add segmentation mask rendering to TinyRenderer and shared memory API

similar to the zbuffer, but storing the object index (int) instead of float depth
This commit is contained in:
Erwin Coumans
2016-08-11 14:55:30 -07:00
parent f416644481
commit 3c30e2f821
23 changed files with 276 additions and 55 deletions

View File

@@ -88,12 +88,14 @@ struct Shader : public IShader {
};
TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer)
TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>& segmentationMaskBuffer, int objectIndex,int objectIndex2)
:m_rgbColorBuffer(rgbColorBuffer),
m_depthBuffer(depthBuffer),
m_segmentationMaskBuffer(segmentationMaskBuffer),
m_model(0),
m_userData(0),
m_userIndex(-1)
m_userIndex(-1),
m_objectIndex(objectIndex)
{
Vec3f eye(1,1,3);
Vec3f center(0,0,0);
@@ -247,6 +249,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
renderData.m_viewportMatrix = viewport(0,0,width, height);
b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
b3AlignedObjectArray<int>& segmentationMaskBuffer = renderData.m_segmentationMaskBuffer;
TGAImage& frame = renderData.m_rgbColorBuffer;
@@ -264,7 +267,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
for (int j=0; j<3; j++) {
shader.vertex(i, j);
}
triangle(shader.varying_tri, shader, frame, &zbuffer[0], renderData.m_viewportMatrix);
triangle(shader.varying_tri, shader, frame, &zbuffer[0], &segmentationMaskBuffer[0], renderData.m_viewportMatrix, renderData.m_objectIndex);
}
}