debug phone shading, there are still some problems, may normal related.

This commit is contained in:
tianlei.richard 2024-03-28 21:55:30 +08:00
parent 635a392a8d
commit af09ed9311
4 changed files with 100 additions and 78 deletions

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@ -80,7 +80,7 @@ std::vector<Mesh> Mesh::load_mesh(
mesh.MeshMaterial.map_Kd)}); mesh.MeshMaterial.map_Kd)});
} }
auto material = std::make_shared<PhoneMaterial>( auto material = std::make_shared<PhoneMaterial>(
textures, std::make_shared<Lamp>(Point3d{}, 192.)); textures, std::make_shared<Lamp>(Point3d{}, 16.));
res.push_back(Mesh(vertices, primitives, material)); res.push_back(Mesh(vertices, primitives, material));
} }

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@ -4,6 +4,7 @@
#include <cmath> #include <cmath>
#include "spdlog/spdlog.h" #include "spdlog/spdlog.h"
#include <iostream>
#include <opencv2/highgui/highgui.hpp> #include <opencv2/highgui/highgui.hpp>
#include "minus_renderer.h" #include "minus_renderer.h"
@ -11,8 +12,7 @@
MinusRenderer::MinusRenderer(float near, float far, float fov, MinusRenderer::MinusRenderer(float near, float far, float fov,
float aspect_ratio) float aspect_ratio)
: near_(near), far_(far), fov_(fov), aspect_ratio_(aspect_ratio), : near_(near), far_(far), fov_(fov), aspect_ratio_(aspect_ratio) {
projection_matrix_(orthographic_transform() * squish_transform()) {
spdlog::info("near: {}, far: {}, fov: {}, aspect ratio: {}", near_, far_, spdlog::info("near: {}, far: {}, fov: {}, aspect ratio: {}", near_, far_,
fov_, aspect_ratio_); fov_, aspect_ratio_);
} }
@ -31,15 +31,22 @@ float MinusRenderer::calculate_width(const float height, const float ratio) {
return height * ratio; return height * ratio;
} }
TransformMatrix MinusRenderer::squish_transform() { std::pair<TransformMatrix, TransformMatrix>
// Frustum to Cuboid MinusRenderer::construct_transform(const int resolution_width,
return TransformMatrix{{near_, 0, 0, 0}, const int resolution_height) const {
{0, near_, 0, 0}, // Squish Transform
{0, 0, near_ + far_, -near_ * far_}, const auto &squish_transform =
{0, 0, 1, 0}}; TransformMatrix{{near_, 0, 0, 0},
} {0, near_, 0, 0},
{0, 0, near_ + far_, -near_ * far_},
{0, 0, 1, 0}};
const auto &inv_squish_transform =
TransformMatrix{{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 0, near_},
{0, 0, -1. / far_, (near_ + far_) / far_}};
TransformMatrix MinusRenderer::orthographic_transform() { // Orthographic transform
const float height = calculate_height(fov_, near_); const float height = calculate_height(fov_, near_);
const float width = calculate_width(height, aspect_ratio_); const float width = calculate_width(height, aspect_ratio_);
const float right = width * 0.5; const float right = width * 0.5;
@ -47,26 +54,42 @@ TransformMatrix MinusRenderer::orthographic_transform() {
const float top = height * 0.5; const float top = height * 0.5;
const float bottom = -top; const float bottom = -top;
TransformMatrix m{{1, 0, 0, -0.5 * (right - left)}, const auto &ortho_transform =
{0, 1, 0, -0.5 * (top - bottom)}, TransformMatrix{{2 / (right - left), 0, 0, 0},
{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, 2 / (top - bottom), 0, 0},
{0, 0, 2 / std::fabs(far_ - near_), 0}, {0, 0, 2 / std::fabs(far_ - near_), 0},
{0, 0, 0, 1}} * {0, 0, 0, 1}} *
m; TransformMatrix{{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}};
const auto &inv_ortho_transform = TransformMatrix{
{(right - left) / 2., 0, 0, 0.5 * (right - left)},
{0, (top - bottom) / 2., 0, 0.5 * (top - bottom)},
{0, 0, std::fabs(far_ - near_) / 2., 0.5 * (far_ - near_)},
{0, 0, 0, 1}};
return m; // View port transform
} const auto &view_port_transform =
TransformMatrix{{resolution_width / 2., 0, 0, resolution_width * 0.5},
{0, resolution_height / 2., 0, resolution_height * 0.5},
{0, 0, 1, 0},
{0, 0, 0, 1}};
const auto &inv_view_port_transform =
TransformMatrix{{2. / resolution_width, 0, 0, 0},
{0, 2. / resolution_height, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1}} *
TransformMatrix{{1, 0, 0, -resolution_width * 0.5},
{0, 1, 0, -resolution_height * 0.5},
{0, 0, 1, 0},
{0, 0, 0, 1}};
TransformMatrix MinusRenderer::view_port_transform(const float width, const auto &ss_transform =
const float height) { view_port_transform * ortho_transform * squish_transform;
return TransformMatrix{{width * 0.5, 0, 0, width * 0.5}, const auto &inv_ss_transform =
{0, height * 0.5, 0, height * 0.5}, inv_squish_transform * inv_ortho_transform * inv_view_port_transform;
{0, 0, 1, 0}, return {ss_transform, inv_ss_transform};
{0, 0, 0, 1}};
} }
std::tuple<double, double, double> std::tuple<double, double, double>
@ -106,26 +129,22 @@ 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) {
// 构造 camera space -> screen space 的变换矩阵
const auto [ss_transform, inv_ss_transform] =
construct_transform(resolution_width, resolution_height);
// 主要为了把顶点坐标拷贝一份,否则 camera space 的坐标被变换到 screen space,
// 下次渲染时拿到的就不是 camera space 的坐标
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 (int mesh_index = 0; mesh_index < meshes.size(); ++mesh_index) { for (int mesh_index = 0; mesh_index < meshes.size(); ++mesh_index) {
auto &mesh = meshes[mesh_index]; auto &mesh = meshes[mesh_index];
auto &primitives = mesh.get_primitives(); 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();
const auto &[projective_res, w] = const auto &[res, _] =
apply_transform(projection_matrix_, triangle_vertices); apply_transform(ss_transform, t.get_vertex_position());
const auto &indices = t.get_vertex_index();
for (int j = 0; j < indices.size(); ++j) {
perspective_coeff[mesh_index][indices[j]] = w[j];
}
const auto &[res, _] = apply_transform(
view_port_transform(resolution_width, resolution_height),
projective_res);
t.set_points(res); t.set_points(res);
} }
} }
@ -139,51 +158,57 @@ cv::Mat MinusRenderer::render(const int resolution_width,
color_image.at<cv::Vec3b>(shading_points.size() - y - 1, x); color_image.at<cv::Vec3b>(shading_points.size() - y - 1, x);
pixel_color = cv::Vec3b(0, 0, 0); pixel_color = cv::Vec3b(0, 0, 0);
const auto &p = shading_points[y][x]; const auto &fragment = shading_points[y][x];
if (p.triangle.mesh_index >= 0 && p.triangle.mesh_index < meshes.size()) { if (fragment.triangle.mesh_index >= 0 &&
const auto &mesh = meshes[p.triangle.mesh_index]; fragment.triangle.mesh_index < meshes_.size()) {
const auto &mesh = meshes_[fragment.triangle.mesh_index];
const auto &primitives = mesh.get_primitives(); const auto &primitives = mesh.get_primitives();
if (p.triangle.triangle_index >= 0 && if (fragment.triangle.triangle_index >= 0 &&
p.triangle.triangle_index < primitives.size()) { fragment.triangle.triangle_index < primitives.size()) {
const auto &triangle = primitives[p.triangle.triangle_index]; const Point3d &position =
const auto &[alpha, beta, gamma] = calculate_barycentric_coordinate( (inv_ss_transform *
triangle, Point2d{x + 0.5, y + 0.5}); (Point3d{x + 0.5, y + 0.5, fragment.depth}.homogeneous()))
.hnormalized();
spdlog::trace("Screen space potions: ({}, {}, {}), camera space "
"position: ({}, {}, {})",
x + 0.5, y + 0.5, fragment.depth, position.x(),
position.y(), position.z());
const auto &triangle = primitives[fragment.triangle.triangle_index];
const auto &[alpha, beta, gamma] =
calculate_barycentric_coordinate(triangle, position.head(2));
spdlog::trace("barycentric coordinate: ({}, {}, {})", alpha, beta,
gamma);
std::vector<Point2d> triangle_uv; std::vector<Point2d> triangle_uv;
std::vector<Point3d> triangle_normal; std::vector<Point3d> triangle_normal;
std::vector<double> w_coeff;
for (const auto vertex_index : triangle.get_vertex_index()) { for (const auto vertex_index : triangle.get_vertex_index()) {
triangle_uv.push_back(mesh.get_texture_coordinate(vertex_index)); triangle_uv.push_back(mesh.get_texture_coordinate(vertex_index));
triangle_normal.push_back(mesh.get_normal_vector(vertex_index)); triangle_normal.push_back(mesh.get_normal_vector(vertex_index));
w_coeff.push_back(
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 Point2d uv{alpha * triangle_uv[0].x() + beta * triangle_uv[1].x() +
// 在 screen space 对 1/w 的插值就相当于在 world space 对 w 的插值 gamma * triangle_uv[2].x(),
auto w_reciprocal = alpha * (1. / w_coeff[0]) + alpha * triangle_uv[0].y() + beta * triangle_uv[1].y() +
beta * (1. / w_coeff[1]) + gamma * triangle_uv[2].y()};
gamma * (1. / w_coeff[2]); spdlog::trace("UV: ({}, {}, {})", uv.x(), uv.y());
Point2d uv{(alpha * (triangle_uv[0].x() / w_coeff[0]) +
beta * (triangle_uv[1].x() / w_coeff[1]) +
gamma * (triangle_uv[2].x() / w_coeff[2])) /
w_reciprocal,
(alpha * (triangle_uv[0].y() / w_coeff[0]) +
beta * (triangle_uv[1].y() / w_coeff[1]) +
gamma * (triangle_uv[2].y() / w_coeff[2])) /
w_reciprocal};
Point3d normal{ const auto &normal = Point3d{alpha * triangle_normal[0].x() +
alpha * triangle_normal[0].x() + beta * triangle_normal[1].x() + beta * triangle_normal[1].x() +
gamma * triangle_normal[2].x(), gamma * triangle_normal[2].x(),
alpha * triangle_normal[0].y() + beta * triangle_normal[1].y() + alpha * triangle_normal[0].y() +
gamma * triangle_normal[2].y(), beta * triangle_normal[1].y() +
alpha * triangle_normal[0].z() + beta * triangle_normal[1].z() + gamma * triangle_normal[2].y(),
gamma * triangle_normal[2].z()}; alpha * triangle_normal[0].z() +
beta * triangle_normal[1].z() +
gamma * triangle_normal[2].z()}
.normalized();
spdlog::trace("Normal: ({}, {}, {})", normal.x(), normal.y(),
normal.z());
auto &material = mesh.get_material(); auto &material = mesh.get_material();
pixel_color = material->shade( pixel_color =
Vertex{Point3d{x, y, p.depth}, normal, uv}, Point3d{}); material->shade(Vertex{position, normal, uv}, Point3d{});
} }
} }
} }

