Add shared memory API to change light color.
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@@ -1244,6 +1244,17 @@ void b3RequestCameraImageSetLightDirection(b3SharedMemoryCommandHandle commandHa
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command->m_updateFlags |= REQUEST_PIXEL_ARGS_SET_LIGHT_DIRECTION;
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}
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void b3RequestCameraImageSetLightColor(b3SharedMemoryCommandHandle commandHandle, const float lightColor[3])
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{
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struct SharedMemoryCommand* command = (struct SharedMemoryCommand*) commandHandle;
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b3Assert(command);
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b3Assert(command->m_type == CMD_REQUEST_CAMERA_IMAGE_DATA);
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for (int i = 0; i<3; i++)
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{
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command->m_requestPixelDataArguments.m_lightColor[i] = lightColor[i];
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}
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command->m_updateFlags |= REQUEST_PIXEL_ARGS_SET_LIGHT_COLOR;
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}
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void b3ComputeViewMatrixFromPositions(const float cameraPosition[3], const float cameraTargetPosition[3], const float cameraUp[3], float viewMatrix[16])
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{
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@@ -97,6 +97,7 @@ b3SharedMemoryCommandHandle b3InitRequestCameraImage(b3PhysicsClientHandle physC
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void b3RequestCameraImageSetCameraMatrices(b3SharedMemoryCommandHandle command, float viewMatrix[16], float projectionMatrix[16]);
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void b3RequestCameraImageSetPixelResolution(b3SharedMemoryCommandHandle command, int width, int height );
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void b3RequestCameraImageSetLightDirection(b3SharedMemoryCommandHandle commandHandle, const float lightDirection[3]);
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void b3RequestCameraImageSetLightColor(b3SharedMemoryCommandHandle commandHandle, const float lightColor[3]);
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void b3RequestCameraImageSelectRenderer(b3SharedMemoryCommandHandle commandHandle, int renderer);
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void b3GetCameraImageData(b3PhysicsClientHandle physClient, struct b3CameraImageData* imageData);
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@@ -1421,6 +1421,11 @@ bool PhysicsServerCommandProcessor::processCommand(const struct SharedMemoryComm
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m_data->m_visualConverter.setLightDirection(clientCmd.m_requestPixelDataArguments.m_lightDirection[0], clientCmd.m_requestPixelDataArguments.m_lightDirection[1], clientCmd.m_requestPixelDataArguments.m_lightDirection[2]);
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}
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if ((clientCmd.m_updateFlags & REQUEST_PIXEL_ARGS_SET_LIGHT_COLOR) != 0)
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{
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m_data->m_visualConverter.setLightColor(clientCmd.m_requestPixelDataArguments.m_lightColor[0], clientCmd.m_requestPixelDataArguments.m_lightColor[1], clientCmd.m_requestPixelDataArguments.m_lightColor[2]);
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}
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if ((clientCmd.m_updateFlags & REQUEST_PIXEL_ARGS_HAS_CAMERA_MATRICES)!=0)
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{
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m_data->m_visualConverter.render(
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@@ -139,13 +139,15 @@ struct RequestPixelDataArgs
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int m_pixelWidth;
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int m_pixelHeight;
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float m_lightDirection[3];
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float m_lightColor[3];
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};
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enum EnumRequestPixelDataUpdateFlags
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{
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REQUEST_PIXEL_ARGS_HAS_CAMERA_MATRICES=1,
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REQUEST_PIXEL_ARGS_SET_PIXEL_WIDTH_HEIGHT=4,
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REQUEST_PIXEL_ARGS_SET_LIGHT_DIRECTION=8,
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REQUEST_PIXEL_ARGS_SET_PIXEL_WIDTH_HEIGHT=2,
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REQUEST_PIXEL_ARGS_SET_LIGHT_DIRECTION=4,
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REQUEST_PIXEL_ARGS_SET_LIGHT_COLOR=8,
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//don't exceed (1<<15), because this enum is shared with EnumRenderer in SharedMemoryPublic.h
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};
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@@ -75,6 +75,8 @@ struct TinyRendererVisualShapeConverterInternalData
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b3AlignedObjectArray<int> m_segmentationMaskBuffer;
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btVector3 m_lightDirection;
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bool m_hasLightDirection;
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btVector3 m_lightColor;
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bool m_hasLightColor;
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SimpleCamera m_camera;
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@@ -83,7 +85,8 @@ struct TinyRendererVisualShapeConverterInternalData
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m_swWidth(START_WIDTH),
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m_swHeight(START_HEIGHT),
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m_rgbColorBuffer(START_WIDTH,START_HEIGHT,TGAImage::RGB),
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m_hasLightDirection(false)
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m_hasLightDirection(false),
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m_hasLightColor(false)
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{
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m_depthBuffer.resize(m_swWidth*m_swHeight);
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m_segmentationMaskBuffer.resize(m_swWidth*m_swHeight,-1);
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@@ -117,6 +120,11 @@ void TinyRendererVisualShapeConverter::setLightDirection(float x, float y, float
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m_data->m_hasLightDirection = true;
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}
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void TinyRendererVisualShapeConverter::setLightColor(float x, float y, float z)
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{
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m_data->m_lightColor.setValue(x, y, z);
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m_data->m_hasLightColor = true;
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}
