diff --git a/README.md b/README.md
index 5384a69..0ffbd16 100644
--- a/README.md
+++ b/README.md
@@ -5,29 +5,17 @@ Make sure to have python3 running and the following libs are installed:
`pip install pillow`
-## What is special about this fork?
+Blender generate .obj-file steps:
-For the general idea please visit [https://github.com/ssloy/tinyrenderer](https://github.com/ssloy/tinyrenderer)
+1. object mode -> Object -> Convert to -> Mesh from Curve/Meta/Surf/Text
+1. remove all keyframes
+1. delete rigs, cam, particles ...
+1. move objects
-This fork is intended to be a starting point of teaching programming in python3 to everyone as I consider the content to be tough but motivational for beginners.
-With this in mind I tried to follow ssloys tutorial closely and chose some guidelines:
+1. add Decimate modifier to one object
+1. select all in viewpane
+1. ctrl + l -> Modifier to add last selected modifier in 1. sidepane to all objects
+1. set origin to 3d cursor
-1. Simplicity over perfection
-1. Readability over performance
-
-To accomplish these goals I included a special linear algebra module `geom.py` instead of using `numpy`.
-Numpy is undoubtly more universal and elaborated but harder to read for beginners.
-The `geom.py` module contains some basic vector and matrix classes and supports indexing via '.x', '.y' and '.z' notation based on namedtuples.
-
-After finishing the fork I am going to be working on course material and structured lessons to roll out this exciting course of 3D animation and programming sometime in the future. To motivate students even more I plan providing some short Blender tutorials on how to prepare custom models for this renderer.
-
-## Here are some examples generated by the renderer
-
-### Rendered image with shadows, ambient occlusion and specular lighting (current optimum)
-
-
-### Rendered wire mesh
-
-
-### Rendered randomly colored filled mesh triangles
-
+1. select all
+1. export obj (triangulate, no obj groups, selected only, write normals)
\ No newline at end of file
diff --git a/docs/images/ao_map_shade.png b/docs/images/ao_map_shade.png
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diff --git a/docs/images/diffuse_gouraud_interpolation_fail_wrong_matmul.png b/docs/images/diffuse_gouraud_interpolation_fail_wrong_matmul.png
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diff --git a/docs/images/e04_autumn_mesh.png b/docs/images/e04_autumn_mesh.png
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diff --git a/docs/images/e06_autumn_filled.png b/docs/images/e06_autumn_filled.png
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diff --git a/docs/images/e08.1_autumn_flat_shaded.png b/docs/images/e08.1_autumn_flat_shaded.png
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diff --git a/docs/images/e08.2_autumn_zbuffered.png b/docs/images/e08.2_autumn_zbuffered.png
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diff --git a/docs/images/e09.1_autumn_perspective.png b/docs/images/e09.1_autumn_perspective.png
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diff --git a/docs/images/e09.2_autumn_texture.png b/docs/images/e09.2_autumn_texture.png
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diff --git a/docs/images/estimated_ao_shade.png b/docs/images/estimated_ao_shade.png
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diff --git a/docs/images/flat_shade.png b/docs/images/flat_shade.png
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diff --git a/docs/images/global_normal_map_shade.png b/docs/images/global_normal_map_shade.png
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diff --git a/docs/images/gouraud_segregated_shade.png b/docs/images/gouraud_segregated_shade.png
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diff --git a/docs/images/light_z_normalmap_shader.png b/docs/images/light_z_normalmap_shader.png
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diff --git a/docs/images/light_z_normalmap_shader_diffuse.png b/docs/images/light_z_normalmap_shader_diffuse.png
