1 #include "TinyRenderer.h"
2 
3 #include <cmath>
4 #include <iostream>
5 #include <limits>
6 #include <vector>
7 #include "../CommonInterfaces/CommonFileIOInterface.h"
8 #include "../OpenGLWindow/ShapeData.h"
9 #include "../Utils/b3BulletDefaultFileIO.h"
10 #include "../Utils/b3ResourcePath.h"
11 #include "Bullet3Common/b3Logging.h"
12 #include "Bullet3Common/b3MinMax.h"
13 #include "LinearMath/btAlignedObjectArray.h"
14 #include "LinearMath/btVector3.h"
15 #include "geometry.h"
16 #include "model.h"
17 #include "our_gl.h"
18 #include "tgaimage.h"
19 
20 using namespace TinyRender;
21 
22 struct DepthShader : public IShader
23 {
24 	Model* m_model;
25 	Matrix& m_modelMat;
26 	Matrix m_invModelMat;
27 
28 	Matrix& m_projectionMat;
29 	Vec3f m_localScaling;
30 	Matrix& m_lightModelView;
31 	float m_lightDistance;
32 
33 	mat<2, 3, float> varying_uv;   // triangle uv coordinates, written by the vertex shader, read by the fragment shader
34 	mat<4, 3, float> varying_tri;  // triangle coordinates (clip coordinates), written by VS, read by FS
35 
36 	mat<3, 3, float> varying_nrm;  // normal per vertex to be interpolated by FS
37 
DepthShaderDepthShader38 	DepthShader(Model* model, Matrix& lightModelView, Matrix& projectionMat, Matrix& modelMat, Vec3f localScaling, float lightDistance)
39 		: m_model(model),
40 		  m_modelMat(modelMat),
41 		  m_projectionMat(projectionMat),
42 		  m_localScaling(localScaling),
43 		  m_lightModelView(lightModelView),
44 		  m_lightDistance(lightDistance)
45 	{
46 		m_nearPlane = m_projectionMat.col(3)[2] / (m_projectionMat.col(2)[2] - 1);
47 		m_farPlane = m_projectionMat.col(3)[2] / (m_projectionMat.col(2)[2] + 1);
48 
49 		m_invModelMat = m_modelMat.invert_transpose();
50 	}
vertexDepthShader51 	virtual Vec4f vertex(int iface, int nthvert)
52 	{
53 		Vec2f uv = m_model->uv(iface, nthvert);
54 		varying_uv.set_col(nthvert, uv);
55 		varying_nrm.set_col(nthvert, proj<3>(m_invModelMat * embed<4>(m_model->normal(iface, nthvert), 0.f)));
56 		Vec3f unScaledVert = m_model->vert(iface, nthvert);
57 		Vec3f scaledVert = Vec3f(unScaledVert[0] * m_localScaling[0],
58 								 unScaledVert[1] * m_localScaling[1],
59 								 unScaledVert[2] * m_localScaling[2]);
60 		Vec4f gl_Vertex = m_projectionMat * m_lightModelView * embed<4>(scaledVert);
61 		varying_tri.set_col(nthvert, gl_Vertex);
62 		return gl_Vertex;
63 	}
64 
fragmentDepthShader65 	virtual bool fragment(Vec3f bar, TGAColor& color)
66 	{
67 		Vec4f p = varying_tri * bar;
68 		color = TGAColor(255, 255, 255) * (p[2] / m_lightDistance);
69 		return false;
70 	}
71 };
72 
73 struct Shader : public IShader
74 {
75 	Model* m_model;
76 	Vec3f m_light_dir_local;
77 	Vec3f m_light_color;
78 	Matrix& m_modelMat;
79 	Matrix m_invModelMat;
80 	Matrix& m_modelView1;
81 	Matrix& m_projectionMat;
82 	Vec3f m_localScaling;
83 	Matrix& m_lightModelView;
84 	Vec4f m_colorRGBA;
85 	Matrix& m_viewportMat;
86 	Matrix m_projectionModelViewMat;
87 	Matrix m_projectionLightViewMat;
88 	float m_ambient_coefficient;
89 	float m_diffuse_coefficient;
90 	float m_specular_coefficient;
91 
92 	b3AlignedObjectArray<float>* m_shadowBuffer;
