initial hookup of TinyRenderer to shared memory interface

This commit is contained in:
Erwin Coumans
2016-06-01 17:47:41 -07:00
parent 9a5394c4bc
commit aa4d2ae01d
13 changed files with 129 additions and 40 deletions

View File

@@ -25,20 +25,21 @@ struct Shader : public IShader {
Matrix& m_modelView1;
Matrix& m_projectionMatrix;
Vec3f m_localScaling;
//Vec3f m_localNormal;
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, Matrix& modelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling)
Shader(Model* model, Vec3f light_dir_local, Matrix& modelView, Matrix& projectionMatrix, Matrix& modelMat, Vec3f localScaling, const Vec4f& colorRGBA)
:m_model(model),
m_light_dir_local(light_dir_local),
m_modelView1(modelView),
m_projectionMatrix(projectionMatrix),
m_modelMat(modelMat),
m_localScaling(localScaling)
m_localScaling(localScaling),
m_colorRGBA(colorRGBA)
{
m_invModelMat = m_modelMat.invert_transpose();
}
@@ -75,6 +76,11 @@ struct Shader : public IShader {
float diff = ambient+b3Min(b3Max(0.f, bn*m_light_dir_local),(1-ambient));
//float diff = b3Max(0.f, n*m_light_dir_local);
color = m_model->diffuse(uv)*diff;
//colors are store in BGRA?
color = TGAColor(color[0]*m_colorRGBA[2],
color[1]*m_colorRGBA[1],
color[2]*m_colorRGBA[0],
color[3]*m_colorRGBA[3]);
return false;
}
@@ -118,22 +124,24 @@ 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, const float rgbaColor[4],
unsigned char* textureImage, int textureWidth, int textureHeight)
{
if (0==m_model)
{
m_model = new Model();
m_model->setColorRGBA(rgbaColor);
if (textureImage)
{
m_model->setDiffuseTextureFromData(textureImage,textureWidth,textureHeight);
} else
{
char relativeFileName[1024];
/*char relativeFileName[1024];
if (b3ResourcePath::findResourcePath("floor_diffuse.tga", relativeFileName, 1024))
{
m_model->loadDiffuseTexture(relativeFileName);
}
*/
}
for (int i=0;i<numVertices;i++)
@@ -254,7 +262,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
{
Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix;
Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]);
Shader shader(model, light_dir_local, modelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling);
Shader shader(model, light_dir_local, modelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, localScaling, model->getColorRGBA());
printf("Render %d triangles.\n",model->nfaces());
for (int i=0; i<model->nfaces(); i++)