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- #ifndef TINY_RENDERER_H
- #define TINY_RENDERER_H
- #include "geometry.h"
- #include "Bullet3Common/b3AlignedObjectArray.h"
- #include "Bullet3Common/b3Vector3.h"
- #include "LinearMath/btAlignedObjectArray.h"
- #include "LinearMath/btVector3.h"
- #include "tgaimage.h"
- struct TinyRenderObjectData
- {
- //Camera
- Matrix m_viewMatrix;
- Matrix m_projectionMatrix;
- Matrix m_viewportMatrix;
- btVector3 m_localScaling;
- btVector3 m_lightDirWorld;
-
- //Model (vertices, indices, textures, shader)
- Matrix m_modelMatrix;
- class Model* m_model;
- //class IShader* m_shader; todo(erwincoumans) expose the shader, for now we use a default shader
-
- //Output
-
- TGAImage& m_rgbColorBuffer;
- b3AlignedObjectArray<float>& m_depthBuffer;//required, hence a reference
- b3AlignedObjectArray<int>* m_segmentationMaskBufferPtr;//optional, hence a pointer
-
- TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer);
- TinyRenderObjectData(TGAImage& rgbColorBuffer,b3AlignedObjectArray<float>&depthBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer,int objectIndex);
- virtual ~TinyRenderObjectData();
-
- void loadModel(const char* fileName);
- void createCube(float HalfExtentsX,float HalfExtentsY,float HalfExtentsZ);
- void registerMeshShape(const float* vertices, int numVertices,const int* indices, int numIndices, const float rgbaColor[4],
- unsigned char* textureImage=0, int textureWidth=0, int textureHeight=0);
-
- void registerMesh2(btAlignedObjectArray<btVector3>& vertices, btAlignedObjectArray<btVector3>& normals,btAlignedObjectArray<int>& indices);
-
- void* m_userData;
- int m_userIndex;
- int m_objectIndex;
- };
- class TinyRenderer
- {
- public:
- static void renderObject(TinyRenderObjectData& renderData);
- };
- #endif // TINY_RENDERER_Hbla
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