Render shadow of torus with shadow buffer and index from triangle order.
This commit is contained in:
@@ -23,6 +23,7 @@ struct TinyRendererSetupInternalData
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TGAImage m_rgbColorBuffer;
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b3AlignedObjectArray<float> m_depthBuffer;
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b3AlignedObjectArray<float> m_shadowBuffer;
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b3AlignedObjectArray<int> m_segmentationMaskBuffer;
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@@ -53,6 +54,7 @@ struct TinyRendererSetupInternalData
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m_animateRenderer(0)
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{
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m_depthBuffer.resize(m_width*m_height);
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m_shadowBuffer.resize(m_width*m_height);
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// m_segmentationMaskBuffer.resize(m_width*m_height);
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}
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@@ -188,6 +190,7 @@ TinyRendererSetup::TinyRendererSetup(struct GUIHelperInterface* gui)
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TinyRenderObjectData* ob = new TinyRenderObjectData(
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m_internalData->m_rgbColorBuffer,
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m_internalData->m_depthBuffer,
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m_internalData->m_shadowBuffer,
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&m_internalData->m_segmentationMaskBuffer,
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m_internalData->m_renderObjects.size());
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@@ -328,6 +331,7 @@ void TinyRendererSetup::stepSimulation(float deltaTime)
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{
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m_internalData->m_rgbColorBuffer.set(x,y,clearColor);
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m_internalData->m_depthBuffer[x+y*m_internalData->m_width] = -1e30f;
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m_internalData->m_shadowBuffer[x+y*m_internalData->m_width] = -1e30f;
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}
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}
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@@ -242,7 +242,7 @@ void PhysicsClientExample::prepareAndSubmitCommand(int commandId)
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{
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case CMD_LOAD_URDF:
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{
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b3SharedMemoryCommandHandle commandHandle = b3LoadUrdfCommandInit(m_physicsClientHandle, "kuka_iiwa/model.urdf");
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b3SharedMemoryCommandHandle commandHandle = b3LoadUrdfCommandInit(m_physicsClientHandle, "torus/torus.urdf");
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//setting the initial position, orientation and other arguments are optional
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double startPosX = 0;
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static double startPosY = 0;
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@@ -72,6 +72,7 @@ struct TinyRendererVisualShapeConverterInternalData
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TGAImage m_rgbColorBuffer;
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b3AlignedObjectArray<MyTexture2> m_textures;
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b3AlignedObjectArray<float> m_depthBuffer;
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b3AlignedObjectArray<float> m_shadowBuffer;
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b3AlignedObjectArray<int> m_segmentationMaskBuffer;
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btVector3 m_lightDirection;
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bool m_hasLightDirection;
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@@ -89,6 +90,7 @@ struct TinyRendererVisualShapeConverterInternalData
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m_hasLightColor(false)
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{
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m_depthBuffer.resize(m_swWidth*m_swHeight);
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m_shadowBuffer.resize(m_swWidth*m_swHeight);
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m_segmentationMaskBuffer.resize(m_swWidth*m_swHeight,-1);
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}
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@@ -552,7 +554,7 @@ void TinyRendererVisualShapeConverter::convertVisualShapes(int linkIndex, const
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if (vertices.size() && indices.size())
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{
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TinyRenderObjectData* tinyObj = new TinyRenderObjectData(m_data->m_rgbColorBuffer,m_data->m_depthBuffer, &m_data->m_segmentationMaskBuffer, bodyUniqueId);
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TinyRenderObjectData* tinyObj = new TinyRenderObjectData(m_data->m_rgbColorBuffer,m_data->m_depthBuffer, m_data->m_shadowBuffer, &m_data->m_segmentationMaskBuffer, bodyUniqueId);
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unsigned char* textureImage=0;
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int textureWidth=0;
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int textureHeight=0;
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@@ -658,6 +660,7 @@ void TinyRendererVisualShapeConverter::clearBuffers(TGAColor& clearColor)
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{
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m_data->m_rgbColorBuffer.set(x,y,clearColor);
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m_data->m_depthBuffer[x+y*m_data->m_swWidth] = -1e30f;
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m_data->m_shadowBuffer[x+y*m_data->m_swWidth] = -1e30f;
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m_data->m_segmentationMaskBuffer[x+y*m_data->m_swWidth] = -1;
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}
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}
