Add example for projective texture.
This commit is contained in:
@@ -10,7 +10,7 @@ newmtl cube
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Ks 0.0000 0.0000 0.0000
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Ks 0.0000 0.0000 0.0000
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Ke 0.0000 0.0000 0.0000
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Ke 0.0000 0.0000 0.0000
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map_Ka cube.tga
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map_Ka cube.tga
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map_Kd cube.png
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map_Kd checker_blue.png
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@@ -16,6 +16,7 @@ enum
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B3_CREATE_SHADOWMAP_RENDERMODE,
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B3_CREATE_SHADOWMAP_RENDERMODE,
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B3_USE_SHADOWMAP_RENDERMODE,
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B3_USE_SHADOWMAP_RENDERMODE,
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B3_USE_SHADOWMAP_RENDERMODE_REFLECTION,
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B3_USE_SHADOWMAP_RENDERMODE_REFLECTION,
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B3_USE_PROJECTIVE_TEXTURE_RENDERMODE,
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};
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};
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@@ -16,7 +16,9 @@ subject to the following restrictions:
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///todo: make this configurable in the gui
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///todo: make this configurable in the gui
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bool useShadowMap = true;// true;//false;//true;
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bool useShadowMap = false;// true;//false;//true;
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float projectiveTextureViewSize = 10;
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bool useProjectiveTexture = true;
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int shadowMapWidth= 4096;
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int shadowMapWidth= 4096;
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int shadowMapHeight= 4096;
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int shadowMapHeight= 4096;
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float shadowMapWorldSize=10;
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float shadowMapWorldSize=10;
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@@ -224,6 +226,9 @@ struct InternalDataRenderer : public GLInstanceRendererInternalData
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b3Vector3 m_lightPos;
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b3Vector3 m_lightPos;
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b3Vector3 m_lightSpecularIntensity;
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b3Vector3 m_lightSpecularIntensity;
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b3Vector3 m_projectorPos;
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b3Vector3 m_projectorDir;
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GLuint m_defaultTexturehandle;
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GLuint m_defaultTexturehandle;
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b3AlignedObjectArray<InternalTextureHandle> m_textureHandles;
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b3AlignedObjectArray<InternalTextureHandle> m_textureHandles;
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@@ -1530,7 +1535,13 @@ void GLInstancingRenderer::renderScene()
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//renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE_REFLECTION);
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//renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE_REFLECTION);
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renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE);
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renderSceneInternal(B3_USE_SHADOWMAP_RENDERMODE);
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} else
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}
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else if (useProjectiveTexture)
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{
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renderSceneInternal(B3_CREATE_SHADOWMAP_RENDERMODE);
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renderSceneInternal(B3_USE_PROJECTIVE_TEXTURE_RENDERMODE);
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}
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else
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{
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{
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renderSceneInternal();
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renderSceneInternal();
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}
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}
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@@ -1970,11 +1981,16 @@ void GLInstancingRenderer::renderSceneInternal(int orgRenderMode)
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reflectionPass = true;
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reflectionPass = true;
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renderMode = B3_USE_SHADOWMAP_RENDERMODE;
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renderMode = B3_USE_SHADOWMAP_RENDERMODE;
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}
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}
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if (!useShadowMap)
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if (!useShadowMap)
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{
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{
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renderMode = B3_DEFAULT_RENDERMODE;
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renderMode = B3_DEFAULT_RENDERMODE;
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}
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}
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if (orgRenderMode==B3_USE_PROJECTIVE_TEXTURE_RENDERMODE)
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{
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renderMode = B3_USE_PROJECTIVE_TEXTURE_RENDERMODE;
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}
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// glEnable(GL_DEPTH_TEST);
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// glEnable(GL_DEPTH_TEST);
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@@ -2003,6 +2019,10 @@ void GLInstancingRenderer::renderSceneInternal(int orgRenderMode)
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float depthProjectionMatrix[4][4];
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float depthProjectionMatrix[4][4];
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GLfloat depthModelViewMatrix[4][4];
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GLfloat depthModelViewMatrix[4][4];
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//GLfloat depthModelViewMatrix2[4][4];
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//GLfloat depthModelViewMatrix2[4][4];
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// For projective texture mapping
