Adding basic texture fragment shader kernel

This commit is contained in:
2019-12-25 00:09:14 +02:00
parent e57702936e
commit 2e6ddd2ff2
11 changed files with 412 additions and 89 deletions
+81 -25
View File
@@ -13,10 +13,10 @@
#define VERTICAL_CAMERA_SPEED 0.1
#define VERTICAL_CAMERA_CLAMP_UP 90
#define VERTICAL_CAMERA_CLAMP_DOWN -90
#define NEAR_CLIP_PLANE 0.3f
#define FAR_CLIP_PLANE 10.0f
#define FOV 30
#define CAMERA_MOVEMENT_SPEED 0.05f
#define NEAR_CLIP_PLANE 1.f
#define FAR_CLIP_PLANE 200.0f
#define FOV 50
#define CAMERA_MOVEMENT_SPEED .1f
#define DEFAULT_CAMERA_POS Vec3f(0, 0, 5)
#define DEFAULT_CAMERA_ROT Vec3f(0, 0, 0)
#define LIGHT_INTENSITY 1.5
@@ -36,6 +36,9 @@ Camera camera;
Vec3f light_dir = Vec3f(1, 1, 1).normalize();
float* new_verts = (float*)malloc(4 * sizeof(float) * model->nverts());
int* faces = (int*)malloc(3 * 3 * sizeof(int) * model->nfaces());
bool init_flag = false;
void init_camera() {
camera.SetPosition(DEFAULT_CAMERA_POS);
@@ -82,7 +85,7 @@ struct TextureShader : public IShader {
TGAColor c = model->diffuse(uv);
color = c;
for (int i = 0; i < 3; i++)
color[i] = std::fmin(2 + c[i] * (( 1 * diff_intensity + 1 * spec_intensity)), 255) * LIGHT_INTENSITY;
color[i] = std::fmin(3 + c[i] * ((1 * diff_intensity + 0.1 * spec_intensity)), 255);// *LIGHT_INTENSITY;
return false;
}
};
@@ -90,12 +93,17 @@ struct TextureShader : public IShader {
void render()
{
{
if (!init_flag) {
//light_dir = camera.GetForward().normalize() * -1;
viewport(0, 0, screen_width, screen_height, FAR_CLIP_PLANE, NEAR_CLIP_PLANE);
for (int i = 0; i < model->nfaces(); i++)
for (int j = 0; j < 3; j++)
for (int k = 0; k < 3; k++)
faces[i * 9 + j * 3 + k] = model->faces_[i][j][k];
init_flag = true;
}
{
viewport(0, 0, screen_width, screen_height, FAR_CLIP_PLANE, NEAR_CLIP_PLANE);
Projection = camera.GetProjectionMatrix();
ModelView = camera.GetModelViewMatrix();
}
@@ -105,31 +113,79 @@ void render()
//model->ApplyTransform();
}
clear_zbuffer();
TextureShader shader;
shader.uniform_m = (Projection);
shader.uniform_mit = (Projection).invert_transpose();
// float* normal_test = *(float**)((Vec3f*)&model->norms_);
//
// Vec3f smth = Vec3f(
// normal_test[3 * faces[0 * 9 + 0 * 3 + 2] + 0],
// normal_test[3 * faces[0 * 9 + 0 * 3 + 2] + 1],
// normal_test[3 * faces[0 * 9 + 0 * 3 + 2] + 2]
// ).normalize();
// printf("Real: %f, %f, %f\n", model->normal(0, 0)[0], model->normal(0, 0)[1], model->normal(0, 0)[2]);
// printf("Please: %f, %f, %f\n", smth[0], smth[1], smth[2]);
//TextureShader shader;
//shader.uniform_m = (Projection);
//shader.uniform_mit = (Projection).invert_transpose();
Matrix z = ViewPort * Projection * ModelView * model->Transform;
Matrix uniform_m = (Projection);
Matrix uniform_mit = (Projection).invert_transpose();
// Vertex Shader: Should be called per model
vertex_shader((float*)&z, *(float**)((Vec3f*) &model->verts_), model->nverts(), new_verts);
#pragma omp parallel for
for (int i = 0; i < model->nfaces(); i++) {
Vec4f screen_coords[3];
bool out = true;
#pragma omp parallel for
for (int j = 0; j < 3; j++) {
screen_coords[j] = ((Vec4f*)new_verts)[model->faces_[i][j][0]];
Vec3f screen3(screen_coords[j]);
// Things needed in the GPU fragment shader
// [x] model->faces_
// [x] model->nfaces()
// [x] new_verts
// [x] model->nverts()
// [x] screen_width
// [x] screen_height
// [x] z_buffer
// [x] uniform_m
// [x] uniform_mit
// [x] light direction
// [ ] diffuse map
// [ ] normal map
// [ ] specular map
// [ ] pixel_data
shader.varying_uv_coords.set_col(j, model->uv(i, j));
if (screen3.x > 0 && screen3.x < screen_width && screen3.y > 0 && screen3.y < screen_height) out = false;
}
if(!out)
triangle(screen_coords, shader);
}
int map_size[] = {model->diffusemap_.get_width(), model->diffusemap_.get_height()};
fragment_shader(
faces,
model->nfaces(),
*(float**)((Vec2f*)&model->uv_),
sizeof(float) * model->uv_.size() * 2,
(float*) &uniform_m,
(float*) &uniform_mit,
(float*) &light_dir,
model->diffusemap_.data,
*(float**)((Vec3f*)&model->norms_),
sizeof(float) * model->norms_.size() * 3,
model->specularmap_.data,
map_size
);
// Here starts the CPU fragment shader
//printf("Here starts the loop\n");
//#pragma omp parallel for
//for (int i = 0; i < model->nfaces(); i++) {
// Vec4f screen_coords[3];
// bool out = true;
// #pragma omp parallel for
// for (int j = 0; j < 3; j++) {
// screen_coords[j] = ((Vec4f*)new_verts)[model->faces_[i][j][0]];
// Vec3f screen3(screen_coords[j]);
// shader.varying_uv_coords.set_col(j, model->uv(i, j));
// if (screen3.x > 0 && screen3.x < screen_width && screen3.y > 0 && screen3.y < screen_height) out = false;
// }
// if(!out)
// triangle(screen_coords, shader);
//}
//printf("that's it\n");
}