incompleted phone shading impl.

This commit is contained in:
tianlei.richard 2024-03-27 18:31:10 +08:00 committed by tianlei.richard
parent 590c27988e
commit 635a392a8d
14 changed files with 2362 additions and 103 deletions

7
3rdparty/cxxopts/CMakeLists.txt vendored Normal file
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@ -0,0 +1,7 @@
cmake_minimum_required(VERSION 3.14)
project(cxxopts)
set(CMAKE_CXX_STANDARD 11)
add_library(${PROJECT_NAME} INTERFACE)
target_include_directories(${PROJECT_NAME} INTERFACE ${CMAKE_CURRENT_SOURCE_DIR}/include/)

2117
3rdparty/cxxopts/include/cxxopts.hpp vendored Normal file

File diff suppressed because it is too large Load Diff

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@ -10,6 +10,7 @@ set(EXECUTABLE_OUTPUT_PATH ${CMAKE_BINARY_DIR}/bin)
add_subdirectory(${CMAKE_SOURCE_DIR}/src) add_subdirectory(${CMAKE_SOURCE_DIR}/src)
# Third Party # Third Party
add_subdirectory(${CMAKE_SOURCE_DIR}/3rdparty/cxxopts)
add_subdirectory(${CMAKE_SOURCE_DIR}/3rdparty/eigen) add_subdirectory(${CMAKE_SOURCE_DIR}/3rdparty/eigen)
add_subdirectory(${CMAKE_SOURCE_DIR}/3rdparty/imgui) add_subdirectory(${CMAKE_SOURCE_DIR}/3rdparty/imgui)
add_subdirectory(${CMAKE_SOURCE_DIR}/3rdparty/spdlog) add_subdirectory(${CMAKE_SOURCE_DIR}/3rdparty/spdlog)

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@ -12,4 +12,4 @@ file(GLOB_RECURSE CPP_FILES ${CMAKE_CURRENT_SOURCE_DIR} *.cc)
add_executable(${CMAKE_PROJECT_NAME} ${CPP_FILES}) add_executable(${CMAKE_PROJECT_NAME} ${CPP_FILES})
target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE ${CMAKE_CURRENT_SOURCE_DIR} ${OpenCV_INCLUDE_DIRS}) target_include_directories(${CMAKE_PROJECT_NAME} PRIVATE ${CMAKE_CURRENT_SOURCE_DIR} ${OpenCV_INCLUDE_DIRS})
target_link_libraries(${CMAKE_PROJECT_NAME} LINK_PUBLIC OBJ_Loader spdlog imgui eigen ${OpenCV_LIBS}) target_link_libraries(${CMAKE_PROJECT_NAME} LINK_PUBLIC OBJ_Loader cxxopts spdlog imgui eigen ${OpenCV_LIBS})

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@ -15,9 +15,17 @@ using TransformMatrix = Eigen::Matrix<double, 4, 4>;
typedef struct Vertex { typedef struct Vertex {
Vertex(const Point3d &p, const Vector3d &n, const Point2d &tex_coor) Vertex(const Point3d &p, const Vector3d &n, const Point2d &tex_coor)
: position(p), normal(n), texture_coordinate({tex_coor, 1.}) {} : position(p), normal(n), texture_coordinate({tex_coor}) {}
Point3d position; Point3d position;
Vector3d normal; Vector3d normal;
std::pair<Point2d, double> texture_coordinate; Point2d texture_coordinate; // Of course, in world space
} Vertex; } Vertex;
typedef struct Lamp {
Lamp(const Point3d &pos, const double intensity)
: position(pos), intensity(intensity) {}
Point3d position;
double intensity;
} Lamp;

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@ -9,6 +9,7 @@
#include <SDL.h> #include <SDL.h>
#include <SDL_opengl.h> #include <SDL_opengl.h>
#include "cxxopts.hpp"
#include "spdlog/spdlog.h" #include "spdlog/spdlog.h"
#include "camera.h" #include "camera.h"
@ -18,8 +19,22 @@
int main(int argc, char *argv[]) { int main(int argc, char *argv[]) {
spdlog::set_level(spdlog::level::trace); spdlog::set_level(spdlog::level::trace);
const std::string obj_path{argv[1]}; cxxopts::Options options("Minus Renderer",
const std::string texture_path{argv[2]}; "A minus soft rasterize renderer.");
options.add_options()("o,obj", "Object file path",
cxxopts::value<std::string>())(
"d,diffuse_map", "Diffuse map file path",
cxxopts::value<std::string>())("h,help", "Print usage");
auto result = options.parse(argc, argv);
if (result.count("help")) {
spdlog::info("{}", options.help());
exit(0);
}
const std::string obj_path{result["obj"].as<std::string>()};
const std::string diffuse_map_path{result["diffuse_map"].as<std::string>()};
const int resolution_width = 640; const int resolution_width = 640;
const int resolution_height = 320; const int resolution_height = 320;
@ -94,7 +109,8 @@ int main(int argc, char *argv[]) {
Camera camera{Vector3d{0, 1, 0}}; Camera camera{Vector3d{0, 1, 0}};
MinusRenderer renderer{near, far, fov, aspect_ratio}; MinusRenderer renderer{near, far, fov, aspect_ratio};
renderer.load_mesh(obj_path, {texture_path}); renderer.set_meshes(
Mesh::load_mesh(obj_path, {{Texture::DiffuseMap, diffuse_map_path}}));
TransformMatrix translate{ TransformMatrix translate{
{1., 0., 0., 3.}, {0., 1., 0., 3.}, {0., 0., 1., -4.}, {0., 0., 0., 1.}}; {1., 0., 0., 3.}, {0., 1., 0., 3.}, {0., 0., 1., -4.}, {0., 0., 0., 1.}};
renderer.model_transform(translate); renderer.model_transform(translate);

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@ -16,13 +16,12 @@ Mesh::Mesh(const std::vector<std::shared_ptr<Vertex>> &vertices,
const std::shared_ptr<PhoneMaterial> &phone_material) const std::shared_ptr<PhoneMaterial> &phone_material)
: vertices_(vertices), primitives_(primitives), material_(phone_material) {} : vertices_(vertices), primitives_(primitives), material_(phone_material) {}
const std::pair<Point2d, double> & std::vector<std::shared_ptr<Vertex>>::size_type Mesh::get_vertex_size() const {
Mesh::get_texture_coordinate(const unsigned int index) const { return vertices_.size();
return (vertices_[index])->texture_coordinate; };
}
std::pair<Point2d, double> & const decltype(Vertex::texture_coordinate) &
Mesh::get_texture_coordinate(const unsigned int index) { Mesh::get_texture_coordinate(const unsigned int index) const {
return (vertices_[index])->texture_coordinate; return (vertices_[index])->texture_coordinate;
} }
@ -30,8 +29,21 @@ Point3d Mesh::get_normal_vector(const unsigned int index) const {
return (vertices_[index])->normal; return (vertices_[index])->normal;
} }
std::vector<Mesh> Mesh::load_mesh(const std::string &obj_path, const std::vector<Triangle> &Mesh::get_primitives() const {
const std::vector<std::string> texture_path) { return primitives_;
};
std::vector<Triangle> &Mesh::get_primitives() { return primitives_; };
std::shared_ptr<PhoneMaterial> &Mesh::get_material() { return material_; }
const std::shared_ptr<PhoneMaterial> &Mesh::get_material() const {
return material_;
}
std::vector<Mesh> Mesh::load_mesh(
const std::string &obj_path,
const std::unordered_map<Texture::TextureType, std::string> texture_path) {
const auto &obj_file_path = std::filesystem::path(obj_path); const auto &obj_file_path = std::filesystem::path(obj_path);
const auto &material_directory = obj_file_path.parent_path(); const auto &material_directory = obj_file_path.parent_path();
@ -57,17 +69,18 @@ std::vector<Mesh> Mesh::load_mesh(const std::string &obj_path,
mesh.Indices[i + 1], mesh.Indices[i + 2])); mesh.Indices[i + 1], mesh.Indices[i + 2]));
} }
std::vector<std::filesystem::path> texture_file_path; std::unordered_map<Texture::TextureType, std::shared_ptr<Texture>> textures;
if (!texture_path.empty()) { if (!texture_path.empty()) {
for (const auto &p : texture_path) { for (const auto &[type, path] : texture_path) {
texture_file_path.push_back(std::filesystem::path(p)); textures.insert({type, std::make_shared<Texture>(path)});
} }
} else if (!mesh.MeshMaterial.map_Kd.empty()) { } else if (!mesh.MeshMaterial.map_Kd.empty()) {
texture_file_path.push_back(material_directory / textures.insert({Texture::DiffuseMap,
mesh.MeshMaterial.map_Kd); std::make_shared<Texture>(material_directory /
mesh.MeshMaterial.map_Kd)});
} }
auto material = auto material = std::make_shared<PhoneMaterial>(
std::shared_ptr<PhoneMaterial>(new PhoneMaterial(texture_file_path)); textures, std::make_shared<Lamp>(Point3d{}, 192.));
res.push_back(Mesh(vertices, primitives, material)); res.push_back(Mesh(vertices, primitives, material));
} }

