Commit c7d0d5fa authored by Patrik Huber's avatar Patrik Huber

Moved Rasterizer to a separate class

Not sure yet whether it's a good design decision!

Also if we keep it this way, have to add proper getters, make member variables private, etc.
parent e5dc7b8e
/*
* eos - A 3D Morphable Model fitting library written in modern C++11/14.
*
* File: include/eos/render/Rasterizer.hpp
*
* Copyright 2017 Patrik Huber
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#ifndef RASTERIZER_HPP_
#define RASTERIZER_HPP_
#include "eos/render/detail/Vertex.hpp"
// std includes
namespace eos {
namespace render {
/**
* @brief Todo.
*
* X.
*
* @tparam FragmentShaderType X.
*/
template <typename FragmentShaderType>
class Rasterizer
{
public:
Rasterizer(int viewport_width, int viewport_height)
: viewport_width(viewport_width), viewport_height(viewport_height)
{
colorbuffer = cv::Mat(viewport_height, viewport_width, CV_8UC4, cv::Scalar::all(255));
depthbuffer =
std::numeric_limits<double>::max() * Mat::ones(viewport_height, viewport_width, CV_64FC1);
};
/**
* @brief Todo.
*
* X
*
* @param[in] vertex X.
* @ return X.
*/
template <typename T, glm::precision P = glm::defaultp>
void raster_triangle(const detail::v2::Vertex<T, P>& point_a, const detail::v2::Vertex<T, P>& point_b,
const detail::v2::Vertex<T, P>& point_c, const boost::optional<Texture>& texture)
{
// We already calculated this in the culling/clipping stage. Maybe we should save/cache it after all.
cv::Rect boundingBox = detail::calculate_clipped_bounding_box(
glm::tvec2<T, P>(point_a.position.x, point_a.position.y),
glm::tvec2<T, P>(point_b.position.x, point_b.position.y),
glm::tvec2<T, P>(point_c.position.x, point_c.position.y), viewport_width, viewport_height);
const auto min_x = boundingBox.x;
const auto max_x = boundingBox.x + boundingBox.width;
const auto min_y = boundingBox.y;
const auto max_y = boundingBox.y + boundingBox.height;
// These are triangle-specific, i.e. calculate once per triangle.
// These ones are needed for perspective correct lambdas! (as well as mipmapping)
const auto& one_over_w0 = point_a.position[3];
const auto& one_over_w1 = point_b.position[3];
const auto& one_over_w2 = point_c.position[3];
// These are triangle-specific, i.e. calculate once per triangle.
// For partial derivatives computation (for mipmapping, texturing) (they work on screen-space coords):
using eos::render::detail::plane;
const auto alpha_plane = plane(
glm::tvec3<T, P>(point_a.position[0], point_a.position[1], point_a.texcoords[0] * one_over_w0),
glm::tvec3<T, P>(point_b.position[0], point_b.position[1], point_b.texcoords[0] * one_over_w1),
glm::tvec3<T, P>(point_c.position[0], point_c.position[1], point_c.texcoords[0] * one_over_w2));
const auto beta_plane = plane(
glm::tvec3<T, P>(point_a.position[0], point_a.position[1], point_a.texcoords[1] * one_over_w0),
glm::tvec3<T, P>(point_b.position[0], point_b.position[1], point_b.texcoords[1] * one_over_w1),
glm::tvec3<T, P>(point_c.position[0], point_c.position[1], point_c.texcoords[1] * one_over_w2));
const auto gamma_plane =
plane(glm::tvec3<T, P>(point_a.position[0], point_a.position[1], one_over_w0),
glm::tvec3<T, P>(point_b.position[0], point_b.position[1], one_over_w1),
glm::tvec3<T, P>(point_c.position[0], point_c.position[1], one_over_w2));
const auto one_over_alpha_c = 1.0f / alpha_plane.c;
const auto one_over_beta_c = 1.0f / beta_plane.c;
const auto one_over_gamma_c = 1.0f / gamma_plane.c;
const auto alpha_ffx = -alpha_plane.a * one_over_alpha_c;
const auto beta_ffx = -beta_plane.a * one_over_beta_c;
const auto gamma_ffx = -gamma_plane.a * one_over_gamma_c;
const auto alpha_ffy = -alpha_plane.b * one_over_alpha_c;
const auto beta_ffy = -beta_plane.b * one_over_beta_c;
const auto gamma_ffy = -gamma_plane.b * one_over_gamma_c;
for (int yi = min_y; yi <= max_y; ++yi)
{
for (int xi = min_x; xi <= max_x; ++xi)
{
// we want centers of pixels to be used in computations. Todo: Do we? Do we pass it with or
// without +0.5 to the FragShader?