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diff --git a/docs/images/shadow_shade.png b/docs/images/shadow_shade.png
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diff --git a/docs/images/specular_map_shading.png b/docs/images/specular_map_shading.png
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diff --git a/docs/images/tiny_shader.png b/docs/images/tiny_shader.png
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diff --git a/docs/images/wrong_normal_input_use_vertex_point_as_normal_direction.png b/docs/images/wrong_normal_input_use_vertex_point_as_normal_direction.png
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diff --git a/main.py b/main.py
index 708e0f8..839ecf1 100644
--- a/main.py
+++ b/main.py
@@ -6,29 +6,76 @@
from geom import ScreenCoords, Vector3D
from model import ModelStorage, NormalMapType
-from tiny_shaders import TinyShader, DepthShader
+from tiny_shaders import FlatShader, GouraudShader, GouraudShaderSegregated, \
+ DiffuseGouraudShader, GlobalNormalmapShader, SpecularmapShader, \
+ TangentNormalmapShader, DepthShader, SpecularShadowShader, \
+ ZShader, AmbientOcclusionShader, AmbientOcclusionMapShader
if __name__ == "__main__":
- # Model property definition
- OBJ_FILENAME = "obj/autumn/autumn.obj"
- DIFFUSE_FILENAME = "obj/autumn/TEX_autumn_body_color.tga"
- NORMAL_MAP_FILENAME = "obj/autumn/TEX_autumn_body_normals_wrld.tga"
- NORMAL_MAP_TYPE = NormalMapType.GLOBAL
- SPECULAR_MAP_FILENAME = "obj/autumn/TEX_autumn_body_spec.tga"
- AO_MAP_FILENAME = "obj/autumn/TEX_autumn_body_ao.tga"
- OUTPUT_FILENAME = "renders/out.png"
-
- # Image property definition
- (w, h) = (800, 800)
+ # Model property selection
+ MODEL_PROP_SET = 0
+ if MODEL_PROP_SET == 0:
+ OBJ_FILENAME = "obj/autumn/autumn.obj"
+ DIFFUSE_FILENAME = "obj/autumn/TEX_autumn_body_color.tga"
+ NORMAL_MAP_FILENAME = "obj/autumn/TEX_autumn_body_normals_tngt.tga"
+ NORMAL_MAP_TYPE = NormalMapType.TANGENT
+ SPECULAR_MAP_FILENAME = "obj/autumn/TEX_autumn_body_spec.tga"
+ AO_MAP_FILENAME = "obj/autumn/TEX_autumn_body_ao.tga"
+ OUTPUT_FILENAME = "renders/out.png"
+ elif MODEL_PROP_SET == 1:
+ OBJ_FILENAME = "obj/autumn/autumn.obj"
+ DIFFUSE_FILENAME = "obj/autumn/TEX_autumn_body_color.tga"
+ NORMAL_MAP_FILENAME = "obj/autumn/TEX_autumn_body_normals_wrld.tga"
+ NORMAL_MAP_TYPE = NormalMapType.GLOBAL
+ SPECULAR_MAP_FILENAME = "obj/autumn/TEX_autumn_body_spec.tga"
+ AO_MAP_FILENAME = "obj/autumn/TEX_autumn_body_ao.tga"
+ OUTPUT_FILENAME = "renders/out.png"
+ elif MODEL_PROP_SET == 2:
+ OBJ_FILENAME = "obj/head/head.obj"
+ DIFFUSE_FILENAME = "obj/head/head_diffuse.tga"
+ NORMAL_MAP_FILENAME = "obj/head/head_nm_tangent.tga"
+ NORMAL_MAP_TYPE = NormalMapType.TANGENT
+ SPECULAR_MAP_FILENAME = "obj/head/head_spec.tga"
+ OUTPUT_FILENAME = "renders/out.png"
+ else:
+ OBJ_FILENAME = "obj/head/head.obj"
+ DIFFUSE_FILENAME = "obj/head/head_diffuse.tga"
+ NORMAL_MAP_FILENAME = "obj/head/head_nm.tga"
+ NORMAL_MAP_TYPE = NormalMapType.GLOBAL
+ SPECULAR_MAP_FILENAME = "obj/head/head_spec.tga"
+ OUTPUT_FILENAME = "renders/out.png"
+
+ # Image property selection
+ IMG_PROP_SET = 1
+ if IMG_PROP_SET == 0:
+ (w, h) = (200, 200)
+ elif IMG_PROP_SET == 1:
+ (w, h) = (800, 800)
+ elif IMG_PROP_SET == 2:
+ (w, h) = (2000, 2000)
+ else:
+ raise ValueError
+
image = TinyImage(w, h)
- # View property definition
+ # View property selection
VIEW_PROP_SET = 0
- EYE = Vector3D(0, 0, 4) # Lookat camera 'EYE' position
- CENTER = Vector3D(0, 0, 0) # Lookat 'CENTER'. 'EYE' looks at CENTER
- UP = Vector3D(0, 1, 0) # Camera 'UP' direction
- SCALE = .8 # Viewport scaling
-
+ if VIEW_PROP_SET == 0:
+ EYE = Vector3D(0, 0, 4) # Lookat camera 'EYE' position
+ CENTER = Vector3D(0, 0, 0) # Lookat 'CENTER'. 'EYE' looks at CENTER
+ UP = Vector3D(0, 1, 0) # Camera 'UP' direction
+ SCALE = .8 # Viewport scaling
+ elif VIEW_PROP_SET == 1:
+ EYE = Vector3D(2.828, 0, 2.828)
+ CENTER = Vector3D(0, 0, 0)
+ UP = Vector3D(0, 1, 0)
+ SCALE = .8
+ else:
+ EYE = Vector3D(4, 0, 0) # Lookat camera 'EYE' position
+ CENTER = Vector3D(0, 0, 0) # Lookat 'CENTER'. 'EYE' looks at CENTER
+ UP = Vector3D(0, 1, 0) # Camera 'UP' direction
+ SCALE = .8 # Viewport scaling
+
# Light property
LIGHT_DIR = Vector3D(1, 1, 1).normalize()
@@ -76,9 +123,31 @@
PREPARE_AO_SHADER = False
PREPARE_SHADOW_SHADER = False
- # Shader definition
- PREPARE_SHADOW_SHADER = True
- shader = TinyShader(mdl, LIGHT_DIR, M_pe, M_sc, M_pe_IT, None, None)
+ SHADER_PROP_SET = 2
+ if SHADER_PROP_SET == 0:
+ shader = FlatShader(mdl, LIGHT_DIR, M_sc)
+ elif SHADER_PROP_SET == 1:
+ shader = GouraudShader(mdl, LIGHT_DIR, M_sc)
+ elif SHADER_PROP_SET == 2:
+ shader = GouraudShaderSegregated(mdl, LIGHT_DIR, M_sc, 4)
+ elif SHADER_PROP_SET == 3:
+ shader = DiffuseGouraudShader(mdl, LIGHT_DIR, M_sc)
+ elif SHADER_PROP_SET == 4:
+ shader = GlobalNormalmapShader(mdl, LIGHT_DIR, M_pe, M_sc, M_pe_IT)
+ elif SHADER_PROP_SET == 5:
+ shader = SpecularmapShader(mdl, LIGHT_DIR, M_pe, M_sc, M_pe_IT)
+ elif SHADER_PROP_SET == 6:
+ shader = TangentNormalmapShader(mdl, LIGHT_DIR, M_pe, M_pe_IT, M_viewport)
+ elif SHADER_PROP_SET == 7:
+ PREPARE_SHADOW_SHADER = True
+ shader = SpecularShadowShader(mdl, LIGHT_DIR, M_pe, M_sc, M_pe_IT, None, None)
+ elif SHADER_PROP_SET == 8:
+ PREPARE_AO_SHADER = True
+ shader = AmbientOcclusionShader(mdl, M_sc, None, w, h)
+ elif SHADER_PROP_SET == 9:
+ shader = AmbientOcclusionMapShader(mdl, M_sc)
+ else:
+ raise ValueError
if PREPARE_SHADOW_SHADER:
# Fill shadow buffer and set data for final shader
@@ -110,6 +179,31 @@
shadow_image.save_to_disk("renders/shadow_buffer.png")
+ if PREPARE_AO_SHADER:
+ # Fill zbuffer and set data for final shader
+ print("Precalculating zbuffer for ambient occlusion shader ...")
+ precalc_z_buffer = [[-float('Inf') for bx in range(w)] for y in range(h)]
+ z_image = TinyImage(w, h)
+ z_shader = ZShader(mdl, M_sc)
+
+ for face_idx in progressbar.progressbar(range(mdl.get_face_count())):
+ for face_vert_idx in range(3):
+ # Get transformed vertex and prepare internal shader data
+ vert = z_shader.vertex(face_idx, face_vert_idx)
+ screen_coords = screen_coords.set_col(face_vert_idx, vert)
+
+ # Rasterize triangle
+ image = gl.draw_triangle(screen_coords, z_shader, precalc_z_buffer, z_image)
+
+ # Prepare and set data for the next shader
+ shader.uniform_precalc_zbuffer = precalc_z_buffer
+
+ # Lower precalc z buffer a little bit to make next shader raster the top pixels but
+ # not all pixels since AO shader calls are expensive
+ for x_sc in range(w):
+ for y_sc in range(h):
+ zbuffer[x_sc][y_sc] = precalc_z_buffer[x_sc][y_sc] - 1e-10
+
# Final shader run
print("Drawing triangles ...")
for face_idx in progressbar.progressbar(range(mdl.get_face_count())):
@@ -121,4 +215,4 @@
# Rasterize triangle
image = gl.draw_triangle(screen_coords, shader, zbuffer, image)
- image.save_to_disk(OUTPUT_FILENAME)
+ image.save_to_disk(OUTPUT_FILENAME)
\ No newline at end of file
diff --git a/tiny_image.py b/tiny_image.py
index 4aba6db..0310ff0 100644
--- a/tiny_image.py
+++ b/tiny_image.py
@@ -17,7 +17,7 @@ class TinyImage:
def __init__(self, width = None, height = None):
if not width is None and not height is None:
- self._im = Image.new(size=(width, height), mode="RGB", color="lightgray")
+ self._im = Image.new(size=(width, height), mode="RGB")
self._draw = ImageDraw.Draw(self._im)
def load_image(self, ipath):
diff --git a/tiny_shaders.py b/tiny_shaders.py
index a3ca915..7f3e3dd 100644
--- a/tiny_shaders.py
+++ b/tiny_shaders.py
@@ -2,14 +2,377 @@
same structure maintained by an abstract base class in our_gl module."""
import math
+import random
import our_gl as gl
from geom import Matrix4D, Matrix3D, MatrixUV, \
- Vector4DType, Vector3D, Barycentric, PointUV, \
+ Vector4DType, Vector3D, Vector2D, Point2D, Barycentric, PointUV, \
transform_3D4D3D, transform_vertex_to_screen, \
- comp_min
+ cross_product, comp_min
from model import ModelStorage, NormalMapType
+class FlatShader(gl.Shader):
+ """Shader which creates a paperfold effect."""
