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

@@ -46,6 +46,18 @@ struct GUIHelperInterface
virtual void resetCamera(float camDist, float pitch, float yaw, float camPosX,float camPosY, float camPosZ)=0; virtual void resetCamera(float camDist, float pitch, float yaw, float camPosX,float camPosY, float camPosZ)=0;
virtual void copyCameraImageData(const float viewMatrix[16], const float projectionMatrix[16],
unsigned char* pixelsRGBA, int rgbaBufferSizeInPixels,
float* depthBuffer, int depthBufferSizeInPixels,
int startPixelIndex, int destinationWidth, int destinationHeight, int* numPixelsCopied)
{
copyCameraImageData(viewMatrix,projectionMatrix,pixelsRGBA,rgbaBufferSizeInPixels,
depthBuffer,depthBufferSizeInPixels,
0,0,
startPixelIndex,destinationWidth,
destinationHeight,numPixelsCopied);
}
virtual void copyCameraImageData(const float viewMatrix[16], const float projectionMatrix[16], virtual void copyCameraImageData(const float viewMatrix[16], const float projectionMatrix[16],
unsigned char* pixelsRGBA, int rgbaBufferSizeInPixels, unsigned char* pixelsRGBA, int rgbaBufferSizeInPixels,
float* depthBuffer, int depthBufferSizeInPixels, float* depthBuffer, int depthBufferSizeInPixels,

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@@ -187,9 +187,9 @@ TinyRendererSetup::TinyRendererSetup(struct GUIHelperInterface* gui)
TinyRenderObjectData* ob = new TinyRenderObjectData( TinyRenderObjectData* ob = new TinyRenderObjectData(
m_internalData->m_rgbColorBuffer, m_internalData->m_rgbColorBuffer,
m_internalData->m_depthBuffer, m_internalData->m_depthBuffer,
m_internalData->m_segmentationMaskBuffer, &m_internalData->m_segmentationMaskBuffer,
m_internalData->m_renderObjects.size(),0); m_internalData->m_renderObjects.size());
//ob->loadModel("cube.obj");
const int* indices = &meshData.m_gfxShape->m_indices->at(0); const int* indices = &meshData.m_gfxShape->m_indices->at(0);
ob->registerMeshShape(&meshData.m_gfxShape->m_vertices->at(0).xyzw[0], ob->registerMeshShape(&meshData.m_gfxShape->m_vertices->at(0).xyzw[0],
meshData.m_gfxShape->m_numvertices, meshData.m_gfxShape->m_numvertices,

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@@ -490,7 +490,7 @@ void TinyRendererVisualShapeConverter::convertVisualShapes(int linkIndex, const
if (vertices.size() && indices.size()) if (vertices.size() && indices.size())
{ {
TinyRenderObjectData* tinyObj = new TinyRenderObjectData(m_data->m_rgbColorBuffer,m_data->m_depthBuffer, m_data->m_segmentationMaskBuffer, objectIndex,0); TinyRenderObjectData* tinyObj = new TinyRenderObjectData(m_data->m_rgbColorBuffer,m_data->m_depthBuffer, &m_data->m_segmentationMaskBuffer, objectIndex);
unsigned char* textureImage=0; unsigned char* textureImage=0;
int textureWidth=0; int textureWidth=0;
int textureHeight=0; int textureHeight=0;

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@@ -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_rgbColorBuffer(rgbColorBuffer),
m_depthBuffer(depthBuffer), m_depthBuffer(depthBuffer),
m_segmentationMaskBuffer(segmentationMaskBuffer), m_segmentationMaskBufferPtr(segmentationMaskBuffer),
m_model(0), m_model(0),
m_userData(0), m_userData(0),
m_userIndex(-1), m_userIndex(-1),
@@ -249,7 +255,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
renderData.m_viewportMatrix = viewport(0,0,width, height); renderData.m_viewportMatrix = viewport(0,0,width, height);
b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer; b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
b3AlignedObjectArray<int>& segmentationMaskBuffer = renderData.m_segmentationMaskBuffer; int* segmentationMaskBufferPtr = &renderData.m_segmentationMaskBufferPtr->at(0);
TGAImage& frame = renderData.m_rgbColorBuffer; TGAImage& frame = renderData.m_rgbColorBuffer;
@@ -267,7 +273,7 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
for (int j=0; j<3; j++) { for (int j=0; j<3; j++) {
shader.vertex(i, 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);
} }
} }

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

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@@ -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 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) { 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 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); bool discard = shader.fragment(bc_clip, color);
if (!discard) { if (!discard) {
zbuffer[P.x+P.y*image.get_width()] = frag_depth; zbuffer[P.x+P.y*image.get_width()] = frag_depth;
if (segmentationMaskBuffer)
{
segmentationMaskBuffer[P.x+P.y*image.get_width()] = objectIndex; segmentationMaskBuffer[P.x+P.y*image.get_width()] = objectIndex;
}
image.set(P.x, P.y, color); image.set(P.x, P.y, color);
} }
} }

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