pybullet.getCameraImage: preparation to expose link index in segmentation mask buffer
This commit is contained in:
@@ -195,7 +195,7 @@ TinyRendererSetup::TinyRendererSetup(struct GUIHelperInterface* gui)
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m_internalData->m_depthBuffer,
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m_internalData->m_depthBuffer,
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&m_internalData->m_shadowBuffer,
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&m_internalData->m_shadowBuffer,
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&m_internalData->m_segmentationMaskBuffer,
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&m_internalData->m_segmentationMaskBuffer,
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m_internalData->m_renderObjects.size());
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m_internalData->m_renderObjects.size(), -1);
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meshData.m_gfxShape->m_scaling[0] = scaling[0];
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meshData.m_gfxShape->m_scaling[0] = scaling[0];
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meshData.m_gfxShape->m_scaling[1] = scaling[1];
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meshData.m_gfxShape->m_scaling[1] = scaling[1];
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@@ -940,8 +940,11 @@ void PhysicsClientExample::stepSimulation(float deltaTime)
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btVector4(32,255,255,255)};
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btVector4(32,255,255,255)};
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if (segmentationMask>=0)
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if (segmentationMask>=0)
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{
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{
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btVector4 rgb = palette[segmentationMask&3];
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int obIndex = segmentationMask&(0x1e24-1);
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m_canvas->setPixel(m_canvasSegMaskIndex,i,j,
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int linkIndex = (segmentationMask>>24)-1;
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btVector4 rgb = palette[(obIndex+linkIndex)&3];
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m_canvas->setPixel(m_canvasSegMaskIndex,i,j,
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rgb.x(),
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rgb.x(),
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rgb.y(),
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rgb.y(),
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rgb.z(), 255); //alpha set to 255
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rgb.z(), 255); //alpha set to 255
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@@ -2169,7 +2169,11 @@ void PhysicsServerExample::updateGraphics()
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btVector4(32,255,255,255)};
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btVector4(32,255,255,255)};
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if (segmentationMask>=0)
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if (segmentationMask>=0)
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{
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{
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btVector4 rgb = palette[segmentationMask&3];
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int obIndex = segmentationMask&(0x1e24-1);
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int linkIndex = (segmentationMask>>24)-1;
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btVector4 rgb = palette[(obIndex+linkIndex)&3];
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m_canvas->setPixel(m_canvasSegMaskIndex,i,j,
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m_canvas->setPixel(m_canvasSegMaskIndex,i,j,
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rgb.x(),
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rgb.x(),
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rgb.y(),
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rgb.y(),
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@@ -629,7 +629,7 @@ void TinyRendererVisualShapeConverter::convertVisualShapes(
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if (vertices.size() && indices.size())
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if (vertices.size() && indices.size())
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{
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{
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TinyRenderObjectData* tinyObj = new TinyRenderObjectData(m_data->m_rgbColorBuffer,m_data->m_depthBuffer, &m_data->m_shadowBuffer, &m_data->m_segmentationMaskBuffer, bodyUniqueId);
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TinyRenderObjectData* tinyObj = new TinyRenderObjectData(m_data->m_rgbColorBuffer,m_data->m_depthBuffer, &m_data->m_shadowBuffer, &m_data->m_segmentationMaskBuffer, bodyUniqueId, linkIndex);
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unsigned char* textureImage1=0;
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unsigned char* textureImage1=0;
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int textureWidth=0;
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int textureWidth=0;
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int textureHeight=0;
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int textureHeight=0;
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@@ -199,7 +199,7 @@ m_objectIndex(-1)
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}
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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<float>* shadowBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex, int linkIndex)
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:m_model(0),
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:m_model(0),
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m_rgbColorBuffer(rgbColorBuffer),
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m_rgbColorBuffer(rgbColorBuffer),
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m_depthBuffer(depthBuffer),
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m_depthBuffer(depthBuffer),
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@@ -207,7 +207,8 @@ m_shadowBuffer(shadowBuffer),
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m_segmentationMaskBufferPtr(segmentationMaskBuffer),
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m_segmentationMaskBufferPtr(segmentationMaskBuffer),
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m_userData(0),
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m_userData(0),
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m_userIndex(-1),
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m_userIndex(-1),
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m_objectIndex(objectIndex)
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m_objectIndex(objectIndex),
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m_linkIndex(linkIndex)
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{
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{
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Vec3f eye(1,1,3);
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Vec3f eye(1,1,3);
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Vec3f center(0,0,0);
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Vec3f center(0,0,0);
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@@ -561,12 +562,12 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
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{
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{
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for (int t=0;t<clippedTriangles.size();t++)
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for (int t=0;t<clippedTriangles.size();t++)
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{
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{
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triangleClipped(clippedTriangles[t], shader.varying_tri, shader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
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triangleClipped(clippedTriangles[t], shader.varying_tri, shader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex+((renderData.m_linkIndex+1)<<24));
