reorganize lamp related code.
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27419f73b5
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a19de7f4c3
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@ -9,7 +9,10 @@ Camera::Camera(const Vector3d &up)
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: gaze_(Vector3d::Identity()), up_(up), camera_speed_(0.3) {}
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Camera::Camera(const Vector3d &up, const float camera_speed)
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: gaze_(Vector3d::Identity()), up_(up), camera_speed_(camera_speed) {}
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: gaze_(Vector3d{0, 0, 1}), up_(up), camera_speed_(camera_speed) {
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spdlog::debug("Gaze: ({}, {}, {}), Up: ({}, {}, {})", gaze_.x(), gaze_.y(),
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gaze_.z(), up_.x(), up_.y(), up_.z());
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}
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void Camera::move(const Point3d &offset) {
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position_ = (offset * camera_speed_);
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@ -21,11 +21,3 @@ typedef struct Vertex {
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Vector3d normal;
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Point2d texture_coordinate; // Of course, in world space
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} Vertex;
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typedef struct Lamp {
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Lamp(const Point3d &pos, const double intensity)
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: position(pos), intensity(intensity) {}
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Point3d position;
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double intensity;
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} Lamp;
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@ -0,0 +1,15 @@
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// Copyright 2024 Bytedance Inc. All Rights Reserved.
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// Author: tianlei.richard@bytedance.com (tianlei.richard)
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#include "lamp.h"
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PointLamp::PointLamp(const Point3d &pos, const double intensity)
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: position_(pos), intensity_(intensity) {}
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double PointLamp::get_intensity() const { return intensity_; }
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const Point3d &PointLamp::get_position() const { return position_; }
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void PointLamp::transform(const TransformMatrix &mtx) {
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position_ = (mtx * position_.homogeneous()).hnormalized();
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}
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@ -0,0 +1,21 @@
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// Copyright 2024 Bytedance Inc. All Rights Reserved.
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// Author: tianlei.richard@bytedance.com (tianlei.richard)
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#pragma once
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#include "common.h"
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class PointLamp {
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public:
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PointLamp(const Point3d &pos, const double intensity);
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public:
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void transform(const TransformMatrix &mtx);
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double get_intensity() const;
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const Point3d &get_position() const;
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private:
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Point3d position_;
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double intensity_;
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};
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@ -34,11 +34,11 @@ int main(int argc, char *argv[]) {
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const std::string obj_path{result["obj"].as<std::string>()};
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const std::string diffuse_map_path{result["diffuse_map"].as<std::string>()};
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const int resolution_width = 1280;
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const int resolution_height = 720;
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const int far = -100;
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const int resolution_width = 960;
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const int resolution_height = 540;
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const int far = -1000;
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const int near = -1;
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const float fov = 120. / 180. * M_PI;
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const float fov = 150. / 180. * M_PI;
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const float aspect_ratio = static_cast<float>(resolution_width) /
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static_cast<float>(resolution_height);
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@ -111,6 +111,7 @@ int main(int argc, char *argv[]) {
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MinusRenderer renderer{near, far, fov, aspect_ratio};
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renderer.set_meshes(
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Mesh::load_mesh(obj_path, {{Texture::DiffuseMap, diffuse_map_path}}));
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renderer.set_lamps({std::make_shared<PointLamp>(Point3d{1, 1, -1}, 6.)});
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TransformMatrix translate{
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{1., 0., 0., 3.}, {0., 1., 0., 3.}, {0., 0., 1., -5.}, {0., 0., 0., 1.}};
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renderer.model_transform(translate);
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@ -87,8 +87,7 @@ std::vector<Mesh> Mesh::load_mesh(
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std::make_shared<Texture>(material_directory /
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mesh.MeshMaterial.map_Kd)});
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}
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auto material = std::make_shared<PhoneMaterial>(
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textures, std::make_shared<Lamp>(Point3d{}, 16.));
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auto material = std::make_shared<PhoneMaterial>(textures);
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res.push_back(Mesh(vertices, indices, material));
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}
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@ -21,6 +21,11 @@ void MinusRenderer::set_meshes(const std::vector<Mesh> &meshes) {
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meshes_ = meshes;
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}
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void MinusRenderer::set_lamps(
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const std::vector<std::shared_ptr<PointLamp>> &lamps) {
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lamps_ = lamps;
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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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@ -195,7 +200,7 @@ cv::Mat MinusRenderer::render(const int resolution_width,
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const auto &material = mesh.get_material();
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pixel_color =
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material->shade(Vertex{position, normal, uv}, Point3d{});
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material->shade(Vertex{position, normal, uv}, Point3d{}, lamps_);
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}
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}
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}
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@ -13,6 +13,7 @@ public:
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public:
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void set_meshes(const std::vector<Mesh> &meshes);
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void set_lamps(const std::vector<std::shared_ptr<PointLamp>> &lamps);
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cv::Mat render(const int resolution_width, const int resolution_height);
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@ -38,4 +39,5 @@ private:
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float aspect_ratio_;
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std::vector<Mesh> meshes_;
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std::vector<std::shared_ptr<PointLamp>> lamps_;
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};
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@ -8,52 +8,53 @@
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PhoneMaterial::PhoneMaterial(
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const std::unordered_map<Texture::TextureType, std::shared_ptr<Texture>>
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&textures,
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const std::shared_ptr<Lamp> &lamp)
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: point_lamp_(lamp), textures_(textures), Ka(cv::Vec3b{24, 24, 24}),
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Ks(cv::Vec3b(48, 48, 48)),
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&textures)