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float textureProjectionMatrix[4][4];
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GLfloat textureModelViewMatrix[4][4];
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// Compute the MVP matrix from the light's point of view
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// Compute the MVP matrix from the light's point of view
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if (renderMode==B3_CREATE_SHADOWMAP_RENDERMODE)
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if (renderMode==B3_CREATE_SHADOWMAP_RENDERMODE)
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@@ -2113,6 +2133,18 @@ void GLInstancingRenderer::renderSceneInternal(int orgRenderMode)
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GLfloat depthBiasMVP[4][4];
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GLfloat depthBiasMVP[4][4];
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b3Matrix4x4Mul(biasMatrix,depthMVP,depthBiasMVP);
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b3Matrix4x4Mul(biasMatrix,depthMVP,depthBiasMVP);
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// Compute projection matrix for texture projector
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float textureViewMatrix[4][4];
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b3Vector3 projectorDir = m_data->m_projectorDir.normalize();
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float projectorDist = 3.0;
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b3Vector3 projectorUp = b3MakeVector3(0,0,1.0);
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b3CreateLookAt(m_data->m_projectorPos, m_data->m_projectorDir*projectorDist, projectorUp, &textureViewMatrix[0][0]);
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GLfloat textureModelMatrix[4][4];
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b3CreateDiagonalMatrix(1.f, textureModelMatrix);
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b3Matrix4x4Mul(textureViewMatrix, textureModelMatrix, textureModelViewMatrix);
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b3CreateOrtho(-projectiveTextureViewSize,projectiveTextureViewSize,-projectiveTextureViewSize,projectiveTextureViewSize,1,300,textureProjectionMatrix);
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GLfloat textureMVP[4][4];
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b3Matrix4x4Mul(textureProjectionMatrix, textureModelViewMatrix, textureMVP);
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//float m_frustumZNear=0.1;
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//float m_frustumZNear=0.1;
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//float m_frustumZFar=100.f;
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//float m_frustumZFar=100.f;
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@@ -2459,6 +2491,75 @@ b3Assert(glGetError() ==GL_NO_ERROR);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D,0);
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glBindTexture(GL_TEXTURE_2D,0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,0);
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break;
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}
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case B3_USE_PROJECTIVE_TEXTURE_RENDERMODE:
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{
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if ( gfxObj->m_flags&eGfxTransparency)
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{
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glDepthMask(false);
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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glUseProgram(useShadowMapInstancingShader);
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glUniformMatrix4fv(useShadow_ProjectionMatrix, 1, false, &m_data->m_projectionMatrix[0]);
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glUniform3f(useShadow_lightSpecularIntensity, m_data->m_lightSpecularIntensity[0],m_data->m_lightSpecularIntensity[1],m_data->m_lightSpecularIntensity[2]);
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glUniform3f(useShadow_materialSpecularColor, gfxObj->m_materialSpecularColor[0],gfxObj->m_materialSpecularColor[1],gfxObj->m_materialSpecularColor[2]);
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float MVP[16];
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if (reflectionPass)
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{
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float tmp[16];
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float reflectionMatrix[16] = {1,0,0,0,
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0,1,0,0,
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0,0,-1,0,
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0,0,0,1};
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glCullFace(GL_FRONT);
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b3Matrix4x4Mul16(m_data->m_viewMatrix,reflectionMatrix,tmp);
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b3Matrix4x4Mul16(m_data->m_projectionMatrix,tmp,MVP);
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} else
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{
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b3Matrix4x4Mul16(m_data->m_projectionMatrix,m_data->m_viewMatrix,MVP);
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glCullFace(GL_BACK);
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}
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glUniformMatrix4fv(useShadow_MVP, 1, false, &MVP[0]);
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glUniform3f(useShadow_lightPosIn,m_data->m_lightPos[0],m_data->m_lightPos[1],m_data->m_lightPos[2]);
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float camPos[3];
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m_data->m_activeCamera->getCameraPosition(camPos);
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glUniform3f(useShadow_cameraPositionIn,camPos[0],camPos[1],camPos[2]);
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glUniform1f(useShadow_materialShininessIn,gfxObj->m_materialShinyNess);
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glUniformMatrix4fv(useShadow_DepthBiasModelViewMatrix, 1, false, &textureMVP[0][0]);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_data->m_shadowTexture);
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glUniform1i(useShadow_shadowMap,1);
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//sort transparent objects
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if ( gfxObj->m_flags&eGfxTransparency)
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{
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int instanceId = transparentInstances[i].m_instanceId;
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glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, 0, (GLvoid *)((instanceId)*4*sizeof(float)+m_data->m_maxShapeCapacityInBytes));
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glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, 0, (GLvoid *)((instanceId)*4*sizeof(float)+m_data->m_maxShapeCapacityInBytes+POSITION_BUFFER_SIZE));
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glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 0, (GLvoid *)((instanceId)*4*sizeof(float)+m_data->m_maxShapeCapacityInBytes+POSITION_BUFFER_SIZE+ORIENTATION_BUFFER_SIZE));
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glVertexAttribPointer(6, 3, GL_FLOAT, GL_FALSE, 0, (GLvoid *)((instanceId)*3*sizeof(float)+m_data->m_maxShapeCapacityInBytes+POSITION_BUFFER_SIZE+ORIENTATION_BUFFER_SIZE+COLOR_BUFFER_SIZE));