93 
94 	int m_width;
95 	int m_height;
96 
97 	int m_index;
98 
99 	mat<2, 3, float> varying_uv;   // triangle uv coordinates, written by the vertex shader, read by the fragment shader
100 	mat<4, 3, float> varying_tri;  // triangle coordinates (clip coordinates), written by VS, read by FS
101 	mat<4, 3, float> varying_tri_light_view;
102 	mat<3, 3, float> varying_nrm;  // normal per vertex to be interpolated by FS
103 	mat<4, 3, float> world_tri;    // model triangle coordinates in the world space used for backface culling, written by VS
104 
ShaderShader105 	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<float>* shadowBuffer, float ambient_coefficient = 0.6, float diffuse_coefficient = 0.35, float specular_coefficient = 0.05)
106 		: m_model(model),
107 		  m_light_dir_local(light_dir_local),
108 		  m_light_color(light_color),
109 		  m_modelMat(modelMat),
110 		  m_modelView1(modelView),
111 		  m_projectionMat(projectionMat),
112 		  m_localScaling(localScaling),
113 		  m_lightModelView(lightModelView),
114 		  m_colorRGBA(colorRGBA),
115 		  m_viewportMat(viewportMat),
116 		  m_ambient_coefficient(ambient_coefficient),
117 		  m_diffuse_coefficient(diffuse_coefficient),
118 		  m_specular_coefficient(specular_coefficient),
119 
120 		  m_shadowBuffer(shadowBuffer),
121 		  m_width(width),
122 		  m_height(height)
123 
124 	{
125 		m_nearPlane = m_projectionMat.col(3)[2] / (m_projectionMat.col(2)[2] - 1);
126 		m_farPlane = m_projectionMat.col(3)[2] / (m_projectionMat.col(2)[2] + 1);
127 		//printf("near=%f, far=%f\n", m_nearPlane, m_farPlane);
128 		m_invModelMat = m_modelMat.invert_transpose();
129 		m_projectionModelViewMat = m_projectionMat * m_modelView1;
130 		m_projectionLightViewMat = m_projectionMat * m_lightModelView;
131 	}
vertexShader132 	virtual Vec4f vertex(int iface, int nthvert)
133 	{
134 		//B3_PROFILE("vertex");
135 		Vec2f uv = m_model->uv(iface, nthvert);
136 		varying_uv.set_col(nthvert, uv);
137 		varying_nrm.set_col(nthvert, proj<3>(m_invModelMat * embed<4>(m_model->normal(iface, nthvert), 0.f)));
138 		Vec3f unScaledVert = m_model->vert(iface, nthvert);
139 		Vec3f scaledVert = Vec3f(unScaledVert[0] * m_localScaling[0],
140 								 unScaledVert[1] * m_localScaling[1],
141 								 unScaledVert[2] * m_localScaling[2]);
142 		Vec4f gl_Vertex = m_projectionModelViewMat * embed<4>(scaledVert);
143 		varying_tri.set_col(nthvert, gl_Vertex);
144 		Vec4f world_Vertex = m_modelMat * embed<4>(scaledVert);
145 		world_tri.set_col(nthvert, world_Vertex);
146 		Vec4f gl_VertexLightView = m_projectionLightViewMat * embed<4>(scaledVert);
147 		varying_tri_light_view.set_col(nthvert, gl_VertexLightView);
148 		return gl_Vertex;
149 	}
150 
fragmentShader151 	virtual bool fragment(Vec3f bar, TGAColor& color)
152 	{
153 		//B3_PROFILE("fragment");
154 		Vec4f p = m_viewportMat * (varying_tri_light_view * bar);
155 		float depth = p[2];
156 		p = p / p[3];
157 
158 		float index_x = b3Max(float(0.0), b3Min(float(m_width - 1), p[0]));
159 		float index_y = b3Max(float(0.0), b3Min(float(m_height - 1), p[1]));
160 		int idx = int(index_x) + int(index_y) * m_width;                       // index in the shadowbuffer array
161 		float shadow = 1.0;
162 		if (m_shadowBuffer && idx >=0 && idx <m_shadowBuffer->size())
163 		{
164 			shadow = 0.8 + 0.2 * (m_shadowBuffer->at(idx) < -depth + 0.05);  // magic coeff to avoid z-fighting
165 		}
166 		Vec3f bn = (varying_nrm * bar).normalize();
167 		Vec2f uv = varying_uv * bar;
168 
169 		Vec3f reflection_direction = (bn * (bn * m_light_dir_local * 2.f) - m_light_dir_local).normalize();
170         float specular = std::pow(b3Max(reflection_direction.z, 0.f),
171                                     m_model->specular(uv));
172         float diffuse = b3Max(0.f, bn * m_light_dir_local);
173 
174         color = m_model->diffuse(uv);
175 		color[0] *= m_colorRGBA[0];
176 		color[1] *= m_colorRGBA[1];
177 		color[2] *= m_colorRGBA[2];
178 		color[3] *= m_colorRGBA[3];
179 
180 		for (int i = 0; i < 3; ++i)
181 		{
182 			int orgColor = 0;
183 			float floatColor = (m_ambient_coefficient * color[i] + shadow * (m_diffuse_coefficient * diffuse + m_specular_coefficient * specular) * color[i] * m_light_color[i]);
184 			if (floatColor==floatColor)
185 			{
186 				orgColor=int(floatColor);
187 			}
188 			color[i] = b3Min(orgColor, 255);
189 		}
190 
191 		return false;
192 	}
193 };
194 
TinyRenderObjectData(TGAImage & rgbColorBuffer,b3AlignedObjectArray<float> & depthBuffer,b3AlignedObjectArray<float> * shadowBuffer)195 TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer, b3AlignedObjectArray<float>& depthBuffer, b3AlignedObjectArray<float>* shadowBuffer)
196 	: m_model(0),
197 	  m_rgbColorBuffer(rgbColorBuffer),
198 	  m_depthBuffer(depthBuffer),
199 	  m_shadowBuffer(shadowBuffer),
200 	  m_segmentationMaskBufferPtr(0),
201 	  m_userData(0),
202 	  m_userIndex(-1),
203 	  m_objectIndex(-1),
204 	  m_doubleSided(false)
205 {
206 	Vec3f eye(1, 1, 3);
207 	Vec3f center(0, 0, 0);
208 	Vec3f up(0, 0, 1);
209 	m_lightDirWorld.setValue(0, 0, 0);
210 	m_lightColor.setValue(1, 1, 1);
211 	m_localScaling.setValue(1, 1, 1);
212 	m_modelMatrix = Matrix::identity();
213 	m_lightAmbientCoeff = 0.6;
214 	m_lightDiffuseCoeff = 0.35;
215 	m_lightSpecularCoeff = 0.05;
216 
217 }
218 
TinyRenderObjectData(TGAImage & rgbColorBuffer,b3AlignedObjectArray<float> & depthBuffer,b3AlignedObjectArray<float> * shadowBuffer,b3AlignedObjectArray<int> * segmentationMaskBuffer,int objectIndex,int linkIndex)219 TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer, b3AlignedObjectArray<float>& depthBuffer, b3AlignedObjectArray<float>* shadowBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex, int linkIndex)
220 	: m_model(0),
221 	  m_rgbColorBuffer(rgbColorBuffer),
222 	  m_depthBuffer(depthBuffer),
223 	  m_shadowBuffer(shadowBuffer),
224 	  m_segmentationMaskBufferPtr(segmentationMaskBuffer),
225 	  m_userData(0),
226 	  m_userIndex(-1),
227 	  m_objectIndex(objectIndex),
228 	  m_linkIndex(linkIndex),
229 	  m_doubleSided(false)
230 {
231 	Vec3f eye(1, 1, 3);
232 	Vec3f center(0, 0, 0);
233 	Vec3f up(0, 0, 1);
234 	m_lightDirWorld.setValue(0, 0, 0);
235 	m_lightColor.setValue(1, 1, 1);
