make some changes to make the previous example code changes backward compatible

This commit is contained in:
Erwin Coumans
2016-08-12 14:18:46 -07:00
parent c75bebcafe
commit ceceaa16be
7 changed files with 40 additions and 13 deletions

View File

@@ -87,11 +87,17 @@ struct Shader : public IShader {
}
};
TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer)
:TinyRenderObjectData(rgbColorBuffer,depthBuffer,0,0)
{
}
TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>& segmentationMaskBuffer, int objectIndex,int objectIndex2)
TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex)
:m_rgbColorBuffer(rgbColorBuffer),
m_depthBuffer(depthBuffer),
m_segmentationMaskBuffer(segmentationMaskBuffer),
m_segmentationMaskBufferPtr(segmentationMaskBuffer),
m_model(0),
m_userData(0),
m_userIndex(-1),
@@ -249,7 +255,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
renderData.m_viewportMatrix = viewport(0,0,width, height);
b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
b3AlignedObjectArray<int>& segmentationMaskBuffer = renderData.m_segmentationMaskBuffer;
int* segmentationMaskBufferPtr = &renderData.m_segmentationMaskBufferPtr->at(0);
TGAImage& frame = renderData.m_rgbColorBuffer;
@@ -267,7 +273,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
for (int j=0; j<3; j++) {
shader.vertex(i, j);
}
triangle(shader.varying_tri, shader, frame, &zbuffer[0], &segmentationMaskBuffer[0], renderData.m_viewportMatrix, renderData.m_objectIndex);
triangle(shader.varying_tri, shader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
}
}

View File

@@ -27,10 +27,11 @@ struct TinyRenderObjectData
//Output
TGAImage& m_rgbColorBuffer;
b3AlignedObjectArray<float>& m_depthBuffer;
b3AlignedObjectArray<int>& m_segmentationMaskBuffer;
b3AlignedObjectArray<float>& m_depthBuffer;//required, hence a reference
b3AlignedObjectArray<int>* m_segmentationMaskBufferPtr;//optional, hence a pointer
TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>& segmentationMaskBuffer,int objectIndex,int objectIndex2);
TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer);
TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer,int objectIndex);
virtual ~TinyRenderObjectData();
void loadModel(const char* fileName);

View File

@@ -59,6 +59,11 @@ Vec3f barycentric(Vec2f A, Vec2f B, Vec2f C, Vec2f P) {
return Vec3f(-1,1,1); // in this case generate negative coordinates, it will be thrown away by the rasterizator
}
void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zbuffer, const Matrix& viewPortMatrix, int objectIndex)
{
triangle(clipc,shader,image,zbuffer,0,viewPortMatrix,0);
}
void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectIndex) {
mat<3,4,float> pts = (viewPortMatrix*clipc).transpose(); // transposed to ease access to each of the points
@@ -100,7 +105,10 @@ void triangle(mat<4,3,float> &clipc, IShader &shader, TGAImage &image, float *zb
bool discard = shader.fragment(bc_clip, color);
if (!discard) {
zbuffer[P.x+P.y*image.get_width()] = frag_depth;
segmentationMaskBuffer[P.x+P.y*image.get_width()] = objectIndex;
if (segmentationMaskBuffer)
{
segmentationMaskBuffer[P.x+P.y*image.get_width()] = objectIndex;
}
image.set(P.x, P.y, color);
}
}

View File

@@ -16,7 +16,7 @@ struct IShader {
virtual bool fragment(Vec3f bar, TGAColor &color) = 0;
};
//void triangle(Vec4f *pts, IShader &shader, TGAImage &image, float *zbuffer);
void triangle(mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, const Matrix& viewPortMatrix);
void triangle(mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectIndex);
#endif //__OUR_GL_H__