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glDrawElements(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, 0);
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} else
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{
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glDrawElementsInstanced(GL_TRIANGLES, indexCount, GL_UNSIGNED_INT, indexOffset, gfxObj->m_numGraphicsInstances);
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}
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if ( gfxObj->m_flags&eGfxTransparency)
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{
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glDisable (GL_BLEND);
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glDepthMask(true);
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}
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D,0);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D,0);
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glBindTexture(GL_TEXTURE_2D,0);
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break;
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break;
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@@ -12,11 +12,9 @@ in Vert
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} vert;
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} vert;
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uniform sampler2D Diffuse;
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uniform sampler2D Diffuse;
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uniform sampler2DShadow shadowMap;
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uniform mat4 ViewMatrixInverse;
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uniform mat4 ViewMatrixInverse;
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in vec3 lightPos,cameraPosition, normal,ambient;
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in vec3 lightPos,cameraPosition, normal,ambient;
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in vec4 ShadowCoord;
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in vec4 vertexPos;
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in vec4 vertexPos;
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in float materialShininess;
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in float materialShininess;
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in vec3 lightSpecularIntensity;
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in vec3 lightSpecularIntensity;
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@@ -28,7 +26,7 @@ out vec4 color;
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void main(void)
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void main(void)
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{
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{
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vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);
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vec4 texel = fragment.color*texture(Diffuse,vert.texcoord.xy);
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vec3 ct,cf;
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vec3 ct,cf;
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float intensity,at,af;
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float intensity,at,af;
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if (fragment.color.w==0)
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if (fragment.color.w==0)
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@@ -65,9 +63,7 @@ void main(void)
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}
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}
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float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z)/ShadowCoord.w));
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float visibility = 1.0;
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if (intensity<0.5)
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visibility = 0;
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intensity = 0.7*intensity + 0.3*intensity*visibility;
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intensity = 0.7*intensity + 0.3*intensity*visibility;
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@@ -11,10 +11,8 @@ static const char* useShadowMapInstancingFragmentShader= \
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" vec2 texcoord;\n"
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" vec2 texcoord;\n"
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"} vert;\n"
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"} vert;\n"
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"uniform sampler2D Diffuse;\n"
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"uniform sampler2D Diffuse;\n"
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"uniform sampler2DShadow shadowMap;\n"
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"uniform mat4 ViewMatrixInverse;\n"
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"uniform mat4 ViewMatrixInverse;\n"
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"in vec3 lightPos,cameraPosition, normal,ambient;\n"
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"in vec3 lightPos,cameraPosition, normal,ambient;\n"
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"in vec4 ShadowCoord;\n"
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"in vec4 vertexPos;\n"
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"in vec4 vertexPos;\n"
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"in float materialShininess;\n"
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"in float materialShininess;\n"
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"in vec3 lightSpecularIntensity;\n"
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"in vec3 lightSpecularIntensity;\n"
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@@ -22,7 +20,7 @@ static const char* useShadowMapInstancingFragmentShader= \
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"out vec4 color;\n"
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"out vec4 color;\n"
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"void main(void)\n"
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"void main(void)\n"
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"{\n"
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"{\n"
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" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord);\n"
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" vec4 texel = fragment.color*texture(Diffuse,vert.texcoord.xy);\n"
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" vec3 ct,cf;\n"
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" vec3 ct,cf;\n"
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" float intensity,at,af;\n"
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" float intensity,at,af;\n"
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" if (fragment.color.w==0)\n"
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" if (fragment.color.w==0)\n"
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@@ -58,9 +56,7 @@ static const char* useShadowMapInstancingFragmentShader= \
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" \n"
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" \n"
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" }\n"
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" }\n"
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" \n"
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" \n"
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" float visibility = texture(shadowMap, vec3(ShadowCoord.xy,(ShadowCoord.z)/ShadowCoord.w));\n"
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" float visibility = 1.0;\n"
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" if (intensity<0.5)\n"
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" visibility = 0;\n"
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" intensity = 0.7*intensity + 0.3*intensity*visibility;\n"
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" intensity = 0.7*intensity + 0.3*intensity*visibility;\n"
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" \n"
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" \n"
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" cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient+specularReflection*visibility;\n"
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" cf = intensity*(vec3(1.0,1.0,1.0)-ambient)+ambient+specularReflection*visibility;\n"
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@@ -91,9 +91,9 @@ void main(void)
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vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);
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vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);
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gl_Position = vertexLoc;
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gl_Position = vertexLoc;
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ShadowCoord = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);
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fragment.color = instance_color;
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fragment.color = instance_color;
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vert.texcoord = uvcoords;
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vec4 projcoords = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);
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vert.texcoord = projcoords.xy;
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}
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}
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@@ -79,8 +79,8 @@ static const char* useShadowMapInstancingVertexShader= \
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" \n"
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" \n"
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" vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);\n"
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" vec4 vertexLoc = MVP* vec4((instance_position+localcoord).xyz,1);\n"
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" gl_Position = vertexLoc;\n"
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" gl_Position = vertexLoc;\n"
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" ShadowCoord = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);\n"
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" fragment.color = instance_color;\n"
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" fragment.color = instance_color;\n"
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" vert.texcoord = uvcoords;\n"
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" vec4 projcoords = DepthBiasModelViewProjectionMatrix * vec4((instance_position+localcoord).xyz,1);\n"
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" vert.texcoord = projcoords.xy;\n"
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"}\n"
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"}\n"
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;
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;
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49
examples/pybullet/examples/projective_texture.py
Normal file
49
examples/pybullet/examples/projective_texture.py
Normal file
@@ -0,0 +1,49 @@
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import pybullet as p
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from time import sleep
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from PIL import Image
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import matplotlib.pyplot as plt
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import numpy as np
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physicsClient = p.connect(p.GUI)
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p.setGravity(0,0,-10)
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planeId = p.loadURDF("plane.urdf")
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cubeStartPos = [0,0,1]
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cubeStartOrientation = p.getQuaternionFromEuler([0,0,0])
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boxId = p.loadURDF("cube.urdf",cubeStartPos, cubeStartOrientation)
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cubePos, cubeOrn = p.getBasePositionAndOrientation(boxId)
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textureId = p.loadTexture("kcam_vga_scaled_direct.png")
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p.changeVisualShape(objectUniqueId=0, linkIndex=-1, textureUniqueId=textureId)
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p.changeVisualShape(objectUniqueId=1, linkIndex=-1, textureUniqueId=textureId)
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#p.resetDebugVisualizerCamera(cameraDistance=3, cameraYaw=30, cameraPitch=52, cameraTargetPosition=[10,0,0])
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fov = 70
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pixelWidth = 640
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pixelHeight = 512
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aspect = pixelWidth / pixelHeight;
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nearPlane = 0.01
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farPlane = 100
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projectionMatrix = p.computeProjectionMatrixFOV(fov, aspect, nearPlane, farPlane);
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viewMatrixLeft = p.computeViewMatrix(cameraEyePosition=[0.045, 3.0, 3.0], cameraTargetPosition=[0.045,0,0], cameraUpVector=[0,0,1.0])
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viewMatrixRight = p.computeViewMatrix(cameraEyePosition=[-0.045, 3.0, 3.0], cameraTargetPosition=[-0.045,0,0], cameraUpVector=[0,0,1.0])
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leftImage = p.getCameraImage(width=640,height=512,viewMatrix=viewMatrixLeft,projectionMatrix=projectionMatrix,renderer=p.ER_BULLET_HARDWARE_OPENGL)
|
||||||
|
rightImage = p.getCameraImage(width=640,height=512,viewMatrix=viewMatrixRight,projectionMatrix=projectionMatrix,renderer=p.ER_BULLET_HARDWARE_OPENGL)
|
||||||
|
|
||||||
|
left_img = np.reshape(np.asarray(leftImage[2], dtype=np.float32), (512, 640, 4))
|
||||||
|
left_img /= 255
|
||||||
|
plt.imsave("left_image_new.png", left_img)
|
||||||
|
right_img = np.reshape(np.asarray(rightImage[2], dtype=np.float32), (512, 640, 4))
|
||||||
|
right_img /= 255
|
||||||
|
plt.imsave("right_image_new.png", right_img)
|
||||||
|
|
||||||
|
useRealTimeSimulation = 1
|
||||||
|
|
||||||
|
if (useRealTimeSimulation):
|
||||||
|
p.setRealTimeSimulation(1)
|
||||||
|
|
||||||
|
while 1:
|
||||||
|
if (useRealTimeSimulation):
|
||||||
|
p.setGravity(0,0,-10)
|
||||||
|
sleep(0.01) # Time in seconds.
|
||||||
|
else:
|
||||||
|
p.stepSimulation()
|
||||||
Reference in New Issue
Block a user