236 	m_localScaling.setValue(1, 1, 1);
237 	m_modelMatrix = Matrix::identity();
238 	m_lightAmbientCoeff = 0.6;
239 	m_lightDiffuseCoeff = 0.35;
240 	m_lightSpecularCoeff = 0.05;
241 }
242 
TinyRenderObjectData(TGAImage & rgbColorBuffer,b3AlignedObjectArray<float> & depthBuffer)243 TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer, b3AlignedObjectArray<float>& depthBuffer)
244 	: m_model(0),
245 	  m_rgbColorBuffer(rgbColorBuffer),
246 	  m_depthBuffer(depthBuffer),
247 	  m_shadowBuffer(0),
248 	  m_segmentationMaskBufferPtr(0),
249 	  m_userData(0),
250 	  m_userIndex(-1),
251 	  m_objectIndex(-1),
252 	m_doubleSided(false)
253 {
254 	Vec3f eye(1, 1, 3);
255 	Vec3f center(0, 0, 0);
256 	Vec3f up(0, 0, 1);
257 	m_lightDirWorld.setValue(0, 0, 0);
258 	m_lightDistance = 10;
259 	m_lightColor.setValue(1, 1, 1);
260 	m_localScaling.setValue(1, 1, 1);
261 	m_modelMatrix = Matrix::identity();
262 	m_lightAmbientCoeff = 0.6;
263 	m_lightDiffuseCoeff = 0.35;
264 	m_lightSpecularCoeff = 0.05;
265 }
266 
TinyRenderObjectData(TGAImage & rgbColorBuffer,b3AlignedObjectArray<float> & depthBuffer,b3AlignedObjectArray<int> * segmentationMaskBuffer,int objectIndex)267 TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer, b3AlignedObjectArray<float>& depthBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex)
268 	: m_model(0),
269 	  m_rgbColorBuffer(rgbColorBuffer),
270 	  m_depthBuffer(depthBuffer),
271 	  m_shadowBuffer(0),
272 	  m_segmentationMaskBufferPtr(segmentationMaskBuffer),
273 	  m_userData(0),
274 	  m_userIndex(-1),
275 	  m_objectIndex(objectIndex),
276 	m_doubleSided(false)
277 {
278 	Vec3f eye(1, 1, 3);
279 	Vec3f center(0, 0, 0);
280 	Vec3f up(0, 0, 1);
281 	m_lightDirWorld.setValue(0, 0, 0);
282 	m_lightColor.setValue(1, 1, 1);
283 	m_localScaling.setValue(1, 1, 1);
284 	m_modelMatrix = Matrix::identity();
285 	m_lightAmbientCoeff = 0.6;
286 	m_lightDiffuseCoeff = 0.35;
287 	m_lightSpecularCoeff = 0.05;
288 }
289 
loadModel(const char * fileName,CommonFileIOInterface * fileIO)290 void TinyRenderObjectData::loadModel(const char* fileName, CommonFileIOInterface* fileIO)
291 {
292 	//todo(erwincoumans) move the file loading out of here
293 	char relativeFileName[1024];
294 	if (!fileIO->findResourcePath(fileName, relativeFileName, 1024))
295 	{
296 		printf("Cannot find file %s\n", fileName);
297 	}
298 	else
299 	{
300 		m_model = new Model(relativeFileName);
301 	}
302 }
303 
registerMeshShape(const float * vertices,int numVertices,const int * indices,int numIndices,const float rgbaColor[4],unsigned char * textureImage,int textureWidth,int textureHeight)304 void TinyRenderObjectData::registerMeshShape(const float* vertices, int numVertices, const int* indices, int numIndices, const float rgbaColor[4],
305 											 unsigned char* textureImage, int textureWidth, int textureHeight)
306 {
307 	if (0 == m_model)
308 	{
309 		{
310 			B3_PROFILE("setColorRGBA");
311 
312 			m_model = new Model();
313 			m_model->setColorRGBA(rgbaColor);
314 		}
315 		if (textureImage)
316 		{
317 			{
318 				B3_PROFILE("setDiffuseTextureFromData");
