height;
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b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
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//todo(erwincoumans) make this a separate call
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for (int i=width*height; i--; zbuffer[i] = -std::numeric_limits<float>::max());
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TGAImage& frame = renderData.m_rgbColorBuffer;
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//lookat(eye, center, up);
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//viewport(width/8, height/8, width*3/4, height*3/4);
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//projection(-1.f/(eye-center).norm());
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Vec3f light_dir_local = proj<3>((renderData.m_projectionMatrix*renderData.m_viewMatrix*embed<4>(light_dir_world, 0.f))).normalize();
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{
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//for (int m=1; m<argc; m++) {
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Shader shader(model, light_dir_local, renderData.m_viewMatrix, renderData.m_projectionMatrix);
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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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//frame.flip_vertically(); // to place the origin in the bottom left corner of the image
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//frame.write_tga_file("framebuffer.tga");
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}
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