reorganize lamp related code.
This commit is contained in:
parent
27419f73b5
commit
bc0c2c8c73
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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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@ -8,11 +8,11 @@
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#include <opencv2/highgui/highgui.hpp>
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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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: near_(near), far_(far), fov_(fov), aspect_ratio_(aspect_ratio),
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rasterizer_(std::make_unique<Rasterizer>()) {
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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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@ -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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@ -33,13 +38,12 @@ std::pair<TransformMatrix, TransformMatrix>
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MinusRenderer::construct_transform(const int resolution_width,
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const int resolution_height) const {
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// Squish Transform
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const auto &squish_transform =
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TransformMatrix{{near_, 0, 0, 0},
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const TransformMatrix &squish_transform{{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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const auto &inv_squish_transform =
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TransformMatrix{{1, 0, 0, 0},
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const TransformMatrix &inv_squish_transform{
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{1, 0, 0, 0},
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{0, 1, 0, 0},
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{0, 0, 0, near_},
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{0, 0, -1. / far_, (near_ + far_) / far_}};
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@ -52,7 +56,7 @@ MinusRenderer::construct_transform(const int resolution_width,
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const float top = height * 0.5;
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const float bottom = -top;
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const auto &ortho_transform =
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const TransformMatrix &ortho_transform =
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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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@ -61,19 +65,19 @@ MinusRenderer::construct_transform(const int resolution_width,
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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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const auto &inv_ortho_transform = TransformMatrix{
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const TransformMatrix &inv_ortho_transform{
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{(right - left) / 2., 0, 0, 0.5 * (right - left)},
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{0, (top - bottom) / 2., 0, 0.5 * (top - bottom)},
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{0, 0, std::fabs(far_ - near_) / 2., 0.5 * (far_ - near_)},
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{0, 0, 0, 1}};
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// View port transform
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const auto &view_port_transform =
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TransformMatrix{{resolution_width / 2., 0, 0, resolution_width * 0.5},
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const TransformMatrix &view_port_transform{
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{resolution_width / 2., 0, 0, resolution_width * 0.5},
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{0, resolution_height / 2., 0, resolution_height * 0.5},
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{0, 0, 1, 0},
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{0, 0, 0, 1}};
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const auto &inv_view_port_transform =
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const TransformMatrix &inv_view_port_transform =
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TransformMatrix{{2. / resolution_width, 0, 0, 0},
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{0, 2. / resolution_height, 0, 0},
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{0, 0, 1, 0},
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@ -136,20 +140,22 @@ cv::Mat MinusRenderer::render(const int resolution_width,
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const auto [ss_transform, inv_ss_transform] =
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construct_transform(resolution_width, resolution_height);
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Rasterizer rasterizer{resolution_width, resolution_height};
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spdlog::trace("Rasterize.");
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rasterizer_->reset(resolution_width, resolution_height);
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for (decltype(meshes_)::size_type mesh_index = 0; mesh_index < meshes_.size();
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++mesh_index) {
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auto primitives = (meshes_[mesh_index]).get_primitives();
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for (auto &t : primitives) {
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t.set_points(apply_transform(ss_transform, t.get_vertex_position()));
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}
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rasterizer.rasterize(mesh_index, primitives);
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rasterizer_->rasterize(mesh_index, primitives);
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}
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const auto &shading_points = rasterizer.get_shading_points();
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const auto &shading_points = rasterizer_->get_shading_points();
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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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spdlog::trace("Shading.");
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for (size_t y = 0; y < shading_points.size(); ++y) {
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for (size_t x = 0; x < shading_points[y].size(); ++x) {
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auto &pixel_color =
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@ -195,7 +201,7 @@ 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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@ -3,16 +3,19 @@
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#pragma once
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#include "mesh.h"
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#include "util/math_util.h"
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#include <opencv2/core/core.hpp>
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#include "mesh.h"
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#include "rasterizer.h"
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#include "util/math_util.h"
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class MinusRenderer {
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public:
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MinusRenderer(float near, float far, float fov, float aspect_ratio);