319 				m_model->setDiffuseTextureFromData(textureImage, textureWidth, textureHeight);
320 			}
321 		}
322 		else
323 		{
324 			/*char relativeFileName[1024];
325 			if (b3ResourcePath::findResourcePath("floor_diffuse.tga", relativeFileName, 1024))
326 			{
327 				m_model->loadDiffuseTexture(relativeFileName);
328 			}
329              */
330 		}
331 		{
332 			B3_PROFILE("reserveMemory");
333 			m_model->reserveMemory(numVertices, numIndices);
334 		}
335 		{
336 			B3_PROFILE("addVertex");
337 			for (int i = 0; i < numVertices; i++)
338 			{
339 				m_model->addVertex(vertices[i * 9],
340 								   vertices[i * 9 + 1],
341 								   vertices[i * 9 + 2],
342 								   vertices[i * 9 + 4],
343 								   vertices[i * 9 + 5],
344 								   vertices[i * 9 + 6],
345 								   vertices[i * 9 + 7],
346 								   vertices[i * 9 + 8]);
347 			}
348 		}
349 		{
350 			B3_PROFILE("addTriangle");
351 			for (int i = 0; i < numIndices; i += 3)
352 			{
353 				m_model->addTriangle(indices[i], indices[i], indices[i],
354 									 indices[i + 1], indices[i + 1], indices[i + 1],
355 									 indices[i + 2], indices[i + 2], indices[i + 2]);
356 			}
357 		}
358 	}
359 }
360 
registerMesh2(btAlignedObjectArray<btVector3> & vertices,btAlignedObjectArray<btVector3> & normals,btAlignedObjectArray<int> & indices,CommonFileIOInterface * fileIO)361 void TinyRenderObjectData::registerMesh2(btAlignedObjectArray<btVector3>& vertices, btAlignedObjectArray<btVector3>& normals, btAlignedObjectArray<int>& indices, CommonFileIOInterface* fileIO)
362 {
363 	if (0 == m_model)
364 	{
365 		int numVertices = vertices.size();
366 		int numIndices = indices.size();
367 
368 		m_model = new Model();
369 		char relativeFileName[1024];
370 		if (fileIO->findResourcePath("floor_diffuse.tga", relativeFileName, 1024))
371 		{
372 			m_model->loadDiffuseTexture(relativeFileName);
373 		}
374 
375 		for (int i = 0; i < numVertices; i++)
376 		{
377 			m_model->addVertex(vertices[i].x(),
378 							   vertices[i].y(),
379 							   vertices[i].z(),
380 							   normals[i].x(),
381 							   normals[i].y(),
382 							   normals[i].z(),
383 							   0.5, 0.5);
384 		}
385 		for (int i = 0; i < numIndices; i += 3)
386 		{
387 			m_model->addTriangle(indices[i], indices[i], indices[i],
388 								 indices[i + 1], indices[i + 1], indices[i + 1],
389 								 indices[i + 2], indices[i + 2], indices[i + 2]);
390 		}
391 	}
392 }
393 
createCube(float halfExtentsX,float halfExtentsY,float halfExtentsZ,CommonFileIOInterface * fileIO)394 void TinyRenderObjectData::createCube(float halfExtentsX, float halfExtentsY, float halfExtentsZ, CommonFileIOInterface* fileIO)
395 {
396 	b3BulletDefaultFileIO defaultFileIO;
397 
398 	if (fileIO==0)
399 	{
400 		fileIO = &defaultFileIO;
401 	}
402 	m_model = new Model();
403 
404 	char relativeFileName[1024];
405 	if (fileIO->findResourcePath("floor_diffuse.tga", relativeFileName, 1024))
406 	{
407 		m_model->loadDiffuseTexture(relativeFileName);
408 	}
409 
410 	int strideInBytes = 9 * sizeof(float);
411 	int numVertices = sizeof(cube_vertices_textured) / strideInBytes;
412 	int numIndices = sizeof(cube_indices) / sizeof(int);
