2024-03-22 20:12:09 +08:00
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// Copyright 2024 SquareBlock Inc. All Rights Reserved.
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2024-03-01 21:31:47 +08:00
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// Author: tianlei.richard@qq.com (tianlei.richard)
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2024-03-06 22:23:48 +08:00
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#include <cmath>
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2024-03-08 11:54:37 +08:00
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#include "spdlog/spdlog.h"
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#include <opencv2/highgui/highgui.hpp>
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2024-03-06 17:21:53 +08:00
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#include "minus_renderer.h"
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#include "rasterizer.h"
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MinusRenderer::MinusRenderer(float near, float far, float fov,
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float aspect_ratio)
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: near_(near), far_(far), fov_(fov), aspect_ratio_(aspect_ratio),
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projection_matrix_(orthographic_transform() * squish_transform()) {
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spdlog::info("near: {}, far: {}, fov: {}, aspect ratio: {}", near_, far_,
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fov_, aspect_ratio_);
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}
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float MinusRenderer::calculate_height(const float fov, const float near) {
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return std::fabs(near) * std::tan(fov * 0.5) * 2;
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}
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float MinusRenderer::calculate_width(const float height, const float ratio) {
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return height * ratio;
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}
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TransformMatrix MinusRenderer::squish_transform() {
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// Frustum to Cuboid
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return TransformMatrix{{near_, 0, 0, 0},
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{0, near_, 0, 0},
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{0, 0, near_ + far_, -near_ * far_},
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{0, 0, 1, 0}};
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}
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TransformMatrix MinusRenderer::orthographic_transform() {
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const float height = calculate_height(fov_, near_);
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const float width = calculate_width(height, aspect_ratio_);
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const float right = width * 0.5;
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const float left = -right;
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const float top = height * 0.5;
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const float bottom = -top;
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TransformMatrix m{{1, 0, 0, -0.5 * (right - left)},
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{0, 1, 0, -0.5 * (top - bottom)},
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{0, 0, 1, -0.5 * (far_ - near_)},
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{0, 0, 0, 1}};
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m = TransformMatrix{{2 / (right - left), 0, 0, 0},
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{0, 2 / (top - bottom), 0, 0},
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{0, 0, 2 / std::fabs(far_ - near_), 0},
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{0, 0, 0, 1}} *
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m;
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return m;
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}
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2024-03-07 11:11:04 +08:00
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TransformMatrix MinusRenderer::view_port_transform(const float width,
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const float height) {
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return TransformMatrix{{width * 0.5, 0, 0, width * 0.5},
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{0, height * 0.5, 0, height * 0.5},
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{0, 0, 1, 0},
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{0, 0, 0, 1}};
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}
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std::tuple<double, double, double>
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MinusRenderer::calculate_barycentric_coordinate(const Triangle &t,
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const Point2d &p) {
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const auto &points = t.get_vertex_position();
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const auto &A = (points[0]).head(2);
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const auto &B = (points[1]).head(2);
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const auto &C = (points[2]).head(2);
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double alpha =
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(-(p.x() - B.x()) * (C.y() - B.y()) + (p.y() - B.y()) * (C.x() - B.x())) /
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(-(A.x() - B.x()) * (C.y() - B.y()) + (A.y() - B.y()) * (C.x() - B.x()));
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double beta =
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(-(p.x() - C.x()) * (A.y() - C.y()) + (p.y() - C.y()) * (A.x() - C.x())) /
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(-(B.x() - C.x()) * (A.y() - C.y()) + (B.y() - C.y()) * (A.x() - C.x()));
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double gamma = 1. - alpha - beta;
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return {alpha, beta, gamma};
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}
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void MinusRenderer::model_transform(const TransformMatrix &mtx) {
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for (auto &m : meshes_) {
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for (auto &t : m.get_primitives()) {
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t.set_points(apply_transform(mtx, t.get_vertex_position()));
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}
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}
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}
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void MinusRenderer::view_transform(const TransformMatrix &mtx) {
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for (auto &m : meshes_) {
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for (auto &t : m.get_primitives()) {
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t.set_points(apply_transform(mtx, t.get_vertex_position()));
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}
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}
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}
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cv::Mat MinusRenderer::render(const int resolution_width,
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const int resolution_height) {
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std::vector<Mesh> meshes = meshes_;
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Rasterizer rasterizer{resolution_width, resolution_height};
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for (auto &m : meshes) {
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auto &primitives = m.get_primitives();
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for (int i = 0; i < primitives.size(); ++i) {
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auto &t = primitives[i];
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const auto &triangle_vertices = t.get_vertex_position();
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auto tmp = apply_transform(projection_matrix_, triangle_vertices);
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t.set_points(apply_transform(
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view_port_transform(resolution_width, resolution_height), tmp));
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}
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}
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const auto &shading_points = rasterizer.rasterize(meshes);
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assert(!shading_points.empty());
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cv::Mat color_image(shading_points.size(), (shading_points[0]).size(),
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CV_8UC3);
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for (int y = 0; y < shading_points.size(); ++y) {
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for (int x = 0; x < shading_points[y].size(); ++x) {
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auto &pixel_color =
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color_image.at<cv::Vec3b>(shading_points.size() - y - 1, x);
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pixel_color = cv::Vec3b(0, 0, 0);
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const auto &p = shading_points[y][x];
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if (p.triangle.mesh_index >= 0 && p.triangle.mesh_index < meshes.size()) {
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const auto &mesh = meshes[p.triangle.mesh_index];
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const auto &primitives = mesh.get_primitives();
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if (p.triangle.triangle_index >= 0 &&
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p.triangle.triangle_index < primitives.size()) {
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const auto &triangle = primitives[p.triangle.triangle_index];
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const auto &[alpha, beta, gamma] = calculate_barycentric_coordinate(
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triangle, Point2d{x + 0.5, y + 0.5});
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const auto &triangle_indices = triangle.get_vertex_index();
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std::vector<Point3d> triangle_uv;
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for (int j = 0; j < triangle_indices.size(); ++j) {
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const auto &uv = mesh.get_texture_coordinate(triangle_indices[j]);
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triangle_uv.push_back(Point3d{uv.x(), uv.y(), 1});
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}
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auto projective_uv = apply_transform(projection_matrix_, triangle_uv);
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// TODO(tianlei): 推导一下为什么需要除以下面这个
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auto w_reciprocal = alpha * (projective_uv[0].z()) +
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beta * (projective_uv[1].z()) +
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gamma * (2 * projective_uv[2].z());
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Point2d pixel_uv{
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(alpha * projective_uv[0].x() + beta * projective_uv[1].x() +
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gamma * projective_uv[2].x()) /
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w_reciprocal,
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(alpha * projective_uv[0].y() + beta * projective_uv[1].y() +
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gamma * projective_uv[2].y()) /
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w_reciprocal};
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auto &material = mesh.get_material();
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pixel_color = material->sample_texture(0, pixel_uv);
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}
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}
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}
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}
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return color_image;
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}
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void MinusRenderer::load_mesh(const std::string &file_path) {
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meshes_ = Mesh::load_mesh(file_path);
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spdlog::info("Mesh size: {}, the primitives size of the first mesh: {}",
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meshes_.size(), meshes_.front().get_primitives().size());
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}
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