diff --git a/examples/SharedMemory/TinyRendererVisualShapeConverter.cpp b/examples/SharedMemory/TinyRendererVisualShapeConverter.cpp index 7afdada11..13aa4b19b 100644 --- a/examples/SharedMemory/TinyRendererVisualShapeConverter.cpp +++ b/examples/SharedMemory/TinyRendererVisualShapeConverter.cpp @@ -36,9 +36,6 @@ subject to the following restrictions: #include "../TinyRenderer/model.h" #include "../ThirdPartyLibs/stb_image/stb_image.h" -extern int count; - - enum MyFileType { MY_FILE_STL=1, @@ -723,17 +720,16 @@ void TinyRendererVisualShapeConverter::render(const float viewMat[16], const flo lightColor = m_data->m_lightColor; } - count = 0; + float lightDistance = 2.0; - // printf("num m_swRenderInstances = %d\n", m_data->m_swRenderInstances.size()); - for (int i=0;im_swRenderInstances.size();i++) + for (int n=0;nm_swRenderInstances.size();n++) { - TinyRendererObjectArray** visualArrayPtr = m_data->m_swRenderInstances.getAtIndex(i); + TinyRendererObjectArray** visualArrayPtr = m_data->m_swRenderInstances.getAtIndex(n); if (0==visualArrayPtr) continue;//can this ever happen? TinyRendererObjectArray* visualArray = *visualArrayPtr; - btHashPtr colObjHash = m_data->m_swRenderInstances.getKeyAtIndex(i); + btHashPtr colObjHash = m_data->m_swRenderInstances.getKeyAtIndex(n); const btCollisionObject* colObj = (btCollisionObject*) colObjHash.getPointer(); @@ -756,25 +752,24 @@ void TinyRendererVisualShapeConverter::render(const float viewMat[16], const flo renderObj->m_projectionMatrix[i][j] = projMat[i+4*j]; renderObj->m_modelMatrix[i][j] = modelMat[i+4*j]; renderObj->m_viewMatrix[i][j] = viewMat[i+4*j]; - renderObj->m_localScaling = colObj->getCollisionShape()->getLocalScaling(); - renderObj->m_lightDirWorld = lightDirWorld; - renderObj->m_lightColor = lightColor; } } + renderObj->m_localScaling = colObj->getCollisionShape()->getLocalScaling(); + renderObj->m_lightDirWorld = lightDirWorld; + renderObj->m_lightColor = lightColor; + renderObj->m_lightDistance = lightDistance; TinyRenderer::renderObjectDepth(*renderObj); } } - - count = 0; - - for (int i=0;im_swRenderInstances.size();i++) + + for (int n=0;nm_swRenderInstances.size();n++) { - TinyRendererObjectArray** visualArrayPtr = m_data->m_swRenderInstances.getAtIndex(i); + TinyRendererObjectArray** visualArrayPtr = m_data->m_swRenderInstances.getAtIndex(n); if (0==visualArrayPtr) continue;//can this ever happen? TinyRendererObjectArray* visualArray = *visualArrayPtr; - btHashPtr colObjHash = m_data->m_swRenderInstances.getKeyAtIndex(i); + btHashPtr colObjHash = m_data->m_swRenderInstances.getKeyAtIndex(n); const btCollisionObject* colObj = (btCollisionObject*) colObjHash.getPointer(); @@ -797,11 +792,12 @@ void TinyRendererVisualShapeConverter::render(const float viewMat[16], const flo renderObj->m_projectionMatrix[i][j] = projMat[i+4*j]; renderObj->m_modelMatrix[i][j] = modelMat[i+4*j]; renderObj->m_viewMatrix[i][j] = viewMat[i+4*j]; - renderObj->m_localScaling = colObj->getCollisionShape()->getLocalScaling(); - renderObj->m_lightDirWorld = lightDirWorld; - renderObj->m_lightColor = lightColor; } } + renderObj->m_localScaling = colObj->getCollisionShape()->getLocalScaling(); + renderObj->m_lightDirWorld = lightDirWorld; + renderObj->m_lightColor = lightColor; + renderObj->m_lightDistance = lightDistance; TinyRenderer::renderObjectShadow(*renderObj); } } diff --git a/examples/TinyRenderer/TinyRenderer.cpp b/examples/TinyRenderer/TinyRenderer.cpp index 1b7013487..974a8db5e 100644 --- a/examples/TinyRenderer/TinyRenderer.cpp +++ b/examples/TinyRenderer/TinyRenderer.cpp @@ -13,12 +13,6 @@ #include "LinearMath/btAlignedObjectArray.h" #include "LinearMath/btVector3.h" -Matrix viewportmat; -float depth = 2.0; -int indexmap[10000000]; -int count = 0; -bool setindex = true; - struct Shader : public IShader { Model* m_model; @@ -28,7 +22,7 @@ struct Shader : public IShader { Matrix m_invModelMat; Matrix& m_modelView1; - Matrix& m_projectionMatrix; + Matrix& m_projectionMat; Vec3f m_localScaling; Vec4f m_colorRGBA; @@ -37,12 +31,12 @@ struct Shader : public IShader { 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 - Shader(Model* model, Vec3f