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: textures_(textures), Ka(0.2), Ks(1.6),
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specular_attenuation_factor_(defaultAttenuationFactor) {
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spdlog::info("Specular attenuation factor: {}", specular_attenuation_factor_);
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}
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cv::Vec3b PhoneMaterial::shade(const Vertex &shading_point,
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const Point3d &view_point) const {
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cv::Vec3b PhoneMaterial::shade(
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const Vertex &shading_point, const Point3d &view_point,
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const std::vector<std::shared_ptr<PointLamp>> &lamps) const {
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cv::Vec3b shading_res{0, 0, 0};
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for (const auto &lamp : lamps) {
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// Diffuse
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assert(textures_.find(Texture::DiffuseMap) != textures_.end());
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const auto &diffuse_map = textures_.at(Texture::DiffuseMap);
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const auto &base_color =
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diffuse_map->sample(shading_point.texture_coordinate);
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// Diffuse
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assert(textures_.find(Texture::DiffuseMap) != textures_.end());
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const auto &diffuse_map = textures_.at(Texture::DiffuseMap);
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const auto &Kd = diffuse_map->sample(shading_point.texture_coordinate);
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const auto &point2light_vector =
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(lamp->get_position() - shading_point.position).normalized();
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const auto &point2light_distance =
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(shading_point.position - lamp->get_position()).norm();
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const auto ¤t_intensity =
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lamp->get_intensity() / (point2light_distance * point2light_distance);
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const auto &point2light_vector =
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(point_lamp_->position - shading_point.position).normalized();
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const auto &point2light_distance =
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(shading_point.position - point_lamp_->position).norm();
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const auto ¤t_intensity =
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point_lamp_->intensity / (point2light_distance * point2light_distance);
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const auto diffuse_coeff =
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current_intensity *
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std::max(shading_point.normal.dot(point2light_vector), 0.);
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cv::Vec3b diffuse_color = base_color * diffuse_coeff;
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shading_res += diffuse_color;
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const auto diffuse_coeff =
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current_intensity *
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std::max(shading_point.normal.dot(point2light_vector), 0.);
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cv::Vec3b diffuse_color = Kd * diffuse_coeff;
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shading_res += diffuse_color;
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// Specular
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const auto &point2view_vector =
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(view_point - shading_point.position).normalized();
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const auto &half_vector =
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(point2light_vector + point2view_vector).normalized();
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const auto specular_coeff =
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current_intensity *
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std::max(std::pow(shading_point.normal.dot(half_vector),
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specular_attenuation_factor_),
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0.);
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cv::Vec3b specular_color = Ks * specular_coeff;
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shading_res += specular_color;
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// Specular
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const auto &point2view_vector =
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(view_point - shading_point.position).normalized();
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const auto &half_vector =
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(point2light_vector + point2view_vector).normalized();
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const auto specular_coeff =
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current_intensity *
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std::max(std::pow(shading_point.normal.dot(half_vector),
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specular_attenuation_factor_),
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0.);
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cv::Vec3b specular_color = Ks * specular_coeff;
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shading_res += specular_color;
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// Ambient
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cv::Vec3b ambient_color = Ka;
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shading_res += ambient_color;
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// Ambient
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cv::Vec3b ambient_color = Ka * base_color;
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shading_res += ambient_color;
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}
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return shading_res;
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}
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@ -7,29 +7,29 @@
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#include <vector>
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#include "common.h"
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#include "lamp.h"
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#include "texture.h"
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// Bling-Phone Matrerial
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class PhoneMaterial {
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public:
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PhoneMaterial(const std::unordered_map<Texture::TextureType,
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std::shared_ptr<Texture>> &textures,
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const std::shared_ptr<Lamp> &lamp);
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explicit PhoneMaterial(
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const std::unordered_map<Texture::TextureType, std::shared_ptr<Texture>>
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&textures);
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cv::Vec3b shade(const Vertex &shading_point, const Point3d &view_point) const;
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cv::Vec3b shade(const Vertex &shading_point, const Point3d &view_point,
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const std::vector<std::shared_ptr<PointLamp>> &lamps) const;
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private:
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static constexpr int defaultAttenuationFactor = 12;
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static constexpr int defaultAttenuationFactor = 128;
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private:
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std::shared_ptr<Lamp> point_lamp_;
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std::unordered_map<Texture::TextureType, std::shared_ptr<Texture>> textures_;
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// Ambient Related
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cv::Vec3b Ka;
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float Ka;
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// Specular Related
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cv::Vec3b Ks;
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float Ks;
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int specular_attenuation_factor_;
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};
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@ -13,7 +13,7 @@ Texture::Texture(const std::filesystem::path &texture_path) {
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throw std::filesystem::filesystem_error("File not found",
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std::error_code{});
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}
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texture_ = (cv::imread(texture_path.c_str()));
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texture_ = cv::imread(texture_path.c_str());
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spdlog::debug("Texture at {}, shape: ({},{})", texture_path.c_str(),
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texture_.cols, texture_.rows);
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}
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