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@ -3,8 +3,8 @@
#pragma once #pragma once
#include <array>
#include <memory> #include <memory>
#include <unordered_map>
#include "common.h" #include "common.h"
#include "phone_material.h" #include "phone_material.h"
@ -18,22 +18,21 @@ public:
static std::vector<Mesh> load_mesh( static std::vector<Mesh> load_mesh(
const std::string &obj_path, const std::string &obj_path,
const std::vector<std::string> texture_path = std::vector<std::string>{}); const std::unordered_map<Texture::TextureType, std::string> textures);
public: public:
const std::pair<Point2d, double> & std::vector<std::shared_ptr<Vertex>>::size_type get_vertex_size() const;
const decltype(Vertex::texture_coordinate) &
get_texture_coordinate(const unsigned int index) const; get_texture_coordinate(const unsigned int index) const;
std::pair<Point2d, double> &get_texture_coordinate(const unsigned int index);
Point3d get_normal_vector(const unsigned int index) const; Point3d get_normal_vector(const unsigned int index) const;
const std::vector<Triangle> &get_primitives() const { return primitives_; }; const std::vector<Triangle> &get_primitives() const;
std::vector<Triangle> &get_primitives() { return primitives_; }; std::vector<Triangle> &get_primitives();
std::shared_ptr<PhoneMaterial> &get_material() { return material_; } std::shared_ptr<PhoneMaterial> &get_material();
const std::shared_ptr<PhoneMaterial> &get_material() const { const std::shared_ptr<PhoneMaterial> &get_material() const;
return material_;
}
private: private:
std::vector<std::shared_ptr<Vertex>> vertices_; std::vector<std::shared_ptr<Vertex>> vertices_;