+ mdl: ModelStorage
+
+ # Vertices are stored row-wise
+ varying_vert = Matrix3D(9*[0])
+
+ varying_n_tri: Vector3D
+ uniform_l_global: Vector3D
+ uniform_M: Matrix4D
+
+ def __init__(self, mdl, light_dir, M):
+ self.mdl = mdl
+ self.uniform_l_global = light_dir
+ self.uniform_M = M # pylint: disable=invalid-name
+
+ def vertex(self, face_idx: int, vert_idx: int):
+ vert = self.mdl.get_vertex(face_idx, vert_idx) # Read the vertex
+ self.varying_vert = self.varying_vert.set_row(vert_idx, vert)
+
+ # Get normal vector of triangle; should only be done at last vertex
+ if vert_idx == 2:
+ v_0 = Vector3D(self.varying_vert.get_row(0))
+ v_1 = Vector3D(self.varying_vert.get_row(1))
+ v_2 = Vector3D(self.varying_vert.get_row(2))
+ self.varying_n_tri = cross_product(v_2 - v_0, v_0 - v_1).normalize()
+
+ return transform_vertex_to_screen(vert, self.uniform_M) # Transform it to screen coordinates
+
+ def fragment(self, bary: Barycentric):
+ cos_phi = max(0, self.varying_n_tri.tr() * self.uniform_l_global)
+
+ color = (Vector3D(255, 255, 255) * cos_phi) // 1
+ return (False, color) # Do not discard pixel and return color
+
+class GouraudShader(gl.Shader):
+ """Shader which interpolates normals of triangle vertices."""
+ mdl: ModelStorage
+
+ # Written by vertex shader, read by fragment shader
+ varying_intensity = Vector3D(0, 0, 0, shape = (1,3))
+ uniform_l_global: Vector3D
+ uniform_M: Matrix4D
+
+ def __init__(self, mdl, light_dir, M):
+ self.mdl = mdl
+ self.uniform_l_global = light_dir
+ self.uniform_M = M # pylint: disable=invalid-name
+
+ def vertex(self, face_idx: int, vert_idx: int):
+ n_tri = self.mdl.get_normal(face_idx, vert_idx)
+
+ # Get diffuse lighting intensity
+ cos_phi = max(0, n_tri.tr() * self.uniform_l_global)
+ self.varying_intensity = self.varying_intensity.set_col(vert_idx, cos_phi)
+
+ # Read the vertex data and return
+ vertex = self.mdl.get_vertex(face_idx, vert_idx)
+
+ # Transform it to screen coordinates
+ return transform_vertex_to_screen(vertex, self.uniform_M)
+
+ def fragment(self, bary: Barycentric):
+ intensity = self.varying_intensity * bary
+
+ # Interpolate intensity for the current pixel
+ color = (Vector3D(255, 255, 255) * intensity) // 1
+
+ # Do not discard pixel and return color
+ return (False, color)
+
+class GouraudShaderSegregated(gl.Shader):
+ """Gouraud shader with distinct, segregated grey tones."""
+ mdl: ModelStorage
+ varying_intensity = Vector3D(0, 0, 0, shape = (1,3))
+ uniform_l_global: Vector3D
+ uniform_M: Matrix4D
+ segregate_count = 1
+
+ def __init__(self, mdl, light_dir, M, segregate_count):
+ self.mdl = mdl
+ self.uniform_l_global = light_dir
+ self.uniform_M = M # pylint: disable=invalid-name
+ self.segregate_count = segregate_count
+
+ def vertex(self, face_idx: int, vert_idx: int):
+ n_tri = self.mdl.get_normal(face_idx, vert_idx)
+
+ # Get diffuse lighting intensity
+ cos_phi = max(0, n_tri.tr() * self.uniform_l_global)
+ self.varying_intensity = self.varying_intensity.set_col(vert_idx, cos_phi)
+
+ vert = self.mdl.get_vertex(face_idx, vert_idx) # Read the vertex
+
+ # Transform it to screen coordinates
+ return transform_vertex_to_screen(vert, self.uniform_M)
+
+ def fragment(self, bary: Barycentric):
+ # Interpolate intensity for current pixel
+ intensity = self.varying_intensity * bary
+
+ # Segregates intensity values to n = 'segregate_count' distinct values
+ intensity = round(intensity * self.segregate_count) / self.segregate_count
+
+ color = (Vector3D(255, 255, 255) * intensity) // 1
+
+ # Do not discard pixel and return color
+ return (False, color)
+
+class DiffuseGouraudShader(gl.Shader):
+ """Shader which combines Gouraud shading and diffuse texture color."""
