MinusculeRender/src/minus_renderer.cc

147 lines
5.0 KiB
C++
Raw Normal View History

2024-03-01 21:31:47 +08:00
// Copyright 2024 Bytedance Inc. All Rights Reserved.
// Author: tianlei.richard@qq.com (tianlei.richard)
2024-03-06 22:23:48 +08:00
#include <cmath>
#include "OBJ_Loader.h"
#include "spdlog/spdlog.h"
#include "minus_renderer.h"
2024-03-01 21:31:47 +08:00
#include "rasterizer.h"
2024-03-01 16:00:08 +08:00
MinusRenderer::MinusRenderer(float near, float far, float fov,
float aspect_ratio)
: near_(near), far_(far), fov_(fov), aspect_ratio_(aspect_ratio),
projection_matrix_(orthographic_tranform() * squish_tranform()) {
spdlog::info("near: {}, far: {}, fov: {}, aspect ratio: {}", near_, far_,
fov_, aspect_ratio_);
2024-03-06 22:23:48 +08:00
}
2024-03-01 21:31:47 +08:00
2024-03-06 22:23:48 +08:00
float MinusRenderer::calculate_height(const float fov, const float near) {
return std::fabs(near) * std::tan(fov * 0.5) * 2;
}
2024-03-01 21:31:47 +08:00
2024-03-06 22:23:48 +08:00
float MinusRenderer::calculate_width(const float height, const float ratio) {
return height * ratio;
}
2024-03-01 16:00:08 +08:00
2024-03-06 22:23:48 +08:00
TransformMatrix MinusRenderer::squish_tranform() {
// Frustum to Cuboid
return TransformMatrix{{near_, 0, 0, 0},
{0, near_, 0, 0},
{0, 0, near_ + far_, -near_ * far_},
{0, 0, 1, 0}};
}
TransformMatrix MinusRenderer::orthographic_tranform() {
const float height = calculate_height(fov_, near_);
const float width = calculate_width(height, aspect_ratio_);
const float right = width * 0.5;
const float left = -right;
const float top = height * 0.5;
const float bottom = -top;
2024-03-06 22:23:48 +08:00
TransformMatrix m{{1, 0, 0, -0.5 * (right - left)},
{0, 1, 0, -0.5 * (top - bottom)},
{0, 0, 1, -0.5 * (far_ - near_)},
{0, 0, 0, 1}};
m = TransformMatrix{{2 / (right - left), 0, 0, 0},
{0, 2 / (top - bottom), 0, 0},
{0, 0, 2 / std::fabs(far_ - near_), 0},
{0, 0, 0, 1}} *
m;
return m;
}
TransformMatrix MinusRenderer::view_port_transform(const float width,
const float height) {
return TransformMatrix{{width * 0.5, 0, 0, width * 0.5},
{0, height * 0.5, 0, height * 0.5},
2024-03-06 22:23:48 +08:00
{0, 0, 1, 0},
{0, 0, 0, 1}};
}
void MinusRenderer::model_transform(const TransformMatrix &mtx) {
for (auto &m : meshes_) {
for (auto &p : m) {
p.affine_transform(mtx);
}
}
}
2024-03-01 16:00:08 +08:00
void MinusRenderer::view_transform(const TransformMatrix &mtx) {
for (auto &m : meshes_) {
for (auto &p : m) {
p.affine_transform(mtx);
}
}
}
cv::Mat MinusRenderer::render(const int resolution_width,
const int resolution_height) {
std::vector<Mesh> meshes = meshes_;
Rasterizer rasterizer{resolution_width, resolution_height};
for (auto &primitives : meshes) {
for (int i = 0; i < primitives.size(); ++i) {
auto &t = primitives[i];
t.projective_transform(projection_matrix_);
t.affine_transform(
view_port_transform(resolution_width, resolution_height));
}
rasterizer.rasterize(primitives);
}
const auto &pixels = rasterizer.get_picture();
assert(!pixels.empty());
cv::Mat color_image(pixels.size(), (pixels[0]).size(), CV_8UC3);
cv::Mat depth_image(pixels.size(), (pixels[0]).size(), CV_8UC1);
for (int i = 0; i < pixels.size(); ++i) {
const auto &row = pixels[i];
for (int j = 0; j < row.size(); ++j) {
auto &pixel_color = color_image.at<cv::Vec3b>(pixels.size() - i - 1, j);
pixel_color = cv::Vec3b{
static_cast<unsigned char>(row[j].x() *
std::numeric_limits<unsigned char>::max()),
static_cast<unsigned char>(row[j].y() *
std::numeric_limits<unsigned char>::max()),
static_cast<unsigned char>(
row[j].z() * std::numeric_limits<unsigned char>::max())};
auto &pixel_depth =
depth_image.at<unsigned char>(pixels.size() - i - 1, j);
if (std::isinf(std::fabs(row[j].w()))) {
pixel_depth = 0;
} else {
const float k =
static_cast<float>(std::numeric_limits<unsigned char>::max()) * 0.5;
const float b = k;
pixel_depth = static_cast<unsigned char>(k * row[j].w() + b);
}
}
}
return depth_image;
}
bool MinusRenderer::load_mesh(const std::string &file_path) {
objl::Loader loader{};
bool load_status = loader.LoadFile(file_path.c_str());
if (load_status) {
for (const auto &mesh : loader.LoadedMeshes) {
spdlog::info("Current mesh has {} vertices.", mesh.Vertices.size());
Mesh m{};
for (int i = 0; i < mesh.Vertices.size(); i += 3) {
const auto objl_v0 = mesh.Vertices[mesh.Indices[i]].Position;
Point3d v0(objl_v0.X, objl_v0.Y, objl_v0.Z);
const auto objl_v1 = mesh.Vertices[mesh.Indices[i + 1]].Position;
Point3d v1(objl_v1.X, objl_v1.Y, objl_v1.Z);
const auto objl_v2 = mesh.Vertices[mesh.Indices[i + 2]].Position;
Point3d v2(objl_v2.X, objl_v2.Y, objl_v2.Z);
m.push_back(Triangle(v0, v1, v2));
}
meshes_.push_back(m);
}
}
return load_status;
2024-03-01 16:00:08 +08:00
}