work-in-progress tinyrenderer -> shared memory API synthetic camera image
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@@ -70,7 +70,8 @@ struct Shader : public IShader {
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Vec3f n = (B*m_model->normal(uv)).normalize();
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float diff = b3Min(b3Max(0.f, n*m_light_dir_local+0.3f),1.f);
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float diff = 1;//b3Min(b3Max(0.f, n*0.3f),1.f);
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//float diff = b3Min(b3Max(0.f, n*m_light_dir_local+0.3f),1.f);
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//float diff = b3Max(0.f, n*m_light_dir_local);
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color = m_model->diffuse(uv)*diff;
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@@ -90,11 +91,13 @@ m_userIndex(-1)
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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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Vec3f up(0,1,0);
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Vec3f up(0,0,1);
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m_modelMatrix = Matrix::identity();
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m_viewMatrix = lookat(eye, center, up);
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m_viewportMatrix = viewport(width/8, height/8, width*3/4, height*3/4);
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//m_viewportMatrix = viewport(width/8, height/8, width*3/4, height*3/4);
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//m_viewportMatrix = viewport(width/8, height/8, width*3/4, height*3/4);
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m_viewportMatrix = viewport(0,0,width,height);
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m_projectionMatrix = projection(-1.f/(eye-center).norm());
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}
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@@ -113,15 +116,22 @@ void TinyRenderObjectData::loadModel(const char* fileName)
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}
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void TinyRenderObjectData::registerMeshShape(const float* vertices, int numVertices,const int* indices, int numIndices)
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void TinyRenderObjectData::registerMeshShape(const float* vertices, int numVertices,const int* indices, int numIndices,
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unsigned char* textureImage, int textureWidth, int textureHeight)
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{
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if (0==m_model)
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{
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m_model = new Model();
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char relativeFileName[1024];
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if (b3ResourcePath::findResourcePath("floor_diffuse.tga", relativeFileName, 1024))
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if (textureImage)
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{
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m_model->loadDiffuseTexture(relativeFileName);
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m_model->setDiffuseTextureFromData(textureImage,textureWidth,textureHeight);
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} else
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{
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char relativeFileName[1024];
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if (b3ResourcePath::findResourcePath("floor_diffuse.tga", relativeFileName, 1024))
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{
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m_model->loadDiffuseTexture(relativeFileName);
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}
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}
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for (int i=0;i<numVertices;i++)
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@@ -223,6 +233,20 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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if (0==model)
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return;
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Vec3f eye(renderData.m_eye[0],renderData.m_eye[1],renderData.m_eye[2]);
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Vec3f center(renderData.m_center[0],renderData.m_center[1],renderData.m_center[2]);
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Vec3f up(0,0,1);
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//renderData.m_viewMatrix = lookat(eye, center, up);
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int width = renderData.m_width;
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int height = renderData.m_height;
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//renderData.m_viewportMatrix = viewport(width/8, height/8, width*3/4, height*3/4);
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renderData.m_viewportMatrix = viewport(0,0,renderData.m_width,renderData.m_height);
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//renderData.m_projectionMatrix = projection(-1.f/(eye-center).norm());
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b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
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TGAImage& frame = renderData.m_rgbColorBuffer;
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@@ -233,7 +257,10 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix;
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Shader shader(model, light_dir_local, modelViewMatrix, renderData.m_projectionMatrix);
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for (int i=0; i<model->nfaces(); i++) {
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for (int i=0; i<model->nfaces(); i++) {
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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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@@ -17,6 +17,9 @@ struct TinyRenderObjectData
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Matrix m_projectionMatrix;
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Matrix m_viewportMatrix;
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btVector3 m_eye;
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btVector3 m_center;
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//Model (vertices, indices, textures, shader)
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Matrix m_modelMatrix;
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class Model* m_model;
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@@ -33,7 +36,8 @@ struct TinyRenderObjectData
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void loadModel(const char* fileName);
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void createCube(float HalfExtentsX,float HalfExtentsY,float HalfExtentsZ);
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void registerMeshShape(const float* vertices, int numVertices,const int* indices, int numIndices);
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void registerMeshShape(const float* vertices, int numVertices,const int* indices, int numIndices,
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unsigned char* textureImage=0, int textureWidth=0, int textureHeight=0);
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void registerMesh2(btAlignedObjectArray<btVector3>& vertices, btAlignedObjectArray<btVector3>& normals,btAlignedObjectArray<int>& indices);
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@@ -49,6 +49,28 @@ Model::Model():verts_(), faces_(), norms_(), uv_(), diffusemap_(), normalmap_(),
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{
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}
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void Model::setDiffuseTextureFromData(unsigned char* textureImage,int textureWidth,int textureHeight)
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{
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diffusemap_ = TGAImage(textureWidth, textureHeight, TGAImage::RGB);
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for (int i=0;i<textureWidth;i++)
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{
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for (int j=0;j<textureHeight;j++)
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{
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TGAColor color;
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color.bgra[0] = textureImage[(i+j*textureWidth)*3+0];
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color.bgra[1] = textureImage[(i+j*textureWidth)*3+1];
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color.bgra[2] = textureImage[(i+j*textureWidth)*3+2];
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color.bgra[3] = 255;
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color.bytespp = 3;
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diffusemap_.set(i,j,color);
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}
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}
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diffusemap_.flip_vertically();
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}
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void Model::loadDiffuseTexture(const char* relativeFileName)
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{
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diffusemap_.read_tga_file(relativeFileName);
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@@ -19,6 +19,7 @@ public:
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Model(const char *filename);
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Model();
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void loadDiffuseTexture(const char* relativeFileName);
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void setDiffuseTextureFromData(unsigned char* textureImage,int textureWidth,int textureHeight);
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void addVertex(float x,float y,float z, float normalX, float normalY, float normalZ, float u, float v);
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void addTriangle(int vertexposIndex0, int normalIndex0, int uvIndex0,
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int vertexposIndex1, int normalIndex1, int uvIndex1,
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@@ -60,8 +60,8 @@ Vec3f barycentric(Vec2f A, Vec2f B, Vec2f C, Vec2f P) {
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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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mat<3,4,float> pts = (viewPortMatrix*clipc).transpose(); // transposed to ease access to each of the points
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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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//we don't clip triangles that cross the near plane, just discard them instead of showing artifacts
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if (pts[0][3]<0 || pts[1][3] <0 || pts[2][3] <0)
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@@ -93,8 +93,10 @@ 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 = clipc[2]*bc_clip;
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if (bc_screen.x<0 || bc_screen.y<0 || bc_screen.z<0 || zbuffer[P.x+P.y*image.get_width()]>frag_depth) continue;
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float frag_depth = -1*(clipc[2]*bc_clip);
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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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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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