Refactor shader and render pipeline code.

This commit is contained in:
yunfeibai
2016-11-29 12:53:50 -08:00
parent 86c5dfe8f4
commit 8aa90a7427
3 changed files with 67 additions and 128 deletions

View File

@@ -77,6 +77,9 @@ struct TinyRendererVisualShapeConverterInternalData
bool m_hasLightDirection;
btVector3 m_lightColor;
bool m_hasLightColor;
float m_lightDistance;
bool m_hasLightDistance;
bool m_hasShadow;
SimpleCamera m_camera;
@@ -86,7 +89,8 @@ struct TinyRendererVisualShapeConverterInternalData
m_swHeight(START_HEIGHT),
m_rgbColorBuffer(START_WIDTH,START_HEIGHT,TGAImage::RGB),
m_hasLightDirection(false),
m_hasLightColor(false)
m_hasLightColor(false),
m_hasShadow(true)
{
m_depthBuffer.resize(m_swWidth*m_swHeight);
m_shadowBuffer.resize(m_swWidth*m_swHeight);
@@ -127,6 +131,17 @@ void TinyRendererVisualShapeConverter::setLightColor(float x, float y, float z)
m_data->m_hasLightColor = true;
}
void TinyRendererVisualShapeConverter::setLightDistance(float dist)
{
m_data->m_lightDistance = dist;
m_data->m_hasLightDistance = true;
}
void TinyRendererVisualShapeConverter::setShadow(bool hasShadow)
{
m_data->m_hasShadow = hasShadow;
}
void convertURDFToVisualShape(const UrdfVisual* visual, const char* urdfPathPrefix, const btTransform& visualTransform, btAlignedObjectArray<GLInstanceVertex>& verticesOut, btAlignedObjectArray<int>& indicesOut, btAlignedObjectArray<MyTexture2>& texturesOut, b3VisualShapeData& visualShapeOut)
{
@@ -721,7 +736,13 @@ void TinyRendererVisualShapeConverter::render(const float viewMat[16], const flo
}
float lightDistance = 2.0;
if (m_data->m_hasLightDistance)
{
lightDistance = m_data->m_hasLightDistance;
}
if (m_data->m_hasShadow)
{
for (int n=0;n<m_data->m_swRenderInstances.size();n++)
{
TinyRendererObjectArray** visualArrayPtr = m_data->m_swRenderInstances.getAtIndex(n);
@@ -761,6 +782,7 @@ void TinyRendererVisualShapeConverter::render(const float viewMat[16], const flo
TinyRenderer::renderObjectDepth(*renderObj);
}
}
}
for (int n=0;n<m_data->m_swRenderInstances.size();n++)
{

View File

@@ -34,6 +34,8 @@ struct TinyRendererVisualShapeConverter : public LinkVisualShapesConverter
void setWidthAndHeight(int width, int height);
void setLightDirection(float x, float y, float z);
void setLightColor(float x, float y, float z);
void setLightDistance(float dist);
void setShadow(bool hasShadow);
void copyCameraImageData(unsigned char* pixelsRGBA, int rgbaBufferSizeInPixels, float* depthBuffer, int depthBufferSizeInPixels,int* segmentationMaskBuffer, int segmentationMaskSizeInPixels, int startPixelIndex, int* widthPtr, int* heightPtr, int* numPixelsCopied);