const float x = static_cast<float>(xi) + 0.5f; // double? T?
const float y = static_cast<float>(yi) + 0.5f;
// These will be used for barycentric weights computation
using detail::implicit_line;
const double one_over_v0ToLine12 =
1.0 / implicit_line(point_a.position[0], point_a.position[1], point_b.position,
point_c.position);
const double one_over_v1ToLine20 =
1.0 / implicit_line(point_b.position[0], point_b.position[1], point_c.position,
point_a.position);
const double one_over_v2ToLine01 =
1.0 / implicit_line(point_c.position[0], point_c.position[1], point_a.position,
point_b.position);
// Affine barycentric weights:
double alpha = implicit_line(x, y, point_b.position, point_c.position) * one_over_v0ToLine12;
double beta = implicit_line(x, y, point_c.position, point_a.position) * one_over_v1ToLine20;
double gamma = implicit_line(x, y, point_a.position, point_b.position) * one_over_v2ToLine01;
// if pixel (x, y) is inside the triangle or on one of its edges
if (alpha >= 0 && beta >= 0 && gamma >= 0)
{
const int pixel_index_row = yi;
const int pixel_index_col = xi;
// TODO: Check this one. What about perspective?
const double z_affine = alpha * static_cast<double>(point_a.position[2]) +
beta * static_cast<double>(point_b.position[2]) +
gamma * static_cast<double>(point_c.position[2]);
bool draw = true;
if (enable_far_clipping)
{
if (z_affine > 1.0)
{
draw = false;
}
}
bool passes_depth_test = false;
if (enable_depth_test)
{
// If enable_depth_test=false, avoid accessing the depthbuffer at all - it might be
// empty or have other dimensions.
passes_depth_test =
(z_affine < depthbuffer.at<double>(pixel_index_row, pixel_index_col));
}
// The '<= 1.0' clips against the far-plane in NDC. We clip against the near-plane
// earlier.
// if (z_affine < depthbuffer.at<double>(pixelIndexRow, pixelIndexCol)/* && z_affine <=
// 1.0*/) // what to do in ortho case without n/f "squashing"? should we always squash? or
// a flag?
if ((passes_depth_test && draw) || enable_depth_test == false)
{
// perspective-correct barycentric weights
// Todo: Check this in the original/older implementation, i.e. if all is still
// perspective-correct. I think so. Also compare 1:1 with OpenGL.
double d = alpha * one_over_w0 + beta * one_over_w1 + gamma * one_over_w2;
d = 1.0 / d;
if (!extracting_tex) // Pass the uncorrected lambda if we're extracting tex... hack...
// do properly!
{
alpha *= d * one_over_w0; // In case of affine cam matrix, everything is 1 and
// a/b/g don't get changed.
beta *= d * one_over_w1;
gamma *= d * one_over_w2;
}
glm::tvec3<T, P> lambda(alpha, beta, gamma);
glm::tvec4<T, P> pixel_color;
if (texture)
{
// check if texture != NULL?
