fix issues related to camera width/height

add width,height as arguments to pybullet.renderImage(x,y,[viewMat4x4],[projMat4x4])
This commit is contained in:
Erwin Coumans
2016-06-07 16:11:58 -07:00
parent bd668d11b0
commit d2e50d045b
13 changed files with 203 additions and 141 deletions

View File

@@ -88,10 +88,8 @@ struct Shader : public IShader {
};
TinyRenderObjectData::TinyRenderObjectData(int width, int height,TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer)
:m_width(width),
m_height(height),
m_rgbColorBuffer(rgbColorBuffer),
TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer)
:m_rgbColorBuffer(rgbColorBuffer),
m_depthBuffer(depthBuffer),
m_model(0),
m_userData(0),
@@ -103,11 +101,6 @@ m_userIndex(-1)
m_lightDirWorld.setValue(0,0,0);
m_localScaling.setValue(1,1,1);
m_modelMatrix = Matrix::identity();
m_viewMatrix = lookat(eye, center, up);
//m_viewportMatrix = viewport(width/8, height/8, width*3/4, height*3/4);
//m_viewportMatrix = viewport(width/8, height/8, width*3/4, height*3/4);
m_viewportMatrix = viewport(0,0,width,height);
m_projectionMatrix = projection(-1.f/(eye-center).norm());
}
@@ -238,7 +231,7 @@ TinyRenderObjectData::~TinyRenderObjectData()
delete m_model;
}
void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
void TinyRenderer::renderObject(TinyRenderObjectData& renderData, int width, int height)
{
Vec3f light_dir_local = Vec3f(renderData.m_lightDirWorld[0],renderData.m_lightDirWorld[1],renderData.m_lightDirWorld[2]);
Model* model = renderData.m_model;
@@ -247,13 +240,8 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
//renderData.m_viewMatrix = lookat(eye, center, up);
int width = renderData.m_width;
int height = renderData.m_height;
//renderData.m_viewportMatrix = viewport(width/8, height/8, width*3/4, height*3/4);
renderData.m_viewportMatrix = viewport(0,0,renderData.m_width,renderData.m_height);
//renderData.m_projectionMatrix = projection(-1.f/(eye-center).norm());
renderData.m_viewportMatrix = viewport(0,0,width, height);
b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
TGAImage& frame = renderData.m_rgbColorBuffer;

View File

@@ -25,12 +25,11 @@ struct TinyRenderObjectData
//class IShader* m_shader; todo(erwincoumans) expose the shader, for now we use a default shader
//Output
int m_width;
int m_height;
TGAImage& m_rgbColorBuffer;
b3AlignedObjectArray<float>& m_depthBuffer;
TinyRenderObjectData(int width, int height,TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>& depthBuffer);
TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>& depthBuffer);
virtual ~TinyRenderObjectData();
void loadModel(const char* fileName);
@@ -48,7 +47,7 @@ struct TinyRenderObjectData
class TinyRenderer
{
public:
static void renderObject(TinyRenderObjectData& renderData);
static void renderObject(TinyRenderObjectData& renderData, int width, int height);
};
#endif // TINY_RENDERER_Hbla