View File

@@ -13,85 +13,6 @@
#include "LinearMath/btAlignedObjectArray.h"
#include "LinearMath/btVector3.h"
struct Shader : public IShader {
Model* m_model;
Vec3f m_light_dir_local;
Vec3f m_light_color;
Matrix& m_modelMat;
Matrix m_invModelMat;
Matrix& m_modelView1;
Matrix& m_projectionMat;
Vec3f m_localScaling;
Vec4f m_colorRGBA;
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
//mat<3,3,float> ndc_tri; // triangle in normalized device coordinates
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_projectionMat(projectionMat),
m_modelMat(modelMat),
m_localScaling(localScaling),
m_colorRGBA(colorRGBA)
{
m_invModelMat = m_modelMat.invert_transpose();
}
virtual Vec4f vertex(int iface, int nthvert) {
Vec2f uv = m_model->uv(iface, nthvert);
varying_uv.set_col(nthvert, uv);
//varying_nrm.set_col(nthvert, proj<3>((m_projectionMatrix*m_modelView).invert_transpose()*embed<4>(m_model->normal(iface, nthvert), 0.f)));
varying_nrm.set_col(nthvert, proj<3>(m_invModelMat*embed<4>(m_model->normal(iface, nthvert), 0.f)));
//m_localNormal = m_model->normal(iface, nthvert);
//varying_nrm.set_col(nthvert, m_model->normal(iface, nthvert));
Vec3f unScaledVert = m_model->vert(iface, nthvert);
Vec3f scaledVert=Vec3f(unScaledVert[0]*m_localScaling[0],
unScaledVert[1]*m_localScaling[1],
unScaledVert[2]*m_localScaling[2]);
Vec4f gl_Vertex = m_projectionMat*m_modelView1*embed<4>(scaledVert);
varying_tri.set_col(nthvert, gl_Vertex);
return gl_Vertex;
}
virtual bool fragment(Vec3f bar, TGAColor &color) {
Vec3f bn = (varying_nrm*bar).normalize();
Vec2f uv = varying_uv*bar;
Vec3f reflection_direction = (bn * (bn * m_light_dir_local * 2.f) - m_light_dir_local).normalize();
float specular = pow(b3Max(reflection_direction.z, 0.f), m_model->specular(uv));
float diffuse = b3Max(0.f, bn * m_light_dir_local);
float ambient_coefficient = 0.6;
float diffuse_coefficient = 0.35;
float specular_coefficient = 0.05;
float intensity = ambient_coefficient + b3Min(diffuse * diffuse_coefficient + specular * specular_coefficient, 1.0f - ambient_coefficient);
color = m_model->diffuse(uv) * intensity;
//warning: bgra color is swapped to rgba to upload texture
color.bgra[0] *= m_colorRGBA[0];
color.bgra[1] *= m_colorRGBA[1];
color.bgra[2] *= m_colorRGBA[2];
color.bgra[3] *= m_colorRGBA[3];
color.bgra[0] *= m_light_color[0];
color.bgra[1] *= m_light_color[1];
color.bgra[2] *= m_light_color[2];
return false;
}
};
struct DepthShader : public IShader {
Model* m_model;
@@ -138,7 +59,7 @@ struct DepthShader : public IShader {
}
};
struct ShadowShader : public IShader {
struct Shader : public IShader {
Model* m_model;
Vec3f m_light_dir_local;
@@ -165,7 +86,7 @@ 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& projectionMat, Matrix& modelMat, Matrix& viewportMat, Vec3f localScaling, const Vec4f& colorRGBA, int width, int height, b3AlignedObjectArray<float>& shadowBuffer)
Shader(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<float>& shadowBuffer)
:m_model(model),
m_light_dir_local(light_dir_local),
m_light_color(light_color),
@@ -205,7 +126,6 @@ struct ShadowShader : public IShader {
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
Vec3f bn = (varying_nrm*bar).normalize();
@@ -412,7 +332,6 @@ void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData)
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]);
float light_distance = renderData.m_lightDistance;
Model* model = renderData.m_model;
if (0==model)
@@ -420,21 +339,18 @@ void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData)
renderData.m_viewportMatrix = viewport(0,0,width, height);
b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
b3AlignedObjectArray<float>& shadowbuffer = renderData.m_shadowBuffer;
int* segmentationMaskBufferPtr = (renderData.m_segmentationMaskBufferPtr && renderData.m_segmentationMaskBufferPtr->size())?&renderData.m_segmentationMaskBufferPtr->at(0):0;
int* segmentationMaskBufferPtr = 0;
TGAImage tempFrame(width, height, TGAImage::RGB);
TGAImage& frame = renderData.m_rgbColorBuffer;
TGAImage depthFrame(width, height, TGAImage::RGB);
{
// light target is set to be the origin, and the up direction is set to be vertical up.
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;
Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]);
DepthShader shader(model, lightModelViewMatrix, lightViewProjectionMatrix,renderData.m_modelMatrix, localScaling, light_distance);
for (int i=0; i<model->nfaces(); i++)
@@ -442,7 +358,7 @@ void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData)
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);
triangle(shader.varying_tri, shader, depthFrame, &shadowbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
}
}
@@ -466,24 +382,23 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
b3AlignedObjectArray<float>& 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;
{
// light target is set to be the origin, and the up direction is set to be vertical up.
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;
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, renderData.m_viewportMatrix, localScaling, model->getColorRGBA(), width, height, shadowbuffer);
Shader shader(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; i<model->nfaces(); i++)
{
for (int j=0; j<3; j++) {
shadowShader.vertex(i, j);
shader.vertex(i, j);
}
triangle(shadowShader.varying_tri, shadowShader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
triangle(shader.varying_tri, shader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
}
}