// partial derivatives (for mip-mapping, not needed for texturing otherwise!)
const float u_over_z =
-(alpha_plane.a * x + alpha_plane.b * y + alpha_plane.d) * one_over_alpha_c;
const float v_over_z =
-(beta_plane.a * x + beta_plane.b * y + beta_plane.d) * one_over_beta_c;
const float one_over_z =
-(gamma_plane.a * x + gamma_plane.b * y + gamma_plane.d) * one_over_gamma_c;
const float one_over_squared_one_over_z = 1.0f / std::pow(one_over_z, 2);
// partial derivatives of U/V coordinates with respect to X/Y pixel's screen
// coordinates
// These are exclusively used for the mipmap level computation (i.e. which mipmap
// levels to use).
// They're not needed for texturing otherwise at all!
float dudx =
one_over_squared_one_over_z * (alpha_ffx * one_over_z - u_over_z * gamma_ffx);
float dudy =
one_over_squared_one_over_z * (beta_ffx * one_over_z - v_over_z * gamma_ffx);
float dvdx =
one_over_squared_one_over_z * (alpha_ffy * one_over_z - u_over_z * gamma_ffy);
float dvdy =
one_over_squared_one_over_z * (beta_ffy * one_over_z - v_over_z * gamma_ffy);
dudx *= texture.get().mipmaps[0].cols;
dudy *= texture.get().mipmaps[0].cols;
dvdx *= texture.get().mipmaps[0].rows;
dvdy *= texture.get().mipmaps[0].rows;
// Why does it need x and y? Maybe some shaders (eg TexExtr?) need it?
pixel_color = fragment_shader.shade_triangle_pixel(
x, y, point_a, point_b, point_c, lambda, texture, dudx, dudy, dvdx, dvdy);
} else
{ // We use vertex-coloring
// Why does it need x and y?
pixel_color = fragment_shader.shade_triangle_pixel(
x, y, point_a, point_b, point_c, lambda, texture, 0, 0, 0, 0);
}
// clamp bytes to 255
// Todo: Proper casting (rounding?)? And we don't clamp/max against 255? Use
// glm::clamp?
const unsigned char red =
static_cast<unsigned char>(255.0f * std::min(pixel_color[0], T(1)));
const unsigned char green =
static_cast<unsigned char>(255.0f * std::min(pixel_color[1], T(1)));
const unsigned char blue =
static_cast<unsigned char>(255.0f * std::min(pixel_color[2], T(1)));
const unsigned char alpha =
static_cast<unsigned char>(255.0f * std::min(pixel_color[3], T(1)));
// update buffers
colorbuffer.at<cv::Vec4b>(pixel_index_row, pixel_index_col)[0] = blue;
colorbuffer.at<cv::Vec4b>(pixel_index_row, pixel_index_col)[1] = green;
colorbuffer.at<cv::Vec4b>(pixel_index_row, pixel_index_col)[2] = red;
colorbuffer.at<cv::Vec4b>(pixel_index_row, pixel_index_col)[3] = alpha;
if (enable_depth_test) // TODO: A better name for this might be enable_zbuffer? or
// enable_zbuffer_test?
{
depthbuffer.at<double>(pixel_index_row, pixel_index_col) = z_affine;
}
}
}
}
}
};
private:
FragmentShaderType fragment_shader;
public: // will eventually go private
bool enable_depth_test = true; // maybe get rid of this again, it was just as a hack.
