Render shadow of torus with shadow buffer and index from triangle order.
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@@ -13,8 +13,11 @@
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#include "LinearMath/btAlignedObjectArray.h"
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#include "LinearMath/btVector3.h"
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b3AlignedObjectArray<float> shadowbuffer;
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Matrix viewportmat;
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float depth = 2.0;
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int indexmap[10000000];
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int count = 0;
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bool setindex = true;
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struct Shader : public IShader {
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@@ -134,7 +137,7 @@ struct DepthShader : public IShader {
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virtual bool fragment(Vec3f bar, TGAColor &color) {
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Vec4f p = varying_tri*bar;
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color = TGAColor(255, 255, 255)*p[2];
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color = TGAColor(255, 255, 255)*(p[2]/depth);
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return false;
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}
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};
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@@ -153,6 +156,8 @@ struct ShadowShader : public IShader {
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Matrix& m_lightModelView;
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Vec4f m_colorRGBA;
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b3AlignedObjectArray<float>& m_shadowBuffer;
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int m_width;
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int m_height;
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@@ -163,7 +168,7 @@ struct ShadowShader : public IShader {
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mat<4,3,float> varying_tri_light_view;
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mat<3,3,float> varying_nrm; // normal per vertex to be interpolated by FS
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ShadowShader(Model* model, Vec3f light_dir_local, Vec3f light_color, Matrix& modelView, Matrix& lightModelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling, const Vec4f& colorRGBA, int width, int height)
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ShadowShader(Model* model, Vec3f light_dir_local, Vec3f light_color, Matrix& modelView, Matrix& lightModelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling, const Vec4f& colorRGBA, int width, int height, b3AlignedObjectArray<float>& shadowBuffer)
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:m_model(model),
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m_light_dir_local(light_dir_local),
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m_light_color(light_color),
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@@ -174,7 +179,8 @@ struct ShadowShader : public IShader {
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m_localScaling(localScaling),
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m_colorRGBA(colorRGBA),
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m_width(width),
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m_height(height)
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m_height(height),
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m_shadowBuffer(shadowBuffer)
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{
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m_invModelMat = m_modelMat.invert_transpose();
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}
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@@ -195,14 +201,18 @@ struct ShadowShader : public IShader {
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virtual bool fragment(Vec3f bar, TGAColor &color) {
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Vec4f p = viewportmat*(varying_tri_light_view*bar);
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p = p/p[3];
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float depth = p[2];
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int index_x = b3Min(m_width-1, int(p[0]));
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index_x = b3Max(0, index_x);
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int index_y = b3Min(m_height-1, int(p[1]));
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index_y = b3Max(0, index_y);
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int idx = index_x + index_y*m_width; // index in the shadowbuffer array
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float shadow = 0.3+0.7*(shadowbuffer[idx]<-depth); // magic coeff to avoid z-fighting
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//p = p/p[3];
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//int index_x = b3Min(m_width-1, int(p[0]));
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//index_x = b3Max(0, index_x);
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//int index_y = b3Min(m_height-1, int(p[1]));
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//index_y = b3Max(0, index_y);
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//int idx = index_x + index_y*m_width; // index in the shadowbuffer array
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int idx = indexmap[count];
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float shadow = 0.8+0.2*(m_shadowBuffer[idx]<-depth+0.43); // magic coeff to avoid z-fighting
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//printf("count: %d, idx: %d\n", count, idx);
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//printf("shadowbuffer: %f, depth: %f\n", m_shadowBuffer[idx], -depth+0.43);
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Vec3f bn = (varying_nrm*bar).normalize();
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Vec2f uv = varying_uv*bar;
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@@ -234,9 +244,10 @@ struct ShadowShader : public IShader {
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}
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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<float>&shadowBuffer)
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:m_rgbColorBuffer(rgbColorBuffer),
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m_depthBuffer(depthBuffer),
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m_shadowBuffer(shadowBuffer),
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m_segmentationMaskBufferPtr(0),
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m_model(0),
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m_userData(0),
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@@ -254,9 +265,10 @@ m_objectIndex(-1)
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex)
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<float>&shadowBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex)
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:m_rgbColorBuffer(rgbColorBuffer),
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m_depthBuffer(depthBuffer),
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m_shadowBuffer(shadowBuffer),
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m_segmentationMaskBufferPtr(segmentationMaskBuffer),
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m_model(0),
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m_userData(0),
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@@ -414,18 +426,14 @@ 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<float>& shadowbuffer = renderData.m_shadowBuffer;
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int* segmentationMaskBufferPtr = (renderData.m_segmentationMaskBufferPtr && renderData.m_segmentationMaskBufferPtr->size())?&renderData.m_segmentationMaskBufferPtr->at(0):0;
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TGAImage tempFrame(width, height, TGAImage::RGB);
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TGAImage& frame = renderData.m_rgbColorBuffer;
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shadowbuffer.resize(zbuffer.size());
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for (int i = 0; i < shadowbuffer.size(); ++i)
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{
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shadowbuffer[i] = -1e30f;
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}
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{
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Matrix lightViewMatrix = lookat(light_dir_local, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0));
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Matrix lightViewMatrix = lookat(light_dir_local*depth, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0));
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Matrix lightModelViewMatrix = lightViewMatrix*renderData.m_modelMatrix;
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Matrix lightViewProjectionMatrix = renderData.m_projectionMatrix;
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Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix;
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@@ -435,16 +443,31 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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DepthShader shader(model, lightModelViewMatrix, lightViewProjectionMatrix,renderData.m_modelMatrix, localScaling);
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setindex = true;
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count = 0;
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for (int i=0; i<model->nfaces(); i++)
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{
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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], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
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triangle(shader.varying_tri, shader, tempFrame, &shadowbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
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count++;
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}
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/*
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ShadowShader shadowShader(model, light_dir_local, light_color, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA(), width, height);
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for (int k = 0; k < 76800; ++k)
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{
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if (shadowbuffer[k] > -1e30f+0.00001)
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{
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printf("[%d]: %f\n", k, shadowbuffer[k]);
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}
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}
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ShadowShader shadowShader(model, light_dir_local, light_color, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA(), width, height, shadowbuffer);
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setindex = false;
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count = 0;
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for (int i=0; i<model->nfaces(); i++)
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{
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@@ -452,8 +475,11 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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shadowShader.vertex(i, j);
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}
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triangle(shadowShader.varying_tri, shadowShader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
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count++;
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}
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/*
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Shader shader(model, light_dir_local, light_color, modelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA());
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//printf("Render %d triangles.\n",model->nfaces());
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