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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 +41,7 @@ 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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std::unique_ptr<Rasterizer> rasterizer_;
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};
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@ -8,34 +8,34 @@
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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 &Kd = diffuse_map->sample(shading_point.texture_coordinate);
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const auto &base_color =
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diffuse_map->sample(shading_point.texture_coordinate);
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const auto &point2light_vector =
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(point_lamp_->position - shading_point.position).normalized();
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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 - point_lamp_->position).norm();
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(shading_point.position - lamp->get_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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lamp->get_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 = Kd * diffuse_coeff;
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cv::Vec3b diffuse_color = base_color * diffuse_coeff;
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shading_res += diffuse_color;
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// Specular
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@ -52,8 +52,9 @@ cv::Vec3b PhoneMaterial::shade(const Vertex &shading_point,
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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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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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@ -13,6 +13,8 @@ Rasterizer::Rasterizer(const int width, const int height)
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shading_points_(std::vector<std::vector<RasterizerResult>>(
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height, std::vector<RasterizerResult>(width, RasterizerResult{}))) {}
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Rasterizer::Rasterizer() : Rasterizer(960, 540) {}
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void Rasterizer::rasterize(const int mesh_idx,
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const std::vector<Triangle> &primitives) {
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const int thread_num = 8;
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@ -41,6 +43,7 @@ void Rasterizer::rasterize(const int mesh_idx,
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void Rasterizer::rasterize(const int mesh_idx,
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const std::vector<Triangle> &primitives,
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const int begin, const int end) {
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spdlog::trace("Mesh index: {}, begin: {}, end: {}", mesh_idx, begin, end);
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for (int t_id = begin; t_id < end; ++t_id) {
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const auto &t = primitives[t_id];
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const auto &triangle_points = t.get_vertex_position();
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@ -64,6 +67,7 @@ void Rasterizer::rasterize(const int mesh_idx,
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}
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}
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}
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spdlog::trace("Triangles in [{}, {}) is done.", begin, end);
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}
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const std::vector<std::vector<RasterizerResult>> &
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@ -71,7 +75,8 @@ Rasterizer::get_shading_points() const {
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return shading_points_;
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}
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void Rasterizer::reset() {
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void Rasterizer::reset(const int width, const int height) {
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width_ = width, height_ = height;
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shading_points_ = std::vector<std::vector<RasterizerResult>>(
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height_, std::vector<RasterizerResult>(width_, RasterizerResult{}));
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}
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@ -18,12 +18,13 @@ typedef struct RasterizerResult {
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class Rasterizer {
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public:
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Rasterizer(const int width, const int height);
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Rasterizer();
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public:
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void rasterize(const int mesh_idx, const std::vector<Triangle> &primitives);
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const std::vector<std::vector<RasterizerResult>> &get_shading_points() const;
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void reset();
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void reset(const int width, const int height);
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private:
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static std::pair<bool, double> inside(const Point2d &p_screen,
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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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@ -37,12 +37,24 @@ cv::Vec3b Texture::sample(const Point2d &texture_coordinate) {
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const int y_c = std::min(texture_.rows - 1, static_cast<int>(y + 1.));
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const float t_y = y - y_f;
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auto in_range = [](auto index, auto range_begin, auto range_end) -> bool {
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return index >= range_begin && index < range_end;
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};
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if (in_range(t_x, 0., 1.) && in_range(t_y, 0., 1.) &&
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in_range(x_f, 0, texture_.cols) && in_range(x_c, 0, texture_.cols) &&
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in_range(y_f, 0, texture_.rows) && in_range(y_c, 0, texture_.rows)) {
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const cv::Vec3b &a = texture_.at<cv::Vec3b>(y_f, x_f);
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const cv::Vec3b &b = texture_.at<cv::Vec3b>(y_c, x_f);
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const cv::Vec3b &c = texture_.at<cv::Vec3b>(y_f, x_c);
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const cv::Vec3b &d = texture_.at<cv::Vec3b>(y_c, x_c);
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res = bilerp(t_x, t_y, a, b, c, d);
|
||||
|
||||
} else {
|
||||
spdlog::warn(
|
||||
"Interpolation factor is invalid, {}, {}, {}, {}, {}, {}, ({}, {}).",
|
||||
t_x, t_y, x_f, x_c, y_f, y_c, texture_coordinate.x(),
|
||||
texture_coordinate.y());
|
||||
}
|
||||
return res;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue