TinyRenderer.h 1.8 KB

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  1. #ifndef TINY_RENDERER_H
  2. #define TINY_RENDERER_H
  3. #include "geometry.h"
  4. #include "Bullet3Common/b3AlignedObjectArray.h"
  5. #include "Bullet3Common/b3Vector3.h"
  6. #include "LinearMath/btAlignedObjectArray.h"
  7. #include "LinearMath/btVector3.h"
  8. #include "tgaimage.h"
  9. struct TinyRenderObjectData
  10. {
  11. //Camera
  12. Matrix m_viewMatrix;
  13. Matrix m_projectionMatrix;
  14. Matrix m_viewportMatrix;
  15. btVector3 m_localScaling;
  16. btVector3 m_lightDirWorld;
  17. //Model (vertices, indices, textures, shader)
  18. Matrix m_modelMatrix;
  19. class Model* m_model;
  20. //class IShader* m_shader; todo(erwincoumans) expose the shader, for now we use a default shader
  21. //Output
  22. TGAImage& m_rgbColorBuffer;
  23. b3AlignedObjectArray<float>& m_depthBuffer;//required, hence a reference
  24. b3AlignedObjectArray<int>* m_segmentationMaskBufferPtr;//optional, hence a pointer
  25. TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer);
  26. TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer,int objectIndex);
  27. virtual ~TinyRenderObjectData();
  28. void loadModel(const char* fileName);
  29. void createCube(float HalfExtentsX,float HalfExtentsY,float HalfExtentsZ);
  30. void registerMeshShape(const float* vertices, int numVertices,const int* indices, int numIndices, const float rgbaColor[4],
  31. unsigned char* textureImage=0, int textureWidth=0, int textureHeight=0);
  32. void registerMesh2(btAlignedObjectArray<btVector3>& vertices, btAlignedObjectArray<btVector3>& normals,btAlignedObjectArray<int>& indices);
  33. void* m_userData;
  34. int m_userIndex;
  35. int m_objectIndex;
  36. };
  37. class TinyRenderer
  38. {
  39. public:
  40. static void renderObject(TinyRenderObjectData& renderData);
  41. };
  42. #endif // TINY_RENDERER_Hbla