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@@ -772,6 +775,7 @@ void TinyRendererVisualShapeConverter::render(const float viewMat[16], const flo
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for (int i=0;i<m_data->m_swWidth;i++)
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{
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btSwap(m_data->m_depthBuffer[l1+i],m_data->m_depthBuffer[l2+i]);
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btSwap(m_data->m_shadowBuffer[l1+i],m_data->m_shadowBuffer[l2+i]);
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btSwap(m_data->m_segmentationMaskBuffer[l1+i],m_data->m_segmentationMaskBuffer[l2+i]);
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}
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}
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@@ -791,6 +795,7 @@ void TinyRendererVisualShapeConverter::setWidthAndHeight(int width, int height)
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m_data->m_swHeight = height;
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m_data->m_depthBuffer.resize(m_data->m_swWidth*m_data->m_swHeight);
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m_data->m_shadowBuffer.resize(m_data->m_swWidth*m_data->m_swHeight);
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m_data->m_segmentationMaskBuffer.resize(m_data->m_swWidth*m_data->m_swHeight);
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m_data->m_rgbColorBuffer = TGAImage(width, height, TGAImage::RGB);
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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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@@ -29,10 +29,11 @@ struct TinyRenderObjectData
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TGAImage& m_rgbColorBuffer;
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b3AlignedObjectArray<float>& m_depthBuffer;//required, hence a reference
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b3AlignedObjectArray<float>& m_shadowBuffer;
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b3AlignedObjectArray<int>* m_segmentationMaskBufferPtr;//optional, hence a pointer
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer);
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer,int objectIndex);
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer,b3AlignedObjectArray<float>&shadowBuffer);
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer,b3AlignedObjectArray<float>&shadowBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer,int objectIndex);
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virtual ~TinyRenderObjectData();
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void loadModel(const char* fileName);
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@@ -147,6 +147,7 @@ int main(int argc, char* argv[])
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renderData.m_rgbColorBuffer.set(x,y,color);
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renderData.m_depthBuffer[x+y*textureWidth] = -1e30f;
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renderData.m_shadowBuffer[x+y*textureWidth] = -1e30f;
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}
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}
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@@ -4,11 +4,15 @@
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#include "our_gl.h"
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#include "Bullet3Common/b3MinMax.h"
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extern int indexmap[10000000];
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extern int count;
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extern bool setindex;
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IShader::~IShader() {}
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Matrix viewport(int x, int y, int w, int h)
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{
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/*
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Matrix Viewport;
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Viewport = Matrix::identity();
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Viewport[0][3] = x+w/2.f;
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@@ -18,8 +22,8 @@ Matrix viewport(int x, int y, int w, int h)
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Viewport[1][1] = h/2.f;
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Viewport[2][2] = 0;
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return Viewport;
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*/
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/*
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Matrix Viewport;
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Viewport = Matrix::identity();
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Viewport[0][3] = x+w/2.f;
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@@ -29,7 +33,7 @@ Matrix viewport(int x, int y, int w, int h)
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Viewport[1][1] = h/2.f;
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Viewport[2][2] = .5f;
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return Viewport;
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*/
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}
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Matrix projection(float coeff) {
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@@ -140,6 +144,10 @@ void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zb
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Vec3f bc_clip = Vec3f(bc_screen.x/pts[0][3], bc_screen.y/pts[1][3], bc_screen.z/pts[2][3]);
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bc_clip = bc_clip/(bc_clip.x+bc_clip.y+bc_clip.z);
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float frag_depth = -1*(clipc[2]*bc_clip);
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if (setindex)
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{
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indexmap[count] = P.x+P.y*image.get_width();
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}
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if (bc_screen.x<0 || bc_screen.y<0 || bc_screen.z<0 ||
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zbuffer[P.x+P.y*image.get_width()]>frag_depth)
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continue;
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Block a user