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}
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}
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}
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}
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else
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else
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{
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{
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triangle(shader.varying_tri, shader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
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triangle(shader.varying_tri, shader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex+((renderData.m_linkIndex+1)<<24));
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}
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}
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}
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}
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}
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}
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@@ -39,7 +39,7 @@ struct TinyRenderObjectData
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer);
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer);
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer,b3AlignedObjectArray<int>* segmentationMaskBuffer,int objectIndex);
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer,b3AlignedObjectArray<int>* segmentationMaskBuffer,int objectIndex);
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer,b3AlignedObjectArray<float>* shadowBuffer);
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer,b3AlignedObjectArray<float>* shadowBuffer);
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer,b3AlignedObjectArray<float>* shadowBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer,int objectIndex);
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TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer,b3AlignedObjectArray<float>* shadowBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer,int objectIndex, int linkIndex);
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virtual ~TinyRenderObjectData();
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virtual ~TinyRenderObjectData();
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void loadModel(const char* fileName);
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void loadModel(const char* fileName);
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@@ -52,6 +52,7 @@ struct TinyRenderObjectData
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void* m_userData;
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void* m_userData;
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int m_userIndex;
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int m_userIndex;
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int m_objectIndex;
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int m_objectIndex;
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int m_linkIndex;
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};
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};
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@@ -75,7 +75,7 @@ void triangleClipped(mat<4,3,float> &clipc, mat<4,3,float> &orgClipc, IShader &s
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triangleClipped(clipc, orgClipc,shader,image,zbuffer,0,viewPortMatrix,0);
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triangleClipped(clipc, orgClipc,shader,image,zbuffer,0,viewPortMatrix,0);
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}
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}
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void triangleClipped(mat<4,3,float> &clipc, mat<4,3,float> &orgClipc, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectIndex)
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void triangleClipped(mat<4,3,float> &clipc, mat<4,3,float> &orgClipc, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectAndLinkIndex)
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{
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{
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mat<3,4,float> screenSpacePts = (viewPortMatrix*clipc).transpose(); // transposed to ease access to each of the points
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mat<3,4,float> screenSpacePts = (viewPortMatrix*clipc).transpose(); // transposed to ease access to each of the points
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@@ -135,7 +135,7 @@ void triangleClipped(mat<4,3,float> &clipc, mat<4,3,float> &orgClipc, IShader &s
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zbuffer[P.x+P.y*image.get_width()] = frag_depth;
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zbuffer[P.x+P.y*image.get_width()] = frag_depth;
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if (segmentationMaskBuffer)
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if (segmentationMaskBuffer)
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{
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{
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segmentationMaskBuffer[P.x+P.y*image.get_width()] = objectIndex;
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segmentationMaskBuffer[P.x+P.y*image.get_width()] = objectAndLinkIndex;
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}
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}
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image.set(P.x, P.y, color);
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image.set(P.x, P.y, color);
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}
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}
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@@ -149,7 +149,7 @@ void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zb
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triangle(clipc,shader,image,zbuffer,0,viewPortMatrix,0);
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triangle(clipc,shader,image,zbuffer,0,viewPortMatrix,0);
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}
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}
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void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectIndex) {
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void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectAndLinkIndex) {
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mat<3,4,float> pts = (viewPortMatrix*clipc).transpose(); // transposed to ease access to each of the points
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mat<3,4,float> pts = (viewPortMatrix*clipc).transpose(); // transposed to ease access to each of the points
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@@ -189,7 +189,14 @@ void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zb
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zbuffer[P.x+P.y*image.get_width()] = frag_depth;
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zbuffer[P.x+P.y*image.get_width()] = frag_depth;
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if (segmentationMaskBuffer)
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if (segmentationMaskBuffer)
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{
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{
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segmentationMaskBuffer[P.x+P.y*image.get_width()] = objectIndex;
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if (objectAndLinkIndex)
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{
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segmentationMaskBuffer[P.x+P.y*image.get_width()] = objectAndLinkIndex;
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} else
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{
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segmentationMaskBuffer[P.x+P.y*image.get_width()] = 0;
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}
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}
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}
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image.set(P.x, P.y, color);
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image.set(P.x, P.y, color);
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}
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}
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