218 lines
8.9 KiB
C++
218 lines
8.9 KiB
C++
// Copyright 2024 SquareBlock Inc. All Rights Reserved.
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// Author: tianlei.richard@qq.com (tianlei.richard)
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#include <cmath>
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#include "spdlog/spdlog.h"
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#include <iostream>
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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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spdlog::info("near: {}, far: {}, fov: {}, aspect ratio: {}", near_, far_,
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fov_, aspect_ratio_);
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}
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void MinusRenderer::set_meshes(const std::vector<Mesh> &meshes) {
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meshes_ = meshes;
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spdlog::info("Mesh size: {}, the primitives size of the first mesh: {}",
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meshes_.size(), meshes_.front().get_primitives().size());
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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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float MinusRenderer::calculate_width(const float height, const float ratio) {
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return height * ratio;
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}
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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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{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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{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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// Orthographic transform
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const float height = calculate_height(fov_, near_);
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const float width = calculate_width(height, aspect_ratio_);
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const float right = width * 0.5;
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const float left = -right;
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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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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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{0, 0, 0, 1}} *
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TransformMatrix{{1, 0, 0, -0.5 * (right - left)},
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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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{(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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{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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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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{0, 0, 0, 1}} *
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TransformMatrix{{1, 0, 0, -resolution_width * 0.5},
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{0, 1, 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 &ss_transform =
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view_port_transform * ortho_transform * squish_transform;
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const auto &inv_ss_transform =
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inv_squish_transform * inv_ortho_transform * inv_view_port_transform;
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return {ss_transform, inv_ss_transform};
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}
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std::tuple<double, double, double>
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MinusRenderer::calculate_barycentric_coordinate(const Triangle &t,
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const Point2d &p) {
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const auto &points = t.get_vertex_position();
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const auto &A = (points[0]).head(2);
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const auto &B = (points[1]).head(2);
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const auto &C = (points[2]).head(2);
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double alpha =
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(-(p.x() - B.x()) * (C.y() - B.y()) + (p.y() - B.y()) * (C.x() - B.x())) /
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(-(A.x() - B.x()) * (C.y() - B.y()) + (A.y() - B.y()) * (C.x() - B.x()));
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double beta =
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(-(p.x() - C.x()) * (A.y() - C.y()) + (p.y() - C.y()) * (A.x() - C.x())) /
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(-(B.x() - C.x()) * (A.y() - C.y()) + (B.y() - C.y()) * (A.x() - C.x()));
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double gamma = 1. - alpha - beta;
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return {alpha, beta, gamma};
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}
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void MinusRenderer::model_transform(const TransformMatrix &mtx) {
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for (auto &m : meshes_) {
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for (auto &t : m.get_primitives()) {
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const auto &[res, _] = apply_transform(mtx, t.get_vertex_position());
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t.set_points(res);
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}
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}
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}
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void MinusRenderer::view_transform(const TransformMatrix &mtx) {
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for (auto &m : meshes_) {
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for (auto &t : m.get_primitives()) {
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const auto &[res, _] = apply_transform(mtx, t.get_vertex_position());
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t.set_points(res);
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}
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}
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}
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cv::Mat MinusRenderer::render(const int resolution_width,
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const int resolution_height) {
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// 构造 camera space -> screen space 的变换矩阵
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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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// 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,
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// 下次渲染时拿到的就不是 camera space 的坐标
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std::vector<Mesh> meshes = meshes_;
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Rasterizer rasterizer{resolution_width, resolution_height};
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for (int mesh_index = 0; mesh_index < meshes.size(); ++mesh_index) {
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auto &mesh = meshes[mesh_index];
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auto &primitives = mesh.get_primitives();
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for (int i = 0; i < primitives.size(); ++i) {
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auto &t = primitives[i];
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const auto &triangle_vertices = t.get_vertex_position();
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const auto &[res, _] =
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apply_transform(ss_transform, t.get_vertex_position());
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t.set_points(res);
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}
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}
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const auto &shading_points = rasterizer.rasterize(meshes);
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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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for (int y = 0; y < shading_points.size(); ++y) {
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for (int x = 0; x < shading_points[y].size(); ++x) {
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auto &pixel_color =
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color_image.at<cv::Vec3b>(shading_points.size() - y - 1, x);
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pixel_color = cv::Vec3b(0, 0, 0);
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const auto &fragment = shading_points[y][x];
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if (fragment.triangle.mesh_index >= 0 &&
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fragment.triangle.mesh_index < meshes_.size()) {
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const auto &mesh = meshes_[fragment.triangle.mesh_index];
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const auto &primitives = mesh.get_primitives();
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if (fragment.triangle.triangle_index >= 0 &&
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fragment.triangle.triangle_index < primitives.size()) {
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const Point3d &position =
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(inv_ss_transform *
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(Point3d{x + 0.5, y + 0.5, fragment.depth}.homogeneous()))
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.hnormalized();
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spdlog::trace("Screen space potions: ({}, {}, {}), camera space "
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"position: ({}, {}, {})",
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x + 0.5, y + 0.5, fragment.depth, position.x(),
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position.y(), position.z());
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const auto &triangle = primitives[fragment.triangle.triangle_index];
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const auto &[alpha, beta, gamma] =
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calculate_barycentric_coordinate(triangle, position.head(2));
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spdlog::trace("barycentric coordinate: ({}, {}, {})", alpha, beta,
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gamma);
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std::vector<Point2d> triangle_uv;
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std::vector<Point3d> triangle_normal;
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for (const auto vertex_index : triangle.get_vertex_index()) {
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triangle_uv.push_back(mesh.get_texture_coordinate(vertex_index));
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triangle_normal.push_back(mesh.get_normal_vector(vertex_index));
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}
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Point2d uv{alpha * triangle_uv[0].x() + beta * triangle_uv[1].x() +
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gamma * triangle_uv[2].x(),
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alpha * triangle_uv[0].y() + beta * triangle_uv[1].y() +
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gamma * triangle_uv[2].y()};
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spdlog::trace("UV: ({}, {}, {})", uv.x(), uv.y());
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const auto &normal = Point3d{alpha * triangle_normal[0].x() +
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beta * triangle_normal[1].x() +
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gamma * triangle_normal[2].x(),
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alpha * triangle_normal[0].y() +
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beta * triangle_normal[1].y() +
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gamma * triangle_normal[2].y(),
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alpha * triangle_normal[0].z() +
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beta * triangle_normal[1].z() +
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gamma * triangle_normal[2].z()}
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.normalized();
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spdlog::trace("Normal: ({}, {}, {})", normal.x(), normal.y(),
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normal.z());
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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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}
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}
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}
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}
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return color_image;
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}
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