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@ -17,6 +17,12 @@ MinusRenderer::MinusRenderer(float near, float far, float fov,
fov_, aspect_ratio_); fov_, aspect_ratio_);
} }
void MinusRenderer::set_meshes(const std::vector<Mesh> &meshes) {
meshes_ = meshes;
spdlog::info("Mesh size: {}, the primitives size of the first mesh: {}",
meshes_.size(), meshes_.front().get_primitives().size());
}
float MinusRenderer::calculate_height(const float fov, const float near) { float MinusRenderer::calculate_height(const float fov, const float near) {
return std::fabs(near) * std::tan(fov * 0.5) * 2; return std::fabs(near) * std::tan(fov * 0.5) * 2;
} }
@ -101,9 +107,13 @@ void MinusRenderer::view_transform(const TransformMatrix &mtx) {
cv::Mat MinusRenderer::render(const int resolution_width, cv::Mat MinusRenderer::render(const int resolution_width,
const int resolution_height) { const int resolution_height) {
std::vector<Mesh> meshes = meshes_; std::vector<Mesh> meshes = meshes_;
std::vector<std::vector<double>> perspective_coeff(meshes.size());
Rasterizer rasterizer{resolution_width, resolution_height}; Rasterizer rasterizer{resolution_width, resolution_height};
for (auto &m : meshes) { for (int mesh_index = 0; mesh_index < meshes.size(); ++mesh_index) {
auto &primitives = m.get_primitives(); auto &mesh = meshes[mesh_index];
auto &primitives = mesh.get_primitives();
perspective_coeff[mesh_index] =
std::vector<double>(mesh.get_vertex_size(), 1.);
for (int i = 0; i < primitives.size(); ++i) { for (int i = 0; i < primitives.size(); ++i) {
auto &t = primitives[i]; auto &t = primitives[i];
const auto &triangle_vertices = t.get_vertex_position(); const auto &triangle_vertices = t.get_vertex_position();
@ -111,8 +121,7 @@ cv::Mat MinusRenderer::render(const int resolution_width,
apply_transform(projection_matrix_, triangle_vertices); apply_transform(projection_matrix_, triangle_vertices);
const auto &indices = t.get_vertex_index(); const auto &indices = t.get_vertex_index();
for (int j = 0; j < indices.size(); ++j) { for (int j = 0; j < indices.size(); ++j) {
auto &uv = m.get_texture_coordinate(indices[j]); perspective_coeff[mesh_index][indices[j]] = w[j];
uv.second = w[j];
} }
const auto &[res, _] = apply_transform( const auto &[res, _] = apply_transform(
view_port_transform(resolution_width, resolution_height), view_port_transform(resolution_width, resolution_height),
@ -140,41 +149,44 @@ cv::Mat MinusRenderer::render(const int resolution_width,
const auto &[alpha, beta, gamma] = calculate_barycentric_coordinate( const auto &[alpha, beta, gamma] = calculate_barycentric_coordinate(
triangle, Point2d{x + 0.5, y + 0.5}); triangle, Point2d{x + 0.5, y + 0.5});
const auto &triangle_indices = triangle.get_vertex_index();
std::vector<Point2d> triangle_uv; std::vector<Point2d> triangle_uv;
std::vector<Point3d> triangle_normal;
std::vector<double> w_coeff; std::vector<double> w_coeff;
for (int j = 0; j < triangle_indices.size(); ++j) { for (const auto vertex_index : triangle.get_vertex_index()) {
const auto &[uv, w] = triangle_uv.push_back(mesh.get_texture_coordinate(vertex_index));
mesh.get_texture_coordinate(triangle_indices[j]); triangle_normal.push_back(mesh.get_normal_vector(vertex_index));
triangle_uv.push_back(uv); w_coeff.push_back(
w_coeff.push_back(w); perspective_coeff[p.triangle.mesh_index][vertex_index]);
} }
// TODO(tianlei): 推导一下为什么需要除以下面这个 // TODO(tianlei): 推导一下为什么需要除以下面这个
// 在 screen space 对 1/w 的插值就相当于在 world space 对 w 的插值 // 在 screen space 对 1/w 的插值就相当于在 world space 对 w 的插值
auto w_reciprocal = alpha * (1. / w_coeff[0]) + auto w_reciprocal = alpha * (1. / w_coeff[0]) +
beta * (1. / w_coeff[1]) + beta * (1. / w_coeff[1]) +
gamma * (1. / w_coeff[2]); gamma * (1. / w_coeff[2]);
Point2d pixel_uv{(alpha * (triangle_uv[0].x() / w_coeff[0]) + Point2d uv{(alpha * (triangle_uv[0].x() / w_coeff[0]) +
beta * (triangle_uv[1].x() / w_coeff[1]) + beta * (triangle_uv[1].x() / w_coeff[1]) +
gamma * (triangle_uv[2].x() / w_coeff[2])) / gamma * (triangle_uv[2].x() / w_coeff[2])) /
w_reciprocal, w_reciprocal,
(alpha * (triangle_uv[0].y() / w_coeff[0]) + (alpha * (triangle_uv[0].y() / w_coeff[0]) +
beta * (triangle_uv[1].y() / w_coeff[1]) + beta * (triangle_uv[1].y() / w_coeff[1]) +
gamma * (triangle_uv[2].y() / w_coeff[2])) / gamma * (triangle_uv[2].y() / w_coeff[2])) /
w_reciprocal}; w_reciprocal};
auto &material = mesh.get_material();
pixel_color = material->sample_texture(0, pixel_uv); Point3d normal{
alpha * triangle_normal[0].x() + beta * triangle_normal[1].x() +
gamma * triangle_normal[2].x(),
alpha * triangle_normal[0].y() + beta * triangle_normal[1].y() +
gamma * triangle_normal[2].y(),
alpha * triangle_normal[0].z() + beta * triangle_normal[1].z() +
gamma * triangle_normal[2].z()};
auto &material = mesh.get_material();
pixel_color = material->shade(
Vertex{Point3d{x, y, p.depth}, normal, uv}, Point3d{});
} }
} }
} }
} }
return color_image; return color_image;
} }
void MinusRenderer::load_mesh(const std::string &obj_path,
const std::vector<std::string> texture_path) {
meshes_ = Mesh::load_mesh(obj_path, texture_path);
spdlog::info("Mesh size: {}, the primitives size of the first mesh: {}",
meshes_.size(), meshes_.front().get_primitives().size());
}