bool extracting_tex = false;
bool enable_far_clipping = true;
int viewport_width;
int viewport_height;
cv::Mat colorbuffer;
cv::Mat depthbuffer;
};
} /* namespace render */
} /* namespace eos */
#endif /* RASTERIZER_HPP_ */
......@@ -23,6 +23,7 @@
#define SOFTWARERENDERER_HPP_
#include "eos/core/Mesh.hpp"
#include "eos/render/Rasterizer.hpp"
#include "eos/render/detail/Vertex.hpp"
#include "eos/render/utils.hpp" // for Texture, potentially others
......@@ -36,6 +37,7 @@
#include <array>
#include <limits>
#include <memory>
/**
* @file include/eos/render/SoftwareRenderer.hpp
......@@ -79,11 +81,8 @@ class SoftwareRenderer
{
public:
SoftwareRenderer(int viewport_width, int viewport_height)
: viewport_width(viewport_width), viewport_height(viewport_height)
{
colorbuffer = cv::Mat(viewport_height, viewport_width, CV_8UC4, cv::Scalar::all(255));
depthbuffer =
std::numeric_limits<double>::max() * Mat::ones(viewport_height, viewport_width, CV_64FC1);
rasterizer = std::make_unique<Rasterizer<FragmentShaderType>>(viewport_width, viewport_height);
};
// Deleting copy constructor and assignment for now because e.g. the framebuffer member is a
......@@ -154,7 +153,7 @@ public:
visibility_bits[k] |= 8;
if (enable_near_clipping && z_cc < -w_cc) // near plane frustum clipping
visibility_bits[k] |= 16;
if (enable_far_clipping && z_cc > w_cc) // far plane frustum clipping
if (rasterizer->enable_far_clipping && z_cc > w_cc) // far plane frustum clipping
visibility_bits[k] |= 32;
} // if all bits are 0, then it's inside the frustum
// all vertices are not visible - reject the triangle.
......@@ -175,16 +174,19 @@ public:
// z_ndc, 1/w_clip].
// Replaces x and y of the NDC coords with the screen coords. Keep z and w the same.
const glm::tvec2<T, P> v0_screen = clip_to_screen_space(
prospective_tri[0].x, prospective_tri[0].y, viewport_width, viewport_height);
const glm::tvec2<T, P> v0_screen =
clip_to_screen_space(prospective_tri[0].x, prospective_tri[0].y,
rasterizer->viewport_width, rasterizer->viewport_height);
prospective_tri[0].x = v0_screen.x;
prospective_tri[0].y = v0_screen.y;
const glm::tvec2<T, P> v1_screen = clip_to_screen_space(
prospective_tri[1].x, prospective_tri[1].y, viewport_width, viewport_height);
const glm::tvec2<T, P> v1_screen =
clip_to_screen_space(prospective_tri[1].x, prospective_tri[1].y,
rasterizer->viewport_width, rasterizer->viewport_height);
prospective_tri[1].x = v1_screen.x;
prospective_tri[1].y = v1_screen.y;
const glm::tvec2<T, P> v2_screen = clip_to_screen_space(
prospective_tri[2].x, prospective_tri[2].y, viewport_width, viewport_height);
const glm::tvec2<T, P> v2_screen =
clip_to_screen_space(prospective_tri[2].x, prospective_tri[2].y,
rasterizer->viewport_width, rasterizer->viewport_height);
prospective_tri[2].x = v2_screen.x;
prospective_tri[2].y = v2_screen.y;
......@@ -203,8 +205,8 @@ public:
const cv::Rect boundingBox = detail::calculate_clipped_bounding_box(
glm::tvec2<T, P>(prospective_tri[0].x, prospective_tri[0].y),
glm::tvec2<T, P>(prospective_tri[1].x, prospective_tri[1].y),
glm::tvec2<T, P>(prospective_tri[2].x, prospective_tri[2].y), viewport_width,
viewport_height);
glm::tvec2<T, P>(prospective_tri[2].x, prospective_tri[2].y), rasterizer->viewport_width,
rasterizer->viewport_height);
const auto min_x = boundingBox.x;
const auto max_x = boundingBox.x + boundingBox.width;
const auto min_y = boundingBox.y;
......@@ -265,16 +267,19 @@ public:
divide_by_w(vertices[1 + k].position),
divide_by_w(vertices[2 + k].position)};
