add segmentation mask rendering to TinyRenderer and shared memory API
similar to the zbuffer, but storing the object index (int) instead of float depth
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@@ -88,12 +88,14 @@ struct Shader : public IShader {
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};
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer)
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>& segmentationMaskBuffer, int objectIndex,int objectIndex2)
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:m_rgbColorBuffer(rgbColorBuffer),
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m_depthBuffer(depthBuffer),
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m_segmentationMaskBuffer(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_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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@@ -247,6 +249,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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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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b3AlignedObjectArray<int>& segmentationMaskBuffer = renderData.m_segmentationMaskBuffer;
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TGAImage& frame = renderData.m_rgbColorBuffer;
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@@ -264,7 +267,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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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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triangle(shader.varying_tri, shader, frame, &zbuffer[0], &segmentationMaskBuffer[0], renderData.m_viewportMatrix, renderData.m_objectIndex);
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}
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}
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@@ -28,8 +28,9 @@ struct TinyRenderObjectData
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TGAImage& m_rgbColorBuffer;
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b3AlignedObjectArray<float>& m_depthBuffer;
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>& depthBuffer);
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b3AlignedObjectArray<int>& m_segmentationMaskBuffer;
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>& segmentationMaskBuffer,int objectIndex,int objectIndex2);
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virtual ~TinyRenderObjectData();
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void loadModel(const char* fileName);
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@@ -41,6 +42,7 @@ struct TinyRenderObjectData
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void* m_userData;
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int m_userIndex;
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int m_objectIndex;
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};
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@@ -59,7 +59,7 @@ Vec3f barycentric(Vec2f A, Vec2f B, Vec2f C, Vec2f P) {
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return Vec3f(-1,1,1); // in this case generate negative coordinates, it will be thrown away by the rasterizator
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}
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void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zbuffer, const Matrix& viewPortMatrix) {
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void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectIndex) {
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mat<3,4,float> pts = (viewPortMatrix*clipc).transpose(); // transposed to ease access to each of the points
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@@ -100,6 +100,7 @@ void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zb
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bool discard = shader.fragment(bc_clip, color);
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if (!discard) {
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zbuffer[P.x+P.y*image.get_width()] = frag_depth;
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segmentationMaskBuffer[P.x+P.y*image.get_width()] = objectIndex;
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image.set(P.x, P.y, color);
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}
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}
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@@ -17,6 +17,6 @@ struct IShader {
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};
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//void triangle(Vec4f *pts, IShader &shader, TGAImage &image, float *zbuffer);
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void triangle(mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, const Matrix& viewPortMatrix);
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void triangle(mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectIndex);
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#endif //__OUR_GL_H__
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