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@ -10,10 +10,10 @@
class MinusRenderer { class MinusRenderer {
public: public:
MinusRenderer(float near, float far, float fov, float aspect_ratio); MinusRenderer(float near, float far, float fov, float aspect_ratio);
void load_mesh(const std::string &obj_path,
const std::vector<std::string> texture_path);
public: public:
void set_meshes(const std::vector<Mesh> &meshes);
cv::Mat render(const int resolution_width, const int resolution_height); cv::Mat render(const int resolution_width, const int resolution_height);
public: public:

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@ -2,48 +2,58 @@
// Author: tianlei.richard@qq.com (tianlei.richard) // Author: tianlei.richard@qq.com (tianlei.richard)
#include "phone_material.h" #include "phone_material.h"
#include "spdlog/spdlog.h" #include "spdlog/spdlog.h"
#include "util/interpolation.h"
#include <opencv2/highgui/highgui.hpp> #include <opencv2/highgui/highgui.hpp>
PhoneMaterial::PhoneMaterial( PhoneMaterial::PhoneMaterial(
const std::vector<std::filesystem::path> &texture_path) { const std::unordered_map<Texture::TextureType, std::shared_ptr<Texture>>
for (const auto &path : texture_path) { &textures,
if (!std::filesystem::exists(path)) { const std::shared_ptr<Lamp> &lamp)
spdlog::warn("Texture {} is not existed!", path.c_str()); : point_lamp_(lamp), textures_(textures), Ka(cv::Vec3b{16, 16, 16}),
continue; Ks(cv::Vec3b(64, 64, 64)),
} specular_attenuation_factor_(defaultAttenuationFactor) {
const auto &img(cv::imread(path)); spdlog::info("Specular attenuation factor: {}", specular_attenuation_factor_);
spdlog::debug("Texture at {}, shape: ({},{})", path.c_str(), img.cols,
img.rows);
textures_.push_back(img);
}
} }
cv::Vec3b PhoneMaterial::sample_texture(const TextureId texture_id, cv::Vec3b PhoneMaterial::shade(const Vertex &shading_point,
const Point2d &texture_coordinate) { const Point3d &view_point) {
cv::Vec3b res{0, 0, 0}; cv::Vec3b shading_res{0, 0, 0};
if (texture_id >= 0 && texture_id < textures_.size()) {
const auto &texture = textures_[texture_id];
const double x = texture_coordinate.x() * texture.cols - 0.5;
const double y = texture_coordinate.y() * texture.rows - 0.5;
const int x_f = x; // Diffuse
const int x_c = x + 1.; assert(textures_.find(Texture::DiffuseMap) != textures_.end());
const float t_x = x - x_f; const auto &diffuse_map = textures_[Texture::DiffuseMap];
const int y_f = y; const auto &Kd = diffuse_map->sample(shading_point.texture_coordinate);
const int y_c = y + 1.;
const float t_y = y - y_f;
const cv::Vec3b &a = texture.at<cv::Vec3b>(x_f, y_f); const auto &point2light_vector =
const cv::Vec3b &b = texture.at<cv::Vec3b>(x_f, y_c); (point_lamp_->position - shading_point.position).normalized();
const cv::Vec3b &c = texture.at<cv::Vec3b>(x_c, y_f); const auto &point2light_distance =
const cv::Vec3b &d = texture.at<cv::Vec3b>(x_c, y_c); (shading_point.position - point_lamp_->position).norm();
const auto &current_intensity =
point_lamp_->intensity / (point2light_distance * point2light_distance);
res = bilerp(t_x, t_y, a, b, c, d); const auto diffuse_coeff =
} else { current_intensity *
spdlog::warn("Sample texture {} at ({}, {}) failed!", texture_id, std::max(shading_point.normal.dot(point2light_vector), 0.);
texture_coordinate.x(), texture_coordinate.y()); cv::Vec3b diffuse_color = Kd * diffuse_coeff;
} shading_res += diffuse_color;
return res;
// Specular
const auto &point2view_vector =
(view_point - shading_point.position).normalized();
const auto &half_vector =
(point2light_vector + point2view_vector).normalized();
const auto specular_coeff =
current_intensity *
std::max(std::pow(shading_point.normal.dot(half_vector),
specular_attenuation_factor_),
0.);
cv::Vec3b specular_color = Ks * specular_coeff;
shading_res += specular_color;
// Ambient
cv::Vec3b ambient_color = Ka;
shading_res += ambient_color;
return shading_res;
} }