const glm::tvec2<T, P> v0_screen = clip_to_screen_space(
prospective_tri[0].x, prospective_tri[0].y, viewport_width, viewport_height);
const glm::tvec2<T, P> v0_screen =
clip_to_screen_space(prospective_tri[0].x, prospective_tri[0].y,
rasterizer->viewport_width, rasterizer->viewport_height);
prospective_tri[0].x = v0_screen.x;
prospective_tri[0].y = v0_screen.y;
const glm::tvec2<T, P> v1_screen = clip_to_screen_space(
prospective_tri[1].x, prospective_tri[1].y, viewport_width, viewport_height);
const glm::tvec2<T, P> v1_screen =
clip_to_screen_space(prospective_tri[1].x, prospective_tri[1].y,
rasterizer->viewport_width, rasterizer->viewport_height);
prospective_tri[1].x = v1_screen.x;
prospective_tri[1].y = v1_screen.y;
const glm::tvec2<T, P> v2_screen = clip_to_screen_space(
prospective_tri[2].x, prospective_tri[2].y, viewport_width, viewport_height);
const glm::tvec2<T, P> v2_screen =
clip_to_screen_space(prospective_tri[2].x, prospective_tri[2].y,
rasterizer->viewport_width, rasterizer->viewport_height);
prospective_tri[2].x = v2_screen.x;
prospective_tri[2].y = v2_screen.y;
......@@ -290,8 +295,8 @@ public:
const cv::Rect boundingBox = detail::calculate_clipped_bounding_box(
glm::tvec2<T, P>(prospective_tri[0].x, prospective_tri[0].y),
glm::tvec2<T, P>(prospective_tri[1].x, prospective_tri[1].y),
glm::tvec2<T, P>(prospective_tri[2].x, prospective_tri[2].y), viewport_width,
viewport_height);
glm::tvec2<T, P>(prospective_tri[2].x, prospective_tri[2].y),
rasterizer->viewport_width, rasterizer->viewport_height);
const auto min_x = boundingBox.x;
const auto max_x = boundingBox.x + boundingBox.width;
const auto min_y = boundingBox.y;
......@@ -322,226 +327,19 @@ public:
// Raster each triangle and apply the fragment shader on each pixel:
for (const auto& tri : triangles_to_raster)
{
raster_triangle(tri[0], tri[1], tri[2], texture);
rasterizer->raster_triangle(tri[0], tri[1], tri[2], texture);
}
return colorbuffer;
return rasterizer->colorbuffer;
};
public: // Todo: these should go private in the final implementation
cv::Mat colorbuffer;
cv::Mat depthbuffer;
boost::optional<Texture> texture = boost::none;
bool enable_backface_culling = false;
bool enable_near_clipping = true;
bool enable_far_clipping = true;
bool enable_depth_test = true; // maybe get rid of this again, it was just as a hack.
bool extracting_tex = false;
std::unique_ptr<Rasterizer<FragmentShaderType>> rasterizer; // Rasterizer is not default-constructible
private:
VertexShaderType vertex_shader;
FragmentShaderType fragment_shader; // Replace with Rasterizer, move FS into Rasterizer
int viewport_width;
int viewport_height;
public:
/**
* @brief Todo.
*
* X
*
* @param[in] vertex X.
* @ return X.
*/
template <typename T, glm::precision P = glm::defaultp>
void raster_triangle(const detail::v2::Vertex<T, P>& point_a, const detail::v2::Vertex<T, P>& point_b,
const detail::v2::Vertex<T, P>& point_c, const boost::optional<Texture>& texture)
{
// We already calculated this in the culling/clipping stage. Maybe we should save/cache it after all.
cv::Rect boundingBox = detail::calculate_clipped_bounding_box(
glm::tvec2<T, P>(point_a.position.x, point_a.position.y),
glm::tvec2<T, P>(point_b.position.x, point_b.position.y),
glm::tvec2<T, P>(point_c.position.x, point_c.position.y), viewport_width, viewport_height);
const auto min_x = boundingBox.x;
const auto max_x = boundingBox.x + boundingBox.width;
const auto min_y = boundingBox.y;
const auto max_y = boundingBox.y + boundingBox.height;
// These are triangle-specific, i.e. calculate once per triangle.
