diff --git a/examples/TinyRenderer/TinyRenderer.cpp b/examples/TinyRenderer/TinyRenderer.cpp index 37134093c..5a74d2ad8 100644 --- a/examples/TinyRenderer/TinyRenderer.cpp +++ b/examples/TinyRenderer/TinyRenderer.cpp @@ -12,6 +12,7 @@ #include "../OpenGLWindow/ShapeData.h" #include "LinearMath/btAlignedObjectArray.h" #include "LinearMath/btVector3.h" +#include "Bullet3Common/b3Logging.h" struct DepthShader : public IShader { @@ -72,6 +73,8 @@ struct Shader : public IShader { Matrix& m_lightModelView; Vec4f m_colorRGBA; Matrix& m_viewportMat; + Matrix m_projectionModelViewMat; + Matrix m_projectionLightViewMat; float m_ambient_coefficient; float m_diffuse_coefficient; float m_specular_coefficient; @@ -87,6 +90,7 @@ struct Shader : public IShader { mat<4,3,float> varying_tri; // triangle coordinates (clip coordinates), written by VS, read by FS mat<4,3,float> varying_tri_light_view; mat<3,3,float> varying_nrm; // normal per vertex to be interpolated by FS + mat<4,3,float> world_tri; // model triangle coordinates in the world space used for backface culling, written by VS Shader(Model* model, Vec3f light_dir_local, Vec3f light_color, Matrix& modelView, Matrix& lightModelView, Matrix& projectionMat, Matrix& modelMat, Matrix& viewportMat, Vec3f localScaling, const Vec4f& colorRGBA, int width, int height, b3AlignedObjectArray* shadowBuffer, float ambient_coefficient=0.6, float diffuse_coefficient=0.35, float specular_coefficient=0.05) :m_model(model), @@ -109,8 +113,11 @@ struct Shader : public IShader { { m_invModelMat = m_modelMat.invert_transpose(); + m_projectionModelViewMat = m_projectionMat*m_modelView1; + m_projectionLightViewMat = m_projectionMat*m_lightModelView; } virtual Vec4f vertex(int iface, int nthvert) { + B3_PROFILE("vertex"); Vec2f uv = m_model->uv(iface, nthvert); varying_uv.set_col(nthvert, uv); varying_nrm.set_col(nthvert, proj<3>(m_invModelMat*embed<4>(m_model->normal(iface, nthvert), 0.f))); @@ -118,14 +125,17 @@ struct Shader : public IShader { Vec3f scaledVert=Vec3f(unScaledVert[0]*m_localScaling[0], unScaledVert[1]*m_localScaling[1], unScaledVert[2]*m_localScaling[2]); - Vec4f gl_Vertex = m_projectionMat*m_modelView1*embed<4>(scaledVert); + Vec4f gl_Vertex = m_projectionModelViewMat*embed<4>(scaledVert); varying_tri.set_col(nthvert, gl_Vertex); - Vec4f gl_VertexLightView = m_projectionMat*m_lightModelView*embed<4>(scaledVert); + Vec4f world_Vertex = m_modelMat*embed<4>(scaledVert); + world_tri.set_col(nthvert, world_Vertex); + Vec4f gl_VertexLightView = m_projectionLightViewMat*embed<4>(scaledVert); varying_tri_light_view.set_col(nthvert, gl_VertexLightView); return gl_Vertex; } virtual bool fragment(Vec3f bar, TGAColor &color) { + B3_PROFILE("fragment"); Vec4f p = m_viewportMat*(varying_tri_light_view*bar); float depth = p[2]; p = p/p[3]; @@ -492,14 +502,25 @@ void TinyRenderer::renderObject(TinyRenderObjectData& renderData) Matrix lightModelViewMatrix = lightViewMatrix*renderData.m_modelMatrix; Matrix modelViewMatrix = renderData.m_viewMatrix*renderData.m_modelMatrix; Vec3f localScaling(renderData.m_localScaling[0],renderData.m_localScaling[1],renderData.m_localScaling[2]); + Matrix viewMatrixInv = renderData.m_viewMatrix.invert(); + btVector3 P(viewMatrixInv[0][3], viewMatrixInv[1][3], viewMatrixInv[2][3]); Shader shader(model, light_dir_local, light_color, modelViewMatrix, lightModelViewMatrix, renderData.m_projectionMatrix,renderData.m_modelMatrix, renderData.m_viewportMatrix, localScaling, model->getColorRGBA(), width, height, shadowBufferPtr, renderData.m_lightAmbientCoeff, renderData.m_lightDiffuseCoeff, renderData.m_lightSpecularCoeff); for (int i=0; infaces(); i++) { + B3_PROFILE("face"); for (int j=0; j<3; j++) { shader.vertex(i, j); } + + // backface culling + btVector3 v0(shader.world_tri.col(0)[0], shader.world_tri.col(0)[1], shader.world_tri.col(0)[2]); + btVector3 v1(shader.world_tri.col(1)[0], shader.world_tri.col(1)[1], shader.world_tri.col(1)[2]); + btVector3 v2(shader.world_tri.col(2)[0], shader.world_tri.col(2)[1], shader.world_tri.col(2)[2]); + btVector3 N = (v1-v0).cross(v2-v0); + if ((v0-P).dot(N) >= 0) + continue; mat<4,3,float> stackTris[3];