Restore the old constructor for TinyRenderObjectData for backward compatibility.
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@@ -74,7 +74,7 @@ struct Shader : public IShader {
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Vec4f m_colorRGBA;
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Matrix& m_viewportMat;
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b3AlignedObjectArray<float>& m_shadowBuffer;
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b3AlignedObjectArray<float>* m_shadowBuffer;
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int m_width;
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int m_height;
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@@ -86,7 +86,7 @@ struct Shader : public IShader {
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mat<4,3,float> varying_tri_light_view;
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mat<3,3,float> varying_nrm; // normal per vertex to be interpolated by FS
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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)
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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)
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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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@@ -126,7 +126,7 @@ struct Shader : public IShader {
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int index_x = b3Max(0, b3Min(m_width-1, int(p[0])));
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int index_y = b3Max(0, b3Min(m_height-1, int(p[1])));
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int idx = index_x + index_y*m_width; // index in the shadowbuffer array
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float shadow = 0.8+0.2*(m_shadowBuffer[idx]<-depth+0.2); // magic coeff to avoid z-fighting
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float shadow = 0.8+0.2*(m_shadowBuffer->at(idx)<-depth+0.2); // magic coeff to avoid z-fighting
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Vec3f bn = (varying_nrm*bar).normalize();
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Vec2f uv = varying_uv*bar;
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@@ -158,7 +158,7 @@ struct Shader : public IShader {
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}
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};
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer,b3AlignedObjectArray<float>&shadowBuffer)
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer,b3AlignedObjectArray<float>* shadowBuffer)
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:m_rgbColorBuffer(rgbColorBuffer),
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m_depthBuffer(depthBuffer),
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m_shadowBuffer(shadowBuffer),
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@@ -167,6 +167,45 @@ m_model(0),
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m_userData(0),
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m_userIndex(-1),
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m_objectIndex(-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(0,0,1);
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m_lightDirWorld.setValue(0,0,0);
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m_lightColor.setValue(1, 1, 1);
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m_localScaling.setValue(1,1,1);
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m_modelMatrix = Matrix::identity();
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}
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<float>* shadowBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex)
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:m_rgbColorBuffer(rgbColorBuffer),
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m_depthBuffer(depthBuffer),
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m_shadowBuffer(shadowBuffer),
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m_segmentationMaskBufferPtr(segmentationMaskBuffer),
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m_model(0),
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m_userData(0),
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m_userIndex(-1),
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m_objectIndex(objectIndex)
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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(0,0,1);
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m_lightDirWorld.setValue(0,0,0);
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m_lightColor.setValue(1, 1, 1);
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m_localScaling.setValue(1,1,1);
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m_modelMatrix = Matrix::identity();
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}
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer)
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:m_rgbColorBuffer(rgbColorBuffer),
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m_depthBuffer(depthBuffer),
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m_segmentationMaskBufferPtr(0),
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m_model(0),
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m_userData(0),
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m_userIndex(-1),
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m_objectIndex(-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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@@ -178,12 +217,9 @@ m_objectIndex(-1)
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}
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<float>&shadowBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex)
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex)
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:m_rgbColorBuffer(rgbColorBuffer),
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m_depthBuffer(depthBuffer),
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m_shadowBuffer(shadowBuffer),
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m_segmentationMaskBufferPtr(segmentationMaskBuffer),
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m_model(0),
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m_userData(0),
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@@ -341,7 +377,7 @@ void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData)
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renderData.m_viewportMatrix = viewport(0,0,width, height);
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b3AlignedObjectArray<float>& shadowbuffer = renderData.m_shadowBuffer;
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float* shadowBufferPtr = (renderData.m_shadowBuffer && renderData.m_shadowBuffer->size())?&renderData.m_shadowBuffer->at(0):0;
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int* segmentationMaskBufferPtr = 0;
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TGAImage depthFrame(width, height, TGAImage::RGB);
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@@ -360,7 +396,7 @@ void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData)
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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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triangle(shader.varying_tri, shader, depthFrame, &shadowbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
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triangle(shader.varying_tri, shader, depthFrame, shadowBufferPtr, segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
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}
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}
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@@ -381,7 +417,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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renderData.m_viewportMatrix = viewport(0,0,width, height);
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b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
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b3AlignedObjectArray<float>& shadowbuffer = renderData.m_shadowBuffer;
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b3AlignedObjectArray<float>* shadowBufferPtr = renderData.m_shadowBuffer;
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int* segmentationMaskBufferPtr = (renderData.m_segmentationMaskBufferPtr && renderData.m_segmentationMaskBufferPtr->size())?&renderData.m_segmentationMaskBufferPtr->at(0):0;
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TGAImage& frame = renderData.m_rgbColorBuffer;
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@@ -393,7 +429,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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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, light_color, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, renderData.m_viewportMatrix, localScaling, model->getColorRGBA(), width, height, shadowbuffer);
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Shader shader(model, light_dir_local, light_color, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, renderData.m_viewportMatrix, localScaling, model->getColorRGBA(), width, height, shadowBufferPtr);
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for (int i=0; i<model->nfaces(); i++)
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{
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