Preliminary working version of TinyRenderer for standalone demos,

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
This commit is contained in:
erwin coumans
2016-05-26 17:36:01 -07:00
parent 68545fb71a
commit 0d50d8c73b
12 changed files with 781 additions and 80 deletions

View File

@@ -12,7 +12,7 @@
#include "../OpenGLWindow/ShapeData.h"
#include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btVector3.h"
Vec3f light_dir_world(1,1,1);
Vec3f light_dir_world(0,0,0);
struct Shader : public IShader {
@@ -22,18 +22,20 @@ struct Shader : public IShader {
Matrix& m_modelMat;
Matrix& m_modelView1;
Matrix& m_projectionMatrix;
Vec3f m_localScaling;
mat<2,3,float> varying_uv; // triangle uv coordinates, written by the vertex shader, read by the fragment shader
mat<4,3,float> varying_tri; // triangle coordinates (clip coordinates), written by VS, read by FS
mat<3,3,float> varying_nrm; // normal per vertex to be interpolated by FS
mat<3,3,float> ndc_tri; // triangle in normalized device coordinates
//mat<3,3,float> ndc_tri; // triangle in normalized device coordinates
Shader(Model* model, Vec3f light_dir_local, Matrix& modelView, Matrix& projectionMatrix, Matrix& modelMat)
Shader(Model* model, Vec3f light_dir_local, Matrix& modelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling)
:m_model(model),
m_light_dir_local(light_dir_local),
m_modelView1(modelView),
m_projectionMatrix(projectionMatrix),
m_modelMat(modelMat)
m_modelMat(modelMat),
m_localScaling(localScaling)
{
}
@@ -46,9 +48,12 @@ struct Shader : public IShader {
//varying_nrm.set_col(nthvert, proj<3>((m_projectionMatrix*m_modelView).invert_transpose()*embed<4>(m_model->normal(iface, nthvert), 0.f)));
varying_nrm.set_col(nthvert, proj<3>((m_modelMat).invert_transpose()*embed<4>(m_model->normal(iface, nthvert), 0.f)));
Vec4f gl_Vertex = m_projectionMatrix*m_modelView1*embed<4>(m_model->vert(iface, nthvert));
Vec3f unScaledVert = m_model->vert(iface, nthvert);
Vec3f scaledVert=Vec3f(unScaledVert[0]*m_localScaling[0],unScaledVert[1]*m_localScaling[1],unScaledVert[2]*m_localScaling[2]);
Vec4f gl_Vertex = m_projectionMatrix*m_modelView1*embed<4>(scaledVert);
varying_tri.set_col(nthvert, gl_Vertex);
ndc_tri.set_col(nthvert, proj<3>(gl_Vertex/gl_Vertex[3]));
//ndc_tri.set_col(nthvert, proj<3>(gl_Vertex/gl_Vertex[3]));
return gl_Vertex;
}
@@ -56,25 +61,9 @@ struct Shader : public IShader {
Vec3f bn = (varying_nrm*bar).normalize();
Vec2f uv = varying_uv*bar;
mat<3,3,float> A;
A[0] = ndc_tri.col(1) - ndc_tri.col(0);
A[1] = ndc_tri.col(2) - ndc_tri.col(0);
A[2] = bn;
mat<3,3,float> AI = A.invert();
Vec3f i = AI * Vec3f(varying_uv[0][1] - varying_uv[0][0], varying_uv[0][2] - varying_uv[0][0], 0);
Vec3f j = AI * Vec3f(varying_uv[1][1] - varying_uv[1][0], varying_uv[1][2] - varying_uv[1][0], 0);
mat<3,3,float> B;
B.set_col(0, i.normalize());
B.set_col(1, j.normalize());
B.set_col(2, bn);
Vec3f n = (B*m_model->normal(uv)).normalize();
//float diff = 1;//b3Min(b3Max(0.f, n*0.3f),1.f);
float diff = b3Min(b3Max(0.f, bn*light_dir_world+0.3f),1.f);
//float diff = 1;//full-bright
float ambient = 0.7;
float diff = ambient+b3Min(b3Max(0.f, bn*light_dir_world),(1-ambient));
//float diff = b3Max(0.f, n*m_light_dir_local);
color = m_model->diffuse(uv)*diff;
@@ -95,7 +84,8 @@ m_userIndex(-1)
Vec3f eye(1,1,3);
Vec3f center(0,0,0);
Vec3f up(0,0,1);
m_lightDirWorld.setValue(0,0,0);
m_localScaling.setValue(1,1,1);
m_modelMatrix = Matrix::identity();
m_viewMatrix = lookat(eye, center, up);
//m_viewportMatrix = viewport(width/8, height/8, width*3/4, height*3/4);
@@ -232,14 +222,12 @@ TinyRenderObjectData::~TinyRenderObjectData()
void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
{
light_dir_world = Vec3f(renderData.m_lightDirWorld[0],renderData.m_lightDirWorld[1],renderData.m_lightDirWorld[2]);
Model* model = renderData.m_model;
if (0==model)
return;
Vec3f eye(renderData.m_eye[0],renderData.m_eye[1],renderData.m_eye[2]);
Vec3f center(renderData.m_center[0],renderData.m_center[1],renderData.m_center[2]);
Vec3f up(0,0,1);
//renderData.m_viewMatrix = lookat(eye, center, up);
int width = renderData.m_width;
@@ -258,9 +246,10 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
{
Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix;
Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]);
Shader shader(model, light_dir_local, modelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling);
Shader shader(model, light_dir_local, modelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix);
for (int i=0; i<model->nfaces(); i++) {

View File

@@ -16,9 +16,8 @@ struct TinyRenderObjectData
Matrix m_viewMatrix;
Matrix m_projectionMatrix;
Matrix m_viewportMatrix;
btVector3 m_eye;
btVector3 m_center;
btVector3 m_localScaling;
btVector3 m_lightDirWorld;
//Model (vertices, indices, textures, shader)
Matrix m_modelMatrix;