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.
This commit is contained in:
@@ -2,14 +2,16 @@
|
||||
#include <limits>
|
||||
#include <cstdlib>
|
||||
#include "our_gl.h"
|
||||
#include "Bullet3Common/b3MinMax.h"
|
||||
|
||||
|
||||
|
||||
Matrix ModelView;
|
||||
Matrix Viewport;
|
||||
Matrix Projection;
|
||||
|
||||
IShader::~IShader() {}
|
||||
|
||||
void viewport(int x, int y, int w, int h) {
|
||||
Matrix viewport(int x, int y, int w, int h)
|
||||
{
|
||||
Matrix Viewport;
|
||||
Viewport = Matrix::identity();
|
||||
Viewport[0][3] = x+w/2.f;
|
||||
Viewport[1][3] = y+h/2.f;
|
||||
@@ -17,14 +19,17 @@ void viewport(int x, int y, int w, int h) {
|
||||
Viewport[0][0] = w/2.f;
|
||||
Viewport[1][1] = h/2.f;
|
||||
Viewport[2][2] = 0;
|
||||
return Viewport;
|
||||
}
|
||||
|
||||
void projection(float coeff) {
|
||||
Matrix projection(float coeff) {
|
||||
Matrix Projection;
|
||||
Projection = Matrix::identity();
|
||||
Projection[3][2] = coeff;
|
||||
return Projection;
|
||||
}
|
||||
|
||||
void lookat(Vec3f eye, Vec3f center, Vec3f up) {
|
||||
Matrix lookat(Vec3f eye, Vec3f center, Vec3f up) {
|
||||
Vec3f z = (eye-center).normalize();
|
||||
Vec3f x = cross(up,z).normalize();
|
||||
Vec3f y = cross(z,x).normalize();
|
||||
@@ -36,7 +41,9 @@ void lookat(Vec3f eye, Vec3f center, Vec3f up) {
|
||||
Minv[2][i] = z[i];
|
||||
Tr[i][3] = -center[i];
|
||||
}
|
||||
Matrix ModelView;
|
||||
ModelView = Minv*Tr;
|
||||
return ModelView;
|
||||
}
|
||||
|
||||
Vec3f barycentric(Vec2f A, Vec2f B, Vec2f C, Vec2f P) {
|
||||
@@ -52,8 +59,8 @@ Vec3f barycentric(Vec2f A, Vec2f B, Vec2f C, Vec2f P) {
|
||||
return Vec3f(-1,1,1); // in this case generate negative coordinates, it will be thrown away by the rasterizator
|
||||
}
|
||||
|
||||
void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zbuffer) {
|
||||
mat<3,4,float> pts = (Viewport*clipc).transpose(); // transposed to ease access to each of the points
|
||||
void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zbuffer, const Matrix& viewPortMatrix) {
|
||||
mat<3,4,float> pts = (viewPortMatrix*clipc).transpose(); // transposed to ease access to each of the points
|
||||
mat<3,2,float> pts2;
|
||||
for (int i=0; i<3; i++) pts2[i] = proj<2>(pts[i]/pts[i][3]);
|
||||
|
||||
@@ -62,8 +69,8 @@ void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zb
|
||||
Vec2f clamp(image.get_width()-1, image.get_height()-1);
|
||||
for (int i=0; i<3; i++) {
|
||||
for (int j=0; j<2; j++) {
|
||||
bboxmin[j] = std::max(0.f, std::min(bboxmin[j], pts2[i][j]));
|
||||
bboxmax[j] = std::min(clamp[j], std::max(bboxmax[j], pts2[i][j]));
|
||||
bboxmin[j] = b3Max(0.f, b3Min(bboxmin[j], pts2[i][j]));
|
||||
bboxmax[j] = b3Min(clamp[j], b3Max(bboxmax[j], pts2[i][j]));
|
||||
}
|
||||
}
|
||||
Vec2i P;
|
||||
|
||||
Reference in New Issue
Block a user