+ mdl: ModelStorage
+
+ # Written by vertex shader, read by fragment shader: varying_data
+ varying_intensity = Vector3D(0, 0, 0, shape = (1,3))
+ # Points in varying_uv are stacked row-wise, 3 rows x 2 columns
+ varying_uv = MatrixUV(6*[0])
+
+ uniform_l_global: Vector3D
+ uniform_M: Matrix4D
+
+ def __init__(self, mdl, light_dir, M):
+ self.mdl = mdl
+ self.uniform_l_global = light_dir
+ self.uniform_M = M # pylint: disable=invalid-name
+
+ def vertex(self, face_idx: int, vert_idx: int):
+ n_tri = self.mdl.get_normal(face_idx, vert_idx)
+
+ # Get diffuse lighting intensity
+ cos_phi = max(0, n_tri.tr() * self.uniform_l_global)
+ self.varying_intensity = self.varying_intensity.set_col(vert_idx, cos_phi)
+
+ # Read the vertex
+ vertex = self.mdl.get_vertex(face_idx, vert_idx)
+
+ # Get uv map point for diffuse color interpolation and store it
+ self.varying_uv = \
+ self.varying_uv.set_col(vert_idx, self.mdl.get_uv_map_point(face_idx, vert_idx))
+
+ # Transform it to screen coordinates
+ return transform_vertex_to_screen(vertex, self.uniform_M)
+
+ def fragment(self, bary: Barycentric):
+ # Interpolate intensity for the current pixel
+ intensity = self.varying_intensity * bary
+
+ # For interpolation with bary coordinates we need a 2 rows x 3 columns matrix
+ p_uv = PointUV(self.varying_uv * bary)
+
+ color = self.mdl.get_diffuse_color(p_uv)
+ color = (color * intensity) // 1
+
+ # Do not discard pixel and return color
+ return (False, color)
+
+class GlobalNormalmapShader(gl.Shader):
+ """Shader reading a global space normal map to increase detail."""
+ mdl: ModelStorage
+
+ # Points in varying_uv are stacked row-wise, 3 rows x 2 columns
+ varying_uv = MatrixUV(6*[0])
+
+ uniform_light_dir: Vector3D
+ uniform_M_pe: Matrix4D
+ uniform_M_sc: Matrix4D
+ uniform_M_pe_IT: Matrix4D
+
+ def __init__(self, mdl, light_dir, M_pe, M_sc, M_pe_IT):
+ self.mdl = mdl
+ if self.mdl.normal_map_type != NormalMapType.GLOBAL:
+ raise ValueError("Only use global space normalmaps with this shader")
+
+ self.uniform_light_dir = light_dir
+ self.uniform_M_pe = M_pe # pylint: disable=invalid-name
+ self.uniform_M_sc = M_sc # pylint: disable=invalid-name
+ self.uniform_M_pe_IT = M_pe_IT # pylint: disable=invalid-name
+
+ def vertex(self, face_idx: int, vert_idx: int):
+ # Read the vertex
+ vertex = self.mdl.get_vertex(face_idx, vert_idx)
+
+ # Get uv map point for diffuse color interpolation and store it
+ self.varying_uv = \
+ self.varying_uv.set_col(vert_idx, self.mdl.get_uv_map_point(face_idx, vert_idx))
+
+ # Transform it to screen coordinates
+ return transform_vertex_to_screen(vertex, self.uniform_M_sc)
+
+ def fragment(self, bary: Barycentric):
+ # For interpolation with bary coordinates we need a 2 rows x 3 columns matrix
+ p_uv = PointUV(self.varying_uv * bary)
+
+ n_global = self.mdl.get_normal_from_map(p_uv)
+ n_local = transform_3D4D3D(n_global, Vector4DType.DIRECTION, \
+ self.uniform_M_pe_IT).normalize()
+ l_local = transform_3D4D3D(self.uniform_light_dir, Vector4DType.DIRECTION,
+ self.uniform_M_pe).normalize()
+
+ # Get diffuse lighting intensity
+ cos_phi = max(0, n_local.tr() * l_local)
+
+ color = self.mdl.get_diffuse_color(p_uv)
+ color = (color * cos_phi) // 1
+
+ # Do not discard pixel and return color
+ return (False, color)
+
+class SpecularmapShader(gl.Shader):
+ """Shader combining global normal map shading and specular lighting."""
+ mdl: ModelStorage
+
+ # Points in varying_uv are stacked row-wise, 3 rows x 2 columns
+ varying_uv = MatrixUV(6*[0])
+
+ uniform_light_dir: Vector3D
+ uniform_M_pe: Matrix4D
+ uniform_M_sc: Matrix4D
+ uniform_M_pe_IT: Matrix4D
+
+ def __init__(self, mdl, light_dir, M_pe, M_sc, M_pe_IT):
+ self.mdl = mdl
+ if self.mdl.normal_map_type != NormalMapType.GLOBAL:
+ raise ValueError("Only use global space normalmaps with this shader")
+
+ self.uniform_light_dir = light_dir
+ self.uniform_M_pe = M_pe # pylint: disable=invalid-name
+ self.uniform_M_sc = M_sc # pylint: disable=invalid-name
+ self.uniform_M_pe_IT = M_pe_IT # pylint: disable=invalid-name
+
+ def vertex(self, face_idx: int, vert_idx: int):
+ # Read the vertex
+ vertex = self.mdl.get_vertex(face_idx, vert_idx)
+
+ # Get uv map point for diffuse color interpolation and store it
+ self.varying_uv = \
+ self.varying_uv.set_col(vert_idx, self.mdl.get_uv_map_point(face_idx, vert_idx))
+
+ # Transform it to screen coordinates
+ return transform_vertex_to_screen(vertex, self.uniform_M_sc)
+
+ def fragment(self, bary: Barycentric):
+ # For interpolation with bary coordinates we need a 2 rows x 3 columns matrix
+ p_uv = PointUV(self.varying_uv * bary)
+
+ n_global = self.mdl.get_normal_from_map(p_uv)
+ n_local = transform_3D4D3D(n_global, Vector4DType.DIRECTION, \
+ self.uniform_M_pe_IT).normalize()
+
+ l_local = transform_3D4D3D(self.uniform_light_dir, Vector4DType.DIRECTION, \
+ self.uniform_M_pe).normalize()
+ cos_phi = n_local.tr() * l_local
+
+ # Get diffuse lighting intensity
+ diffuse_intensity = max(0, cos_phi)
+
+ # Reflected light direction (already transformed as n and l got transformed)
+ reflect = (2 * (cos_phi) * n_local - l_local).normalize()
+ cos_r_z = max(0, reflect.z) # equals: reflect.tr() * Vector3D(0, 0, 1) == reflect.z
+ specular_intensity = math.pow(cos_r_z, self.mdl.get_specular_power_from_map(p_uv))
+
+ color = self.mdl.get_diffuse_color(p_uv)
+
+ # Combine base, diffuse and specular intensity
+ color = 10 * Vector3D(1, 1, 1) + (diffuse_intensity + 0.5 * specular_intensity) * color
+ color = comp_min(Vector3D(255, 255, 255), color) // 1
+
+ # Do not discard pixel and return color
+ return (False, color)
+
+class TangentNormalmapShader(gl.Shader):
+ """Shader equal to GlobalNormalmapShader but with tangent space normal map."""
+ mdl: ModelStorage
+
+ # Points in varying_uv are stacked row-wise, 3 rows x 2 columns
+ varying_uv = MatrixUV(6*[0])
+
+ # Contains precalculated info of varying_vert to save ops in fragment shader
+ varying_vert = Matrix3D(9*[0])
+ varying_A = Matrix3D(9*[0])
+
+ varying_normal = Matrix3D(9*[0])
+ varying_b_u: Vector3D
+ varying_b_v: Vector3D
+
+ uniform_l_local: Vector3D
+ uniform_M_pe: Matrix4D
+ uniform_M_sc: Matrix4D
+ uniform_M_pe_IT: Matrix4D
+
+ def __init__(self, mdl, light_dir, M_pe, M_pe_IT, M_viewport):
+ self.mdl = mdl
+ if self.mdl.normal_map_type != NormalMapType.TANGENT:
+ raise ValueError("Only use only tangent space normalmaps with this shader")
+
+ # Transform light vector
+ l_local = transform_3D4D3D(light_dir, Vector4DType.DIRECTION, M_pe)
+ self.uniform_l_local = l_local.normalize()
+
+ self.uniform_M_pe = M_pe # pylint: disable=invalid-name
+ self.uniform_M_pe_IT = M_pe_IT # pylint: disable=invalid-name
+ self.uniform_M_viewport = M_viewport # pylint: disable=invalid-name
+
+ def vertex(self, face_idx: int, vert_idx: int):
+ # Store triangle vertex (after being transformed to perspective)
+ vert = self.mdl.get_vertex(face_idx, vert_idx)
+ vert = transform_3D4D3D(vert, Vector4DType.POINT, self.uniform_M_pe)
+ self.varying_vert = self.varying_vert.set_col(vert_idx, vert)
+
+ n_tri_global = self.mdl.get_normal(face_idx, vert_idx) # Read normal of the vertex
+ n_tri_local = transform_3D4D3D(n_tri_global, Vector4DType.DIRECTION, \
+ self.uniform_M_pe_IT).normalize()
+
+ # Store triangle vertex normal (after being transformed to perspective)
+ self.varying_normal = self.varying_normal.set_col(vert_idx, n_tri_local)
+
+ # Get uv map point for diffuse color interpolation and store it
+ self.varying_uv = \
+ self.varying_uv.set_col(vert_idx, self.mdl.get_uv_map_point(face_idx, vert_idx))
+
+ if vert_idx == 2:
+ self.varying_b_u = Vector3D(self.varying_uv.u_2 - self.varying_uv.u_0, \
+ self.varying_uv.u_1 - self.varying_uv.u_0, \
+ 0)
+
+ self.varying_b_v = Vector3D(self.varying_uv.v_2 - self.varying_uv.v_0, \
+ self.varying_uv.v_1 - self.varying_uv.v_0, \
+ 0)
+
+ vd_0 = self.varying_vert.get_col(2) - self.varying_vert.get_col(0)
+ vd_1 = self.varying_vert.get_col(1) - self.varying_vert.get_col(0)
+ self.varying_A = (self.varying_A.set_row(0, vd_0)).set_row(1, vd_1) # pylint: disable=invalid-name
+
+ # Transform it to screen coordinates
+ return transform_vertex_to_screen(vert, self.uniform_M_viewport)
+
+ def fragment(self, bary: Barycentric):
+ p_uv = PointUV(self.varying_uv * bary)
+
+ n_bary = (self.varying_normal * bary).normalize()
+
+ A_inv = self.varying_A.set_row(2, n_bary).inv() # pylint: disable=invalid-name
+
+ vect_i = (A_inv * self.varying_b_u).normalize()
+ vect_j = (A_inv * self.varying_b_v).normalize()
+
+ B = Matrix3D([vect_i, # pylint: disable=invalid-name
+ vect_j,
+ n_bary]).tr()
+
+ # Load normal of tangent space and transform to get global normal
+ n_local = (B * self.mdl.get_normal_from_map(p_uv)).normalize()
+
+ # Get diffuse lighting intensity
+ cos_phi = max(0, n_local.tr() * self.uniform_l_local)
+
+ color = self.mdl.get_diffuse_color(p_uv)
+ color = cos_phi * color // 1
+
+ # Do not discard pixel and return color
+ return (False, color)
+
class DepthShader(gl.Shader):
"""Shader used to save shadow buffer."""
mdl: ModelStorage
@@ -35,8 +398,8 @@ def fragment(self, bary: Barycentric):
color = (Vector3D(255, 255, 255) * v_bary.z / self.uniform_depth_res) // 1
return (False, color) # Do not discard pixel and return color
-class TinyShader(gl.Shader):
- """A tiny shader with all techniques applied."""
+class SpecularShadowShader(gl.Shader):
+ """Shader combining global normal map shading, specular lighting and shadows."""
mdl: ModelStorage
# Points in varying_uv are stacked row-wise, 3 rows x 2 columns
@@ -82,7 +445,7 @@ def fragment(self, bary: Barycentric):
p_shadow = transform_vertex_to_screen(v_bary, self.uniform_M_sb)
z_lit = self.shadow_buffer[p_shadow.x][p_shadow.y]
- shadowed_intensity = .7 if p_shadow.z + .02 * 255 < z_lit else 1.0
+ shadowed_intensity = .3 if p_shadow.z + .02 * 255 < z_lit else 1.0
n_global = self.mdl.get_normal_from_map(p_uv)
n_local = transform_3D4D3D(n_global, Vector4DType.DIRECTION, \
@@ -100,14 +463,162 @@ def fragment(self, bary: Barycentric):
cos_r_z = max(0, reflect.z) # equals: reflect.tr() * Vector3D(0, 0, 1) == reflect.z
specular_intensity = math.pow(cos_r_z, self.mdl.get_specular_power_from_map(p_uv))
- # Get diffuse color and apply ambient occlusion intensity
- ao_intensity = self.mdl.get_ao_intensity_from_map(p_uv)
color = self.mdl.get_diffuse_color(p_uv)
# Combine base, diffuse and specular intensity
- color = 10 * Vector3D(1,1,1) + \
- color * shadowed_intensity * (2.8 * (.7 * diffuse_intensity + .3 * ao_intensity) + .6 * specular_intensity)
+ color = 20 * Vector3D(1,1,1) + \
+ color * shadowed_intensity * (1.2 * diffuse_intensity + .6 * specular_intensity)
color = comp_min(Vector3D(255, 255, 255), color) // 1
# Do not discard pixel and return color
return (False, color)
+
+class ZShader(gl.Shader):
+ """Shader used to save shadow buffer."""
+ mdl: ModelStorage
+
+ uniform_M: Matrix4D
+
+ def __init__(self, mdl, M):
+ self.mdl = mdl
+ self.uniform_M = M # pylint: disable=invalid-name
+
+ def vertex(self, face_idx: int, vert_idx: int):
+ vert = self.mdl.get_vertex(face_idx, vert_idx) # Read the vertex
+ return transform_vertex_to_screen(vert, self.uniform_M)
+
+ def fragment(self, bary: Barycentric):
+ # Do not return color. This is shader is used passively to create
+ # generate a screen space shadow buffer
+ return (True, None)
+
+class AmbientOcclusionShader(gl.Shader):
+ """Shader used to compute ambient occlusion local illumination."""
+ mdl: ModelStorage
+
+ # Vertices are stored col-wise
+ varying_vert = Matrix3D(9*[0])
+
+ uniform_M: Matrix4D
+ uniform_precalc_zbuffer: list
+ uniform_zbuffer_width: int
+ uniform_zbuffer_height: int
+
+ varying_uv = MatrixUV(6*[0])
+
+ sweep_step: int
+ sweep_incr_fact: float
+
+ def __init__(self, mdl, M, percalc_zbuffer, zbuffer_width, zbuffer_height):
+ self.mdl = mdl
+ self.uniform_M = M # pylint: disable=invalid-name
+ self.uniform_precalc_zbuffer = percalc_zbuffer
+ self.uniform_zbuffer_width = zbuffer_width
+ self.uniform_zbuffer_height = zbuffer_height
+
+ # Performance is very dependent on sweep step of ray casting and number of rays
+
+ # Increase factor to get faster renders but more inaccurate AO
+ self.sweep_incr_fact = 12.0
+ assert self.sweep_incr_fact >= 1.0, "Factor must not be below 1.0. Infinite loop run ahead."
+
+ # Decrease ray num to get faster renders but more inaccurate AO
+ self.ray_num = 12
+
+ def vertex(self, face_idx: int, vert_idx: int):
+ vert = self.mdl.get_vertex(face_idx, vert_idx) # Read the vertex
+ vert = transform_vertex_to_screen(vert, self.uniform_M)
+ self.varying_vert = self.varying_vert.set_col(vert_idx, vert)
+
+ self.varying_uv = \
+ self.varying_uv.set_col(vert_idx, self.mdl.get_uv_map_point(face_idx, vert_idx))
+
+ return vert
+
+ def fragment(self, bary: Barycentric):
+ p_uv = PointUV(self.varying_uv * bary)
+
+ if self.mdl.ao_map is None:
+ (x_sc, y_sc, _) = self.varying_vert * bary // 1
+
+ summed_ang = 0
+ for ray_angle in self.get_ray_angles(randomized = True):
+ max_elevation = self.max_elevation_angle(
+ Point2D(x_sc, y_sc),
+ Vector2D(math.cos(ray_angle), math.sin(ray_angle)),
+ self.sweep_incr_fact)
+
+ summed_ang = summed_ang + (math.pi / 2 - max_elevation)
+
+ ao_intensity = summed_ang / (math.pi / 2 * self.ray_num)
+ ao_intensity = ao_intensity ** 5
+
+ else:
+ ao_intensity = self.mdl.get_ao_intensity_from_map(p_uv)
+
+ color = Vector3D(255,255,255) * ao_intensity // 1
+
+ return (False, color)
+
+ def max_elevation_angle(self, pt_amb: Point2D, sweep_dir: Vector2D, sweep_incr_fact: float):
+ """Returns max elevation angle ray-casted from starting point pt_amb."""
+
+ pt_amb_z = self.uniform_precalc_zbuffer[pt_amb.x][pt_amb.y]
+ sweep = Vector2D(pt_amb)
+ if abs(sweep_dir.x) > abs(sweep_dir.y):
+ max_sweep_comp = abs(sweep_dir.x)
+ else:
+ max_sweep_comp = abs(sweep_dir.y)
+ sweep_delta = 1.0 / max_sweep_comp * sweep_dir
+ max_tan = 0
+ while True:
+ z_height = self.uniform_precalc_zbuffer[int(sweep.x)][int(sweep.y)]
+ if z_height > pt_amb_z:
+ elevation = z_height - pt_amb_z
+ tan_val