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@ -8,20 +8,29 @@
#include <vector> #include <vector>
#include "common.h" #include "common.h"
#include "texture.h"
// Bling-Phone Matrerial // Bling-Phone Matrerial
class PhoneMaterial { class PhoneMaterial {
public: public:
using TextureId = uint32_t; PhoneMaterial(const std::unordered_map<Texture::TextureType,
std::shared_ptr<Texture>> &textures,
const std::shared_ptr<Lamp> &lamp);
PhoneMaterial(const std::vector<std::filesystem::path> &texture_path); cv::Vec3b shade(const Vertex &shading_point, const Point3d &view_point);
public:
cv::Vec3b sample_texture(const TextureId texture_id,
const Point2d &texture_coordinate);
private: private:
std::vector<cv::Mat> textures_; static constexpr int defaultAttenuationFactor = 16;
uint32_t illumination_intensity_; private:
std::shared_ptr<Lamp> point_lamp_;
std::unordered_map<Texture::TextureType, std::shared_ptr<Texture>> textures_;
// Ambient Related
cv::Vec3b Ka;
// Specular Related
cv::Vec3b Ks;
int specular_attenuation_factor_;
}; };

41
src/texture.cc Normal file
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@ -0,0 +1,41 @@
// Copyright 2024 SquareBlock Inc. All Rights Reserved.
// Author: tianlei.richard@qq.com (tianlei.richard)
#include "texture.h"
#include "spdlog/spdlog.h"
#include "util/interpolation.h"
#include <opencv2/highgui/highgui.hpp>
Texture::Texture(const std::filesystem::path &texture_path) {
if (!std::filesystem::exists(texture_path)) {
spdlog::warn("Texture {} is not existed!", texture_path.c_str());
throw std::filesystem::filesystem_error("File not found",
std::error_code{});
}
texture_ = (cv::imread(texture_path));
spdlog::debug("Texture at {}, shape: ({},{})", texture_path.c_str(),
texture_.cols, texture_.rows);
}
cv::Vec3b Texture::sample(const Point2d &texture_coordinate) {
cv::Vec3b res{0, 0, 0};
const double x = texture_coordinate.x() * texture_.cols - 0.5;
const double y = texture_coordinate.y() * texture_.rows - 0.5;
const int x_f = x;
const int x_c = x + 1.;
const float t_x = x - x_f;
const int y_f = y;
const int y_c = y + 1.;
const float t_y = y - y_f;
const cv::Vec3b &a = texture_.at<cv::Vec3b>(x_f, y_f);
const cv::Vec3b &b = texture_.at<cv::Vec3b>(x_f, y_c);
const cv::Vec3b &c = texture_.at<cv::Vec3b>(x_c, y_f);
const cv::Vec3b &d = texture_.at<cv::Vec3b>(x_c, y_c);
res = bilerp(t_x, t_y, a, b, c, d);
return res;
}

26
src/texture.h Normal file
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@ -0,0 +1,26 @@
// Copyright 2024 SquareBlock Inc. All Rights Reserved.
// Author: tianlei.richard@qq.com (tianlei.richard)
#pragma once
#include <filesystem>
#include <opencv2/core/core.hpp>
#include "common.h"
class Texture {
public:
typedef enum TextureType {
DiffuseMap,
AmbientMap,
} TextureType;
public:
Texture(const std::filesystem::path &texture_path);
public:
cv::Vec3b sample(const Point2d &texture_coordinate);
private:
cv::Mat texture_;
};