// These ones are needed for perspective correct lambdas! (as well as mipmapping)
const auto& one_over_w0 = point_a.position[3];
const auto& one_over_w1 = point_b.position[3];
const auto& one_over_w2 = point_c.position[3];
// These are triangle-specific, i.e. calculate once per triangle.
// For partial derivatives computation (for mipmapping, texturing) (they work on screen-space coords):
using eos::render::detail::plane;
const auto alpha_plane = plane(
glm::tvec3<T, P>(point_a.position[0], point_a.position[1], point_a.texcoords[0] * one_over_w0),
glm::tvec3<T, P>(point_b.position[0], point_b.position[1], point_b.texcoords[0] * one_over_w1),
glm::tvec3<T, P>(point_c.position[0], point_c.position[1], point_c.texcoords[0] * one_over_w2));
const auto beta_plane = plane(
glm::tvec3<T, P>(point_a.position[0], point_a.position[1], point_a.texcoords[1] * one_over_w0),
glm::tvec3<T, P>(point_b.position[0], point_b.position[1], point_b.texcoords[1] * one_over_w1),
glm::tvec3<T, P>(point_c.position[0], point_c.position[1], point_c.texcoords[1] * one_over_w2));
const auto gamma_plane =
plane(glm::tvec3<T, P>(point_a.position[0], point_a.position[1], one_over_w0),
glm::tvec3<T, P>(point_b.position[0], point_b.position[1], one_over_w1),
glm::tvec3<T, P>(point_c.position[0], point_c.position[1], one_over_w2));
const auto one_over_alpha_c = 1.0f / alpha_plane.c;
const auto one_over_beta_c = 1.0f / beta_plane.c;
const auto one_over_gamma_c = 1.0f / gamma_plane.c;
const auto alpha_ffx = -alpha_plane.a * one_over_alpha_c;
const auto beta_ffx = -beta_plane.a * one_over_beta_c;
const auto gamma_ffx = -gamma_plane.a * one_over_gamma_c;
const auto alpha_ffy = -alpha_plane.b * one_over_alpha_c;
const auto beta_ffy = -beta_plane.b * one_over_beta_c;
const auto gamma_ffy = -gamma_plane.b * one_over_gamma_c;
for (int yi = min_y; yi <= max_y; ++yi)
{
for (int xi = min_x; xi <= max_x; ++xi)
{
// we want centers of pixels to be used in computations. Todo: Do we? Do we pass it with or
// without +0.5 to the FragShader?
const float x = static_cast<float>(xi) + 0.5f; // double? T?
const float y = static_cast<float>(yi) + 0.5f;
// These will be used for barycentric weights computation
using detail::implicit_line;
const double one_over_v0ToLine12 =
1.0 / implicit_line(point_a.position[0], point_a.position[1], point_b.position,
point_c.position);
const double one_over_v1ToLine20 =
1.0 / implicit_line(point_b.position[0], point_b.position[1], point_c.position,
point_a.position);
const double one_over_v2ToLine01 =
1.0 / implicit_line(point_c.position[0], point_c.position[1], point_a.position,
point_b.position);
// Affine barycentric weights:
double alpha = implicit_line(x, y, point_b.position, point_c.position) * one_over_v0ToLine12;
double beta = implicit_line(x, y, point_c.position, point_a.position) * one_over_v1ToLine20;
double gamma = implicit_line(x, y, point_a.position, point_b.position) * one_over_v2ToLine01;
// if pixel (x, y) is inside the triangle or on one of its edges
if (alpha >= 0 && beta >= 0 && gamma >= 0)
{
const int pixel_index_row = yi;
const int pixel_index_col = xi;
// TODO: Check this one. What about perspective?