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void convertURDFToVisualShape(const UrdfVisual* visual, const char* urdfPathPrefix, const btTransform& visualTransform, btAlignedObjectArray<GLInstanceVertex>& verticesOut, btAlignedObjectArray<int>& indicesOut, btAlignedObjectArray<MyTexture2>& texturesOut, b3VisualShapeData& visualShapeOut)
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{
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@@ -704,6 +712,12 @@ void TinyRendererVisualShapeConverter::render(const float viewMat[16], const flo
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lightDirWorld.normalize();
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btVector3 lightColor(1.0,1.0,1.0);
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if (m_data->m_hasLightColor)
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{
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lightColor = m_data->m_lightColor;
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}
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// printf("num m_swRenderInstances = %d\n", m_data->m_swRenderInstances.size());
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for (int i=0;i<m_data->m_swRenderInstances.size();i++)
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{
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@@ -737,6 +751,7 @@ void TinyRendererVisualShapeConverter::render(const float viewMat[16], const flo
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renderObj->m_viewMatrix[i][j] = viewMat[i+4*j];
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renderObj->m_localScaling = colObj->getCollisionShape()->getLocalScaling();
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renderObj->m_lightDirWorld = lightDirWorld;
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renderObj->m_lightColor = lightColor;
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}
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}
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TinyRenderer::renderObject(*renderObj);
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@@ -33,6 +33,7 @@ struct TinyRendererVisualShapeConverter : public LinkVisualShapesConverter
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void getWidthAndHeight(int& width, int& height);
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void setWidthAndHeight(int width, int height);
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void setLightDirection(float x, float y, float z);
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void setLightColor(float x, float y, float z);
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void copyCameraImageData(unsigned char* pixelsRGBA, int rgbaBufferSizeInPixels, float* depthBuffer, int depthBufferSizeInPixels,int* segmentationMaskBuffer, int segmentationMaskSizeInPixels, int startPixelIndex, int* widthPtr, int* heightPtr, int* numPixelsCopied);
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@@ -19,6 +19,7 @@ struct Shader : public IShader {
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Model* m_model;
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Vec3f m_light_dir_local;
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Vec3f m_light_color;
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Matrix& m_modelMat;
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Matrix m_invModelMat;
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@@ -32,9 +33,10 @@ struct Shader : public IShader {
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mat<3,3,float> varying_nrm; // normal per vertex to be interpolated by FS
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//mat<3,3,float> ndc_tri; // triangle in normalized device coordinates
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Shader(Model* model, Vec3f light_dir_local, Matrix& modelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling, const Vec4f& colorRGBA)
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Shader(Model* model, Vec3f light_dir_local, Vec3f light_color, Matrix& modelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling, const Vec4f& colorRGBA)
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:m_model(model),
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m_light_dir_local(light_dir_local),
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m_light_color(light_color),
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m_modelView1(modelView),
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m_projectionMatrix(projectionMatrix),
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m_modelMat(modelMat),
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@@ -84,6 +86,10 @@ struct Shader : public IShader {
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color.bgra[2] *= m_colorRGBA[2];
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color.bgra[3] *= m_colorRGBA[3];
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color.bgra[0] *= m_light_color[0];
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color.bgra[1] *= m_light_color[1];
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color.bgra[2] *= m_light_color[2];
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return false;
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}
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};
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@@ -260,6 +266,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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int height = renderData.m_rgbColorBuffer.get_height();
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Vec3f light_dir_local = Vec3f(renderData.m_lightDirWorld[0],renderData.m_lightDirWorld[1],renderData.m_lightDirWorld[2]);
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Vec3f light_color = Vec3f(renderData.m_lightColor[0],renderData.m_lightColor[1],renderData.m_lightColor[2]);
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Model* model = renderData.m_model;
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if (0==model)
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return;
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@@ -278,7 +285,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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{
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Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix;
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Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]);
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Shader shader(model, light_dir_local, modelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA());
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Shader shader(model, light_dir_local, light_color, modelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA());
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//printf("Render %d triangles.\n",model->nfaces());
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for (int i=0; i<model->nfaces(); i++)
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@@ -18,6 +18,7 @@ struct TinyRenderObjectData
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Matrix m_viewportMatrix;
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btVector3 m_localScaling;
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btVector3 m_lightDirWorld;
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btVector3 m_lightColor;
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//Model (vertices, indices, textures, shader)
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Matrix m_modelMatrix;
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