413 
414 	for (int i = 0; i < numVertices; i++)
415 	{
416 		m_model->addVertex(halfExtentsX * cube_vertices_textured[i * 9],
417 						   halfExtentsY * cube_vertices_textured[i * 9 + 1],
418 						   halfExtentsZ * cube_vertices_textured[i * 9 + 2],
419 						   cube_vertices_textured[i * 9 + 4],
420 						   cube_vertices_textured[i * 9 + 5],
421 						   cube_vertices_textured[i * 9 + 6],
422 						   cube_vertices_textured[i * 9 + 7],
423 						   cube_vertices_textured[i * 9 + 8]);
424 	}
425 	for (int i = 0; i < numIndices; i += 3)
426 	{
427 		m_model->addTriangle(cube_indices[i], cube_indices[i], cube_indices[i],
428 							 cube_indices[i + 1], cube_indices[i + 1], cube_indices[i + 1],
429 							 cube_indices[i + 2], cube_indices[i + 2], cube_indices[i + 2]);
430 	}
431 }
432 
~TinyRenderObjectData()433 TinyRenderObjectData::~TinyRenderObjectData()
434 {
435 	delete m_model;
436 }
437 
equals(const Vec4f & vA,const Vec4f & vB)438 static bool equals(const Vec4f& vA, const Vec4f& vB)
439 {
440 	return false;
441 }
442 
clipEdge(const mat<4,3,float> & triangleIn,int vertexIndexA,int vertexIndexB,b3AlignedObjectArray<Vec4f> & vertices)443 static void clipEdge(const mat<4, 3, float>& triangleIn, int vertexIndexA, int vertexIndexB, b3AlignedObjectArray<Vec4f>& vertices)
444 {
445 	Vec4f v0New = triangleIn.col(vertexIndexA);
446 	Vec4f v1New = triangleIn.col(vertexIndexB);
447 
448 	bool v0Inside = v0New[3] > 0.f && v0New[2] > -v0New[3];
449 	bool v1Inside = v1New[3] > 0.f && v1New[2] > -v1New[3];
450 
451 	if (v0Inside && v1Inside)
452 	{
453 	}
454 	else if (v0Inside || v1Inside)
455 	{
456 		float d0 = v0New[2] + v0New[3];
457 		float d1 = v1New[2] + v1New[3];
458 		float factor = 1.0 / (d1 - d0);
459 		Vec4f newVertex = (v0New * d1 - v1New * d0) * factor;
460 		if (v0Inside)
461 		{
462 			v1New = newVertex;
463 		}
464 		else
465 		{
466 			v0New = newVertex;
467 		}
468 	}
469 	else
470 	{
471 		return;
472 	}
473 
474 	if (vertices.size() == 0 || !(equals(vertices[vertices.size() - 1], v0New)))
475 	{
476 		vertices.push_back(v0New);
477 	}
478 
479 	vertices.push_back(v1New);
480 }
481 
clipTriangleAgainstNearplane(const mat<4,3,float> & triangleIn,b3AlignedObjectArray<mat<4,3,float>> & clippedTrianglesOut)482 static bool clipTriangleAgainstNearplane(const mat<4, 3, float>& triangleIn, b3AlignedObjectArray<mat<4, 3, float> >& clippedTrianglesOut)
483 {
484 	//discard triangle if all vertices are behind near-plane
485 	if (triangleIn[3][0] < 0 && triangleIn[3][1] < 0 && triangleIn[3][2] < 0)
486 	{
487 		return true;
488 	}
489 
490 	//accept triangle if all vertices are in front of the near-plane
491 	if (triangleIn[3][0] >= 0 && triangleIn[3][1] >= 0 && triangleIn[3][2] >= 0)
492 	{
493 		clippedTrianglesOut.push_back(triangleIn);
494 		return false;
495 	}
496 
497 	Vec4f vtxCache[5];
498 
499 	b3AlignedObjectArray<Vec4f> vertices;
500 	vertices.initializeFromBuffer(vtxCache, 0, 5);
501 	clipEdge(triangleIn, 0, 1, vertices);
502 	clipEdge(triangleIn, 1, 2, vertices);
503 	clipEdge(triangleIn, 2, 0, vertices);
504 
505 	if (vertices.size() < 3)
