fix typo in texels flip
add support to create a cube in TinyRenderer (quick test)
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@@ -9,7 +9,7 @@
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#include "TinyRenderer/our_gl.h"
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#include "../Utils/b3ResourcePath.h"
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#include "Bullet3Common/b3MinMax.h"
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#include "../OpenGLWindow/ShapeData.h"
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Vec3f light_dir_world(1,1,1);
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@@ -64,7 +64,8 @@ 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+0.6f),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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return false;
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@@ -91,7 +92,7 @@ struct TinyRenderObjectData
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};
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*/
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TinyRenderObjectData::TinyRenderObjectData(int width, int height, const char* fileName)
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TinyRenderObjectData::TinyRenderObjectData(int width, int height)
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:m_width(width),
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m_height(height),
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m_rgbColorBuffer(width,height,TGAImage::RGB),
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@@ -101,12 +102,17 @@ m_model(0)
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Vec3f center(0,0,0);
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Vec3f up(0,1,0);
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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_projectionMatrix = projection(-1.f/(eye-center).norm());
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m_depthBuffer.resize(width*height);
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}
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void TinyRenderObjectData::loadModel(const char* fileName)
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{
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//todo(erwincoumans) move the file loading out of here
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char relativeFileName[1024];
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if (!b3ResourcePath::findResourcePath(fileName, relativeFileName, 1024))
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@@ -115,8 +121,47 @@ m_model(0)
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} else
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{
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m_model = new Model(relativeFileName);
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}
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}
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void TinyRenderObjectData::createCube(float halfExtentsX,float halfExtentsY,float halfExtentsZ)
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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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{
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m_model->loadDiffuseTexture(relativeFileName);
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}
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int strideInBytes = 9*sizeof(float);
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int numVertices = sizeof(cube_vertices_textured)/strideInBytes;
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int numIndices = sizeof(cube_indices)/sizeof(int);
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for (int i=0;i<numVertices;i++)
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{
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float x = halfExtentsX*cube_vertices_textured[i*9];
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float y = halfExtentsY*cube_vertices_textured[i*9+1];
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float z = halfExtentsZ*cube_vertices_textured[i*9+2];
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m_model->addVertex(halfExtentsX*cube_vertices_textured[i*9],
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halfExtentsY*cube_vertices_textured[i*9+1],
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halfExtentsY*cube_vertices_textured[i*9+2],
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cube_vertices_textured[i*9+4],
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cube_vertices_textured[i*9+5],
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cube_vertices_textured[i*9+6],
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cube_vertices_textured[i*9+7],
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cube_vertices_textured[i*9+8]);
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}
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for (int i=0;i<numIndices;i+=3)
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{
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m_model->addTriangle(cube_indices[i],cube_indices[i],cube_indices[i],
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cube_indices[i+1],cube_indices[i+1],cube_indices[i+1],
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cube_indices[i+2],cube_indices[i+2],cube_indices[i+2]);
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}
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//int shapeId = m_instancingRenderer->registerShape(&verts[0].x,numVertices,cube_indices,numIndices,B3_GL_TRIANGLES,textureIndex);
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}
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@@ -149,12 +194,13 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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//viewport(width/8, height/8, width*3/4, height*3/4);
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//projection(-1.f/(eye-center).norm());
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Vec3f light_dir_local = proj<3>((renderData.m_projectionMatrix*renderData.m_viewMatrix*embed<4>(light_dir_world, 0.f))).normalize();
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Vec3f light_dir_local = proj<3>((renderData.m_projectionMatrix*renderData.m_viewMatrix*renderData.m_modelMatrix*embed<4>(light_dir_world, 0.f))).normalize();
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{
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//for (int m=1; m<argc; m++) {
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Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix;
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Shader shader(model, light_dir_local, renderData.m_viewMatrix, renderData.m_projectionMatrix);
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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 j=0; j<3; j++) {
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shader.vertex(i, j);
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