light_dir_local, Vec3f light_color, Matrix& modelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling, const Vec4f& colorRGBA) + Shader(Model* model, Vec3f light_dir_local, Vec3f light_color, Matrix& modelView, Matrix& projectionMat, Matrix& modelMat, Vec3f localScaling, const Vec4f& colorRGBA) :m_model(model), m_light_dir_local(light_dir_local), m_light_color(light_color), m_modelView1(modelView), - m_projectionMatrix(projectionMatrix), + m_projectionMat(projectionMat), m_modelMat(modelMat), m_localScaling(localScaling), m_colorRGBA(colorRGBA) @@ -63,7 +57,7 @@ struct Shader : public IShader { unScaledVert[1]*m_localScaling[1], unScaledVert[2]*m_localScaling[2]); - Vec4f gl_Vertex = m_projectionMatrix*m_modelView1*embed<4>(scaledVert); + Vec4f gl_Vertex = m_projectionMat*m_modelView1*embed<4>(scaledVert); varying_tri.set_col(nthvert, gl_Vertex); return gl_Vertex; } @@ -104,21 +98,23 @@ struct DepthShader : public IShader { Matrix& m_modelMat; Matrix m_invModelMat; - Matrix& m_projectionMatrix; + Matrix& m_projectionMat; Vec3f m_localScaling; Matrix& m_lightModelView; + float m_lightDistance; 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 - DepthShader(Model* model, Matrix& lightModelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling) + DepthShader(Model* model, Matrix& lightModelView, Matrix& projectionMat, Matrix& modelMat, Vec3f localScaling, float lightDistance) :m_model(model), m_lightModelView(lightModelView), - m_projectionMatrix(projectionMatrix), + m_projectionMat(projectionMat), m_modelMat(modelMat), - m_localScaling(localScaling) + m_localScaling(localScaling), + m_lightDistance(lightDistance) { m_invModelMat = m_modelMat.invert_transpose(); } @@ -130,14 +126,14 @@ struct DepthShader : public IShader { Vec3f scaledVert=Vec3f(unScaledVert[0]*m_localScaling[0], unScaledVert[1]*m_localScaling[1], unScaledVert[2]*m_localScaling[2]); - Vec4f gl_Vertex = m_projectionMatrix*m_lightModelView*embed<4>(scaledVert); + Vec4f gl_Vertex = m_projectionMat*m_lightModelView*embed<4>(scaledVert); varying_tri.set_col(nthvert, gl_Vertex); return gl_Vertex; } virtual bool fragment(Vec3f bar, TGAColor &color) { Vec4f p = varying_tri*bar; - color = TGAColor(255, 255, 255)*(p[2]/depth); + color = TGAColor(255, 255, 255)*(p[2]/m_lightDistance); return false; } }; @@ -151,10 +147,11 @@ struct ShadowShader : public IShader { Matrix m_invModelMat; Matrix& m_modelView1; - Matrix& m_projectionMatrix; + Matrix& m_projectionMat; Vec3f m_localScaling; Matrix& m_lightModelView; Vec4f m_colorRGBA; + Matrix& m_viewportMat; b3AlignedObjectArray& m_shadowBuffer; @@ -168,14 +165,15 @@ struct ShadowShader : public IShader { mat<4,3,float> varying_tri_light_view; mat<3,3,float> varying_nrm; // normal per vertex to be interpolated by FS - 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& shadowBuffer) + ShadowShader(Model* model, Vec3f light_dir_local, Vec3f light_color, Matrix& modelView, Matrix& lightModelView, Matrix& projectionMat, Matrix& modelMat, Matrix& viewportMat, Vec3f localScaling, const Vec4f& colorRGBA, int width, int height, b3AlignedObjectArray& shadowBuffer) :m_model(model), m_light_dir_local(light_dir_local), m_light_color(light_color), m_modelView1(modelView), m_lightModelView(lightModelView), - m_projectionMatrix(projectionMatrix), + m_projectionMat(projectionMat), m_modelMat(modelMat), + m_viewportMat(viewportMat), m_localScaling(localScaling), m_colorRGBA(colorRGBA), m_width(width), @@ -192,28 +190,24 @@ struct ShadowShader : public IShader { 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); + Vec4f gl_Vertex = m_projectionMat*m_modelView1*embed<4>(scaledVert); varying_tri.set_col(nthvert, gl_Vertex); - Vec4f gl_VertexLightView = m_projectionMatrix*m_lightModelView*embed<4>(scaledVert); + Vec4f gl_VertexLightView = m_projectionMat*m_lightModelView*embed<4>(scaledVert); varying_tri_light_view.set_col(nthvert, gl_VertexLightView); return gl_Vertex; } virtual bool fragment(Vec3f bar, TGAColor &color) { - Vec4f p = viewportmat*(varying_tri_light_view*bar); + Vec4f p = m_viewportMat*(varying_tri_light_view*bar); float depth = p[2]; p = p/p[3]; - int index_x = b3Min(m_width-1, int(p[0])); - index_x = b3Max(0, index_x); - int index_y = b3Min(m_height-1, int(p[1])); - index_y = b3Max(0, index_y); + + int index_x = b3Max(0, b3Min(m_width-1, int(p[0]))); + int index_y = b3Max(0, b3Min(m_height-1, int(p[1]))); int idx = index_x + index_y*m_width; // index in the shadowbuffer array //int idx = indexmap[count]; float shadow = 0.8+0.2*(m_shadowBuffer[idx]<-depth+0.2); // magic coeff to avoid z-fighting - //printf("count: %d, idx: %d\n", count, idx); - //printf("shadowbuffer: %f, depth: %f\n", m_shadowBuffer[idx], -depth+0.43); - Vec3f bn = (varying_nrm*bar).normalize(); Vec2f uv = varying_uv*bar; @@ -414,86 +408,7 @@ TinyRenderObjectData::~TinyRenderObjectData() void TinyRenderer::renderObject(TinyRenderObjectData& renderData) { - int width = renderData.m_rgbColorBuffer.get_width(); - int height = renderData.m_rgbColorBuffer.get_height(); - - Vec3f light_dir_local = Vec3f(renderData.m_lightDirWorld[0],renderData.m_lightDirWorld[1],renderData.m_lightDirWorld[2]); - Vec3f light_color = Vec3f(renderData.m_lightColor[0],renderData.m_lightColor[1],renderData.m_lightColor[2]); - Model* model = renderData.m_model; - if (0==model) - return; - - renderData.m_viewportMatrix = viewport(0,0,width, height); - - b3AlignedObjectArray& zbuffer = renderData.m_depthBuffer; - b3AlignedObjectArray& shadowbuffer = renderData.m_shadowBuffer; - int* segmentationMaskBufferPtr = (renderData.m_segmentationMaskBufferPtr && renderData.m_segmentationMaskBufferPtr->size())?&renderData.m_segmentationMaskBufferPtr->at(0):0; - - TGAImage tempFrame(width, height, TGAImage::RGB); - TGAImage& frame = renderData.m_rgbColorBuffer; - - { - Matrix lightViewMatrix = lookat(light_dir_local*depth, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0)); - Matrix lightModelViewMatrix = lightViewMatrix*renderData.m_modelMatrix; - Matrix lightViewProjectionMatrix = renderData.m_projectionMatrix; - Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix; - viewportmat = renderData.m_viewportMatrix; - Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]); - - - DepthShader shader(model, lightModelViewMatrix, lightViewProjectionMatrix,renderData.m_modelMatrix, localScaling); - - setindex = true; - count = 0; - - for (int i=0; infaces(); i++) - { - for (int j=0; j<3; j++) { - shader.vertex(i, j); - } - triangle(shader.varying_tri, shader, tempFrame, &shadowbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex); - count++; - } - - for (int k = 0; k < 76800; ++k) - { - if (shadowbuffer[k] > -1e30f+0.00001) - { - //printf("[%d]: %f\n", k, shadowbuffer[k]); - } - } - - ShadowShader shadowShader(model, light_dir_local, light_color, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA(), width, height, shadowbuffer); - - setindex = false; - count = 0; - - for (int i=0; infaces(); i++) - { - for (int j=0; j<3; j++) { - shadowShader.vertex(i, j); - } - triangle(shadowShader.varying_tri, shadowShader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex); - count++; - } - - - /* - Shader shader(model, light_dir_local, light_color, modelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA()); - - //printf("Render %d triangles.\n",model->nfaces()); - for (int i=0; infaces(); i++) - { - - for (int j=0; j<3; j++) { - shader.vertex(i, j); - } - triangle(shader.varying_tri, shader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex); - } - */ - - } - + } void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData) @@ -503,6 +418,7 @@ void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData) Vec3f light_dir_local = Vec3f(renderData.m_lightDirWorld[0],renderData.m_lightDirWorld[1],renderData.m_lightDirWorld[2]); Vec3f light_color = Vec3f(renderData.m_lightColor[0],renderData.m_lightColor[1],renderData.m_lightColor[2]); + float light_distance = renderData.m_lightDistance; Model* model = renderData.m_model; if (0==model) return; @@ -517,17 +433,14 @@ void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData) TGAImage& frame = renderData.m_rgbColorBuffer; { - Matrix lightViewMatrix = lookat(light_dir_local*depth, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0)); + Matrix