506 		return true;
507 
508 	if (equals(vertices[0], vertices[vertices.size() - 1]))
509 	{
510 		vertices.pop_back();
511 	}
512 
513 	//create a fan of triangles
514 	for (int i = 1; i < vertices.size() - 1; i++)
515 	{
516 		mat<4, 3, float>& vtx = clippedTrianglesOut.expand();
517 		vtx.set_col(0, vertices[0]);
518 		vtx.set_col(1, vertices[i]);
519 		vtx.set_col(2, vertices[i + 1]);
520 	}
521 	return true;
522 }
523 
renderObject(TinyRenderObjectData & renderData)524 void TinyRenderer::renderObject(TinyRenderObjectData& renderData)
525 {
526 	B3_PROFILE("renderObject");
527 	int width = renderData.m_rgbColorBuffer.get_width();
528 	int height = renderData.m_rgbColorBuffer.get_height();
529 
530 	Vec3f light_dir_local = Vec3f(renderData.m_lightDirWorld[0], renderData.m_lightDirWorld[1], renderData.m_lightDirWorld[2]);
531 	Vec3f light_color = Vec3f(renderData.m_lightColor[0], renderData.m_lightColor[1], renderData.m_lightColor[2]);
532 	float light_distance = renderData.m_lightDistance;
533 	Model* model = renderData.m_model;
534 	if (0 == model)
535 		return;
536 	//discard invisible objects (zero alpha)
537 	if (model->getColorRGBA()[3] == 0)
538 		return;
539 
540 	renderData.m_viewportMatrix = viewport(0, 0, width, height);
541 
542 	b3AlignedObjectArray<float>& zbuffer = renderData.m_depthBuffer;
543 	b3AlignedObjectArray<float>* shadowBufferPtr = renderData.m_shadowBuffer;
544 	int* segmentationMaskBufferPtr = (renderData.m_segmentationMaskBufferPtr && renderData.m_segmentationMaskBufferPtr->size()) ? &renderData.m_segmentationMaskBufferPtr->at(0) : 0;
545 
546 	TGAImage& frame = renderData.m_rgbColorBuffer;
547 
548 	{
549 		// light target is set to be the origin, and the up direction is set to be vertical up.
550 		Matrix lightViewMatrix = lookat(light_dir_local * light_distance, Vec3f(0.0, 0.0, 0.0), Vec3f(0.0, 0.0, 1.0));
551 		Matrix lightModelViewMatrix = lightViewMatrix * renderData.m_modelMatrix;
552 		Matrix modelViewMatrix = renderData.m_viewMatrix * renderData.m_modelMatrix;
553 		Vec3f localScaling(renderData.m_localScaling[0], renderData.m_localScaling[1], renderData.m_localScaling[2]);
554 		Matrix viewMatrixInv = renderData.m_viewMatrix.invert();
555 		btVector3 P(viewMatrixInv[0][3], viewMatrixInv[1][3], viewMatrixInv[2][3]);
556 
557 		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);
558 
559 		{
560 			B3_PROFILE("face");
561 
562 			for (int i = 0; i < model->nfaces(); i++)
563 			{
564 				for (int j = 0; j < 3; j++)
565 				{
566 					shader.vertex(i, j);
567 				}
568 
569 				if (!renderData.m_doubleSided)
570 				{
571 					// backface culling
572 					btVector3 v0(shader.world_tri.col(0)[0], shader.world_tri.col(0)[1], shader.world_tri.col(0)[2]);
573 					btVector3 v1(shader.world_tri.col(1)[0], shader.world_tri.col(1)[1], shader.world_tri.col(1)[2]);
574 					btVector3 v2(shader.world_tri.col(2)[0], shader.world_tri.col(2)[1], shader.world_tri.col(2)[2]);
575 					btVector3 N = (v1 - v0).cross(v2 - v0);
576 					if ((v0 - P).dot(N) >= 0)
577 						continue;
578 				}
579 
580 				mat<4, 3, float> stackTris[3];
581 
