work-in-progress tinyrenderer -> shared memory API synthetic camera image

This commit is contained in:
erwin coumans
2016-05-17 23:57:19 -07:00
parent 876c9e57fe
commit 606f78da43
17 changed files with 319 additions and 122 deletions

View File

@@ -70,7 +70,8 @@ struct Shader : public IShader {
Vec3f n = (B*m_model->normal(uv)).normalize();
float diff = b3Min(b3Max(0.f, n*m_light_dir_local+0.3f),1.f);
float diff = 1;//b3Min(b3Max(0.f, n*0.3f),1.f);
//float diff = b3Min(b3Max(0.f, n*m_light_dir_local+0.3f),1.f);
//float diff = b3Max(0.f, n*m_light_dir_local);
color = m_model->diffuse(uv)*diff;
@@ -90,11 +91,13 @@ m_userIndex(-1)
{
Vec3f eye(1,1,3);
Vec3f center(0,0,0);
Vec3f up(0,1,0);
Vec3f up(0,0,1);
m_modelMatrix = Matrix::identity();
m_viewMatrix = lookat(eye, center, up);
m_viewportMatrix = viewport(width/8, height/8, width*3/4, height*3/4);
//m_viewportMatrix = viewport(width/8, height/8, width*3/4, height*3/4);
//m_viewportMatrix = viewport(width/8, height/8, width*3/4, height*3/4);
m_viewportMatrix = viewport(0,0,width,height);
m_projectionMatrix = projection(-1.f/(eye-center).norm());
}
@@ -113,15 +116,22 @@ void TinyRenderObjectData::loadModel(const char* fileName)
}
void TinyRenderObjectData::registerMeshShape(const float* vertices, int numVertices,const int* indices, int numIndices)
void TinyRenderObjectData::registerMeshShape(const float* vertices, int numVertices,const int* indices, int numIndices,
unsigned char* textureImage, int textureWidth, int textureHeight)
{
if (0==m_model)
{
m_model = new Model();
char relativeFileName[1024];
if (b3ResourcePath::findResourcePath("floor_diffuse.tga", relativeFileName, 1024))
if (textureImage)
{
m_model->loadDiffuseTexture(relativeFileName);
m_model->setDiffuseTextureFromData(textureImage,textureWidth,textureHeight);
} else
{
char relativeFileName[1024];
if (b3ResourcePath::findResourcePath("floor_diffuse.tga", relativeFileName, 1024))
{
m_model->loadDiffuseTexture(relativeFileName);
}
}
for (int i=0;i<numVertices;i++)
@@ -223,6 +233,20 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
if (0==model)
return;
Vec3f eye(renderData.m_eye[0],renderData.m_eye[1],renderData.m_eye[2]);
Vec3f center(renderData.m_center[0],renderData.m_center[1],renderData.m_center[2]);
Vec3f up(0,0,1);
//renderData.m_viewMatrix = lookat(eye, center, up);
int width = renderData.m_width;
int height = renderData.m_height;
//renderData.m_viewportMatrix = viewport(width/8, height/8, width*3/4, height*3/4);
renderData.m_viewportMatrix = viewport(0,0,renderData.m_width,renderData.m_height);
//renderData.m_projectionMatrix = projection(-1.f/(eye-center).norm());
b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
TGAImage& frame = renderData.m_rgbColorBuffer;
@@ -233,7 +257,10 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix;
Shader shader(model, light_dir_local, modelViewMatrix, renderData.m_projectionMatrix);
for (int i=0; i<model->nfaces(); i++) {
for (int i=0; i<model->nfaces(); i++) {
for (int j=0; j<3; j++) {
shader.vertex(i, j);
}