lightViewMatrix = lookat(light_dir_local*light_distance, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0)); Matrix lightModelViewMatrix = lightViewMatrix*renderData.m_modelMatrix; Matrix lightViewProjectionMatrix = renderData.m_projectionMatrix; Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix; - viewportmat = renderData.m_viewportMatrix; Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]); - DepthShader shader(model, lightModelViewMatrix, lightViewProjectionMatrix,renderData.m_modelMatrix, localScaling); - - setindex = true; + DepthShader shader(model, lightModelViewMatrix, lightViewProjectionMatrix,renderData.m_modelMatrix, localScaling, light_distance); for (int i=0; infaces(); i++) { @@ -535,17 +448,7 @@ void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData) shader.vertex(i, j); } triangle(shader.varying_tri, shader, tempFrame, &shadowbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex); - count++; } - - for (int k = 0; k < 76800; ++k) - { - if (shadowbuffer[k] > -1e30f+0.00001) - { - //printf("[%d]: %f\n", k, shadowbuffer[k]); - } - } - } } @@ -557,6 +460,7 @@ void TinyRenderer::renderObjectShadow(TinyRenderObjectData& renderData) Vec3f light_dir_local = Vec3f(renderData.m_lightDirWorld[0],renderData.m_lightDirWorld[1],renderData.m_lightDirWorld[2]); Vec3f light_color = Vec3f(renderData.m_lightColor[0],renderData.m_lightColor[1],renderData.m_lightColor[2]); + float light_distance = renderData.m_lightDistance; Model* model = renderData.m_model; if (0==model) return; @@ -571,16 +475,13 @@ void TinyRenderer::renderObjectShadow(TinyRenderObjectData& renderData) TGAImage& frame = renderData.m_rgbColorBuffer; { - Matrix lightViewMatrix = lookat(light_dir_local*depth, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0)); + Matrix lightViewMatrix = lookat(light_dir_local*light_distance, Vec3f(0.0,0.0,0.0), Vec3f(0.0,0.0,1.0)); Matrix lightModelViewMatrix = lightViewMatrix*renderData.m_modelMatrix; Matrix lightViewProjectionMatrix = renderData.m_projectionMatrix; Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix; - viewportmat = renderData.m_viewportMatrix; Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]); - ShadowShader shadowShader(model, light_dir_local, light_color, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA(), width, height, shadowbuffer); - - setindex = false; + ShadowShader shadowShader(model, light_dir_local, light_color, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, renderData.m_viewportMatrix, localScaling, model->getColorRGBA(), width, height, shadowbuffer); for (int i=0; infaces(); i++) { @@ -588,8 +489,6 @@ void TinyRenderer::renderObjectShadow(TinyRenderObjectData& renderData) shadowShader.vertex(i, j); } triangle(shadowShader.varying_tri, shadowShader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex); - printf("count: %d\n", count); - count++; } } diff --git a/examples/TinyRenderer/TinyRenderer.h b/examples/TinyRenderer/TinyRenderer.h index 39a4743c6..28c684b36 100644 --- a/examples/TinyRenderer/TinyRenderer.h +++ b/examples/TinyRenderer/TinyRenderer.h @@ -19,6 +19,7 @@ struct TinyRenderObjectData btVector3 m_localScaling; btVector3 m_lightDirWorld; btVector3 m_lightColor; + float m_lightDistance; //Model (vertices, indices, textures, shader) Matrix m_modelMatrix; diff --git a/examples/TinyRenderer/our_gl.cpp b/examples/TinyRenderer/our_gl.cpp index 46c08dd45..cd38a9ab7 100644 --- a/examples/TinyRenderer/our_gl.cpp +++ b/examples/TinyRenderer/our_gl.cpp @@ -4,10 +4,6 @@ #include "our_gl.h" #include "Bullet3Common/b3MinMax.h" -extern int indexmap[10000000]; -extern int count; -extern bool setindex; - IShader::~IShader() {} Matrix viewport(int x, int y, int w, int h) @@ -144,10 +140,6 @@ void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zb Vec3f bc_clip = Vec3f(bc_screen.x/pts[0][3], bc_screen.y/pts[1][3], bc_screen.z/pts[2][3]); bc_clip = bc_clip/(bc_clip.x+bc_clip.y+bc_clip.z); float frag_depth = -1*(clipc[2]*bc_clip); - if (setindex) - { - indexmap[count] = P.x+P.y*image.get_width(); - } if (bc_screen.x<0 || bc_screen.y<0 || bc_screen.z<0 || zbuffer[P.x+P.y*image.get_width()]>frag_depth) continue;