const double z_affine = alpha * static_cast<double>(point_a.position[2]) +
beta * static_cast<double>(point_b.position[2]) +
gamma * static_cast<double>(point_c.position[2]);
bool draw = true;
if (enable_far_clipping)
{
if (z_affine > 1.0)
{
draw = false;
}
}
bool passes_depth_test = false;
if (enable_depth_test)
{
// If enable_depth_test=false, avoid accessing the depthbuffer at all - it might be
// empty or have other dimensions.
passes_depth_test =
(z_affine < depthbuffer.at<double>(pixel_index_row, pixel_index_col));
}
// The '<= 1.0' clips against the far-plane in NDC. We clip against the near-plane
// earlier.
// if (z_affine < depthbuffer.at<double>(pixelIndexRow, pixelIndexCol)/* && z_affine <=
// 1.0*/) // what to do in ortho case without n/f "squashing"? should we always squash? or
// a flag?
if ((passes_depth_test && draw) || enable_depth_test == false)
{
// perspective-correct barycentric weights
// Todo: Check this in the original/older implementation, i.e. if all is still
// perspective-correct. I think so. Also compare 1:1 with OpenGL.
double d = alpha * one_over_w0 + beta * one_over_w1 + gamma * one_over_w2;
d = 1.0 / d;
if (!extracting_tex) // Pass the uncorrected lambda if we're extracting tex... hack...
// do properly!
{
alpha *= d * one_over_w0; // In case of affine cam matrix, everything is 1 and
// a/b/g don't get changed.
beta *= d * one_over_w1;
gamma *= d * one_over_w2;
}
glm::tvec3<T, P> lambda(alpha, beta, gamma);
glm::tvec4<T, P> pixel_color;
if (texture)
{
// check if texture != NULL?
// partial derivatives (for mip-mapping, not needed for texturing otherwise!)
const float u_over_z =
-(alpha_plane.a * x + alpha_plane.b * y + alpha_plane.d) * one_over_alpha_c;
const float v_over_z =
-(beta_plane.a * x + beta_plane.b * y + beta_plane.d) * one_over_beta_c;
const float one_over_z =
-(gamma_plane.a * x + gamma_plane.b * y + gamma_plane.d) * one_over_gamma_c;
const float one_over_squared_one_over_z = 1.0f / std::pow(one_over_z, 2);
// partial derivatives of U/V coordinates with respect to X/Y pixel's screen
// coordinates
// These are exclusively used for the mipmap level computation (i.e. which mipmap
// levels to use).
// They're not needed for texturing otherwise at all!
float dudx =
one_over_squared_one_over_z * (alpha_ffx * one_over_z - u_over_z * gamma_ffx);
float dudy =
one_over_squared_one_over_z * (beta_ffx * one_over_z - v_over_z * gamma_ffx);
float dvdx =
one_over_squared_one_over_z * (alpha_ffy * one_over_z - u_over_z * gamma_ffy);
float dvdy =
one_over_squared_one_over_z * (beta_ffy * one_over_z - v_over_z * gamma_ffy);
dudx *= texture.get().mipmaps[0].cols;
dudy *= texture.get().mipmaps[0].cols;
dvdx *= texture.get().mipmaps[0].rows;
dvdy *= texture.get().mipmaps[0].rows;
// Why does it need x and y? Maybe some shaders (eg TexExtr?) need it?
pixel_color = fragment_shader.shade_triangle_pixel(
x, y, point_a, point_b, point_c, lambda, texture, dudx, dudy, dvdx, dvdy);
} else
{ // We use vertex-coloring
// Why does it need x and y?
pixel_color = fragment_shader.shade_triangle_pixel(
x, y, point_a, point_b, point_c, lambda, texture, 0, 0, 0, 0);
}
// clamp bytes to 255
// Todo: Proper casting (rounding?)? And we don't clamp/max against 255? Use
// glm::clamp?
const unsigned char red =
static_cast<unsigned char>(255.0f * std::min(pixel_color[0], T(1)));
const unsigned char green =
static_cast<unsigned char>(255.0f * std::min(pixel_color[1], T(1)));
const unsigned char blue =
static_cast<unsigned char>(255.0f * std::min(pixel_color[2], T(1)));
const unsigned char alpha =
static_cast<unsigned char>(255.0f * std::min(pixel_color[3], T(1)));
// update buffers
colorbuffer.at<cv::Vec4b>(pixel_index_row, pixel_index_col)[0] = blue;
colorbuffer.at<cv::Vec4b>(pixel_index_row, pixel_index_col)[1] = green;
colorbuffer.at<cv::Vec4b>(pixel_index_row, pixel_index_col)[2] = red;
colorbuffer.at<cv::Vec4b>(pixel_index_row, pixel_index_col)[3] = alpha;
if (enable_depth_test) // TODO: A better name for this might be enable_zbuffer? or
// enable_zbuffer_test?
{
depthbuffer.at<double>(pixel_index_row, pixel_index_col) = z_affine;
}
}
}
}
}
};
};
/**
......
......@@ -26,8 +26,7 @@
#include "eos/render/detail/texture_extraction_detail.hpp"
#include "eos/render/render_affine.hpp"
#include "eos/render/detail/render_detail.hpp"
#include "eos/render/SoftwareRenderer.hpp"
#include "eos/render/VertexShader.hpp" // remove after adding Rasterizer
#include "eos/render/Rasterizer.hpp"
#include "eos/render/FragmentShader.hpp"
#include "eos/fitting/closest_edge_fitting.hpp" // for ray_triangle_intersect()
......@@ -382,14 +381,13 @@ cv::Mat extract_texture(core::Mesh mesh, glm::mat4x4 view_model_matrix, glm::mat
using glm::vec4;
using std::vector;
// actually we only need a rasteriser for this!
SoftwareRenderer<VertexShader, ExtractionFragmentShader> extraction_renderer(isomap_resolution,
isomap_resolution);
Rasterizer<ExtractionFragmentShader> extraction_rasterizer(isomap_resolution, isomap_resolution);
Texture image_to_extract_from_as_tex = create_mipmapped_texture(image, 1);
extraction_renderer.enable_depth_test = false;
extraction_renderer.extracting_tex = true;
extraction_rasterizer.enable_depth_test = false;
extraction_rasterizer.extracting_tex = true;
vector<bool> visibility_ray;
std::vector<glm::vec4> rotated_vertices;
vector<vec4> rotated_vertices;
// In perspective case... does the perspective projection matrix not change visibility? Do we not need to
// apply it?
// (If so, then we can change the two input matrices to this function to one (mvp_matrix)).
......@@ -404,7 +402,7 @@ cv::Mat extract_texture(core::Mesh mesh, glm::mat4x4 view_model_matrix, glm::mat
// For every tri of the rotated mesh:
for (auto&& tri : mesh.tvi)
{
auto& v0 = rotated_vertices[tri[0]];
auto& v0 = rotated_vertices[tri[0]]; // const?
auto& v1 = rotated_vertices[tri[1]];
auto& v2 = rotated_vertices[tri[2]];
......@@ -480,11 +478,11 @@ cv::Mat extract_texture(core::Mesh mesh, glm::mat4x4 view_model_matrix, glm::mat
/* maybe 1 - ... ? */ wnd_coords[tvi[2]].y /
image
.rows /* wndcoords of the projected/rendered model triangle (in the input img). Normalised to 0,1. */)};
extraction_renderer.raster_triangle(pa, pb, pc, image_to_extract_from_as_tex);
extraction_rasterizer.raster_triangle(pa, pb, pc, image_to_extract_from_as_tex);
}
}
return extraction_renderer.colorbuffer;
return extraction_rasterizer.colorbuffer;
};
} /* namespace v2 */
......
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