make some changes to make the previous example code changes backward compatible
This commit is contained in:
@@ -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);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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__
|
||||
|
||||
|
||||
Reference in New Issue
Block a user