582 				b3AlignedObjectArray<mat<4, 3, float> > clippedTriangles;
583 				clippedTriangles.initializeFromBuffer(stackTris, 0, 3);
584 
585 				bool hasClipped = clipTriangleAgainstNearplane(shader.varying_tri, clippedTriangles);
586 
587 				if (hasClipped)
588 				{
589 					for (int t = 0; t < clippedTriangles.size(); t++)
590 					{
591 						triangleClipped(clippedTriangles[t], shader.varying_tri, shader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex + ((renderData.m_linkIndex + 1) << 24));
592 					}
593 				}
594 				else
595 				{
596 					triangle(shader.varying_tri, shader, frame, &zbuffer[0], segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex + ((renderData.m_linkIndex + 1) << 24));
597 				}
598 			}
599 		}
600 	}
601 }
602 
renderObjectDepth(TinyRenderObjectData & renderData)603 void TinyRenderer::renderObjectDepth(TinyRenderObjectData& renderData)
604 {
605 	int width = renderData.m_rgbColorBuffer.get_width();
606 	int height = renderData.m_rgbColorBuffer.get_height();
607 
608 	Vec3f light_dir_local = Vec3f(renderData.m_lightDirWorld[0], renderData.m_lightDirWorld[1], renderData.m_lightDirWorld[2]);
609 	float light_distance = renderData.m_lightDistance;
610 	Model* model = renderData.m_model;
611 	if (0 == model)
612 		return;
613 
614 	renderData.m_viewportMatrix = viewport(0, 0, width, height);
615 
616 	float* shadowBufferPtr = (renderData.m_shadowBuffer && renderData.m_shadowBuffer->size()) ? &renderData.m_shadowBuffer->at(0) : 0;
617 	int* segmentationMaskBufferPtr = 0;
618 
619 	TGAImage depthFrame(width, height, TGAImage::RGB);
620 
621 	{
622 		// light target is set to be the origin, and the up direction is set to be vertical up.
623 		Matrix lightViewMatrix = lookat(light_dir_local * light_distance, Vec3f(0.0, 0.0, 0.0), Vec3f(0.0, 0.0, 1.0));
624 		Matrix lightModelViewMatrix = lightViewMatrix * renderData.m_modelMatrix;
625 		Matrix lightViewProjectionMatrix = renderData.m_projectionMatrix;
626 		Vec3f localScaling(renderData.m_localScaling[0], renderData.m_localScaling[1], renderData.m_localScaling[2]);
627 
628 		DepthShader shader(model, lightModelViewMatrix, lightViewProjectionMatrix, renderData.m_modelMatrix, localScaling, light_distance);
629 		for (int i = 0; i < model->nfaces(); i++)
630 		{
631 			for (int j = 0; j < 3; j++)
632 			{
633 				shader.vertex(i, j);
634 			}
635 
636 			mat<4, 3, float> stackTris[3];
637 
638 			b3AlignedObjectArray<mat<4, 3, float> > clippedTriangles;
639 			clippedTriangles.initializeFromBuffer(stackTris, 0, 3);
640 
641 			bool hasClipped = clipTriangleAgainstNearplane(shader.varying_tri, clippedTriangles);
642 
643 			if (hasClipped)
644 			{
645 				for (int t = 0; t < clippedTriangles.size(); t++)
646 				{
647 					triangleClipped(clippedTriangles[t], shader.varying_tri, shader, depthFrame, shadowBufferPtr, segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
648 				}
649 			}
650 			else
651 			{
652 				triangle(shader.varying_tri, shader, depthFrame, shadowBufferPtr, segmentationMaskBufferPtr, renderData.m_viewportMatrix, renderData.m_objectIndex);
653 			}
654 		}
655 	}
656 }
657