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@ -23,14 +23,13 @@ public:
private: private:
static float calculate_height(const float fov, const float near); static float calculate_height(const float fov, const float near);
static float calculate_width(const float height, const float ratio); static float calculate_width(const float height, const float ratio);
static TransformMatrix view_port_transform(const float width,
const float height);
static std::tuple<double, double, double> static std::tuple<double, double, double>
calculate_barycentric_coordinate(const Triangle &t, const Point2d &p); calculate_barycentric_coordinate(const Triangle &t, const Point2d &p);
private: private:
TransformMatrix squish_transform(); std::pair<TransformMatrix, TransformMatrix>
TransformMatrix orthographic_transform(); construct_transform(const int resolution_width,
const int resolution_height) const;
private: private:
float near_; float near_;
@ -38,7 +37,5 @@ private:
float fov_; // In radian float fov_; // In radian
float aspect_ratio_; float aspect_ratio_;
TransformMatrix projection_matrix_;
std::vector<Mesh> meshes_; std::vector<Mesh> meshes_;
}; };

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@ -10,7 +10,7 @@ PhoneMaterial::PhoneMaterial(
const std::unordered_map<Texture::TextureType, std::shared_ptr<Texture>> const std::unordered_map<Texture::TextureType, std::shared_ptr<Texture>>
&textures, &textures,
const std::shared_ptr<Lamp> &lamp) const std::shared_ptr<Lamp> &lamp)
: point_lamp_(lamp), textures_(textures), Ka(cv::Vec3b{16, 16, 16}), : point_lamp_(lamp), textures_(textures), Ka(cv::Vec3b{32, 32, 32}),
Ks(cv::Vec3b(64, 64, 64)), Ks(cv::Vec3b(64, 64, 64)),
specular_attenuation_factor_(defaultAttenuationFactor) { specular_attenuation_factor_(defaultAttenuationFactor) {
spdlog::info("Specular attenuation factor: {}", specular_attenuation_factor_); spdlog::info("Specular attenuation factor: {}", specular_attenuation_factor_);