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main.cpp 4.26 KB
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Dmitry V. Sokolov 提交于 2020-08-25 23:32 +08:00 . polishing
#include <limits>
#include <iostream>
#include "model.h"
#include "our_gl.h"
constexpr int width = 800; // output image size
constexpr int height = 800;
const vec3 light_dir(1,1,1); // light source
const vec3 eye(1,1,3); // camera position
const vec3 center(0,0,0); // camera direction
const vec3 up(0,1,0); // camera up vector
extern mat<4,4> ModelView; // "OpenGL" state matrices
extern mat<4,4> Projection;
struct Shader : IShader {
const Model &model;
vec3 l; // light direction in normalized device coordinates
mat<2,3> varying_uv; // triangle uv coordinates, written by the vertex shader, read by the fragment shader
mat<3,3> varying_nrm; // normal per vertex to be interpolated by FS
mat<3,3> ndc_tri; // triangle in normalized device coordinates
Shader(const Model &m) : model(m) {
l = proj<3>((Projection*ModelView*embed<4>(light_dir, 0.))).normalize(); // transform the light vector to the normalized device coordinates
}
virtual vec4 vertex(const int iface, const int nthvert) {
varying_uv.set_col(nthvert, model.uv(iface, nthvert));
varying_nrm.set_col(nthvert, proj<3>((Projection*ModelView).invert_transpose()*embed<4>(model.normal(iface, nthvert), 0.)));
vec4 gl_Vertex = Projection*ModelView*embed<4>(model.vert(iface, nthvert));
ndc_tri.set_col(nthvert, proj<3>(gl_Vertex/gl_Vertex[3]));
return gl_Vertex;
}
virtual bool fragment(const vec3 bar, TGAColor &color) {
vec3 bn = (varying_nrm*bar).normalize(); // per-vertex normal interpolation
vec2 uv = varying_uv*bar; // tex coord interpolation
// for the math refer to the tangent space normal mapping lecture
// https://github.com/ssloy/tinyrenderer/wiki/Lesson-6bis-tangent-space-normal-mapping
mat<3,3> AI = mat<3,3>{ {ndc_tri.col(1) - ndc_tri.col(0), ndc_tri.col(2) - ndc_tri.col(0), bn} }.invert();
vec3 i = AI * vec3(varying_uv[0][1] - varying_uv[0][0], varying_uv[0][2] - varying_uv[0][0], 0);
vec3 j = AI * vec3(varying_uv[1][1] - varying_uv[1][0], varying_uv[1][2] - varying_uv[1][0], 0);
mat<3,3> B = mat<3,3>{ {i.normalize(), j.normalize(), bn} }.transpose();
vec3 n = (B * model.normal(uv)).normalize(); // transform the normal from the texture to the tangent space
double diff = std::max(0., n*l); // diffuse light intensity
vec3 r = (n*(n*l)*2 - l).normalize(); // reflected light direction, specular mapping is described here: https://github.com/ssloy/tinyrenderer/wiki/Lesson-6-Shaders-for-the-software-renderer
double spec = std::pow(std::max(r.z, 0.), 5+model.specular(uv)); // specular intensity, note that the camera lies on the z-axis (in ndc), therefore simple r.z
TGAColor c = model.diffuse(uv);
for (int i=0; i<3; i++)
color[i] = std::min<int>(10 + c[i]*(diff + spec), 255); // (a bit of ambient light, diff + spec), clamp the result
return false; // the pixel is not discarded
}
};
int main(int argc, char** argv) {
if (2>argc) {
std::cerr << "Usage: " << argv[0] << " obj/model.obj" << std::endl;
return 1;
}
std::vector<double> zbuffer(width*height, -std::numeric_limits<double>::max()); // note that the z-buffer is initialized with minimal possible values
TGAImage framebuffer(width, height, TGAImage::RGB); // the output image
lookat(eye, center, up); // build the ModelView matrix
viewport(width/8, height/8, width*3/4, height*3/4); // build the Viewport matrix
projection(-1.f/(eye-center).norm()); // build the Projection matrix
for (int m=1; m<argc; m++) { // iterate through all input objects
Model model(argv[m]);
Shader shader(model);
for (int i=0; i<model.nfaces(); i++) { // for every triangle
vec4 clip_vert[3]; // triangle coordinates (clip coordinates), written by VS, read by FS
for (int j=0; j<3; j++)
clip_vert[j] = shader.vertex(i, j); // call the vertex shader for each triangle vertex
triangle(clip_vert, shader, framebuffer, zbuffer); // actual rasterization routine call
}
}
framebuffer.write_tga_file("framebuffer.tga"); // the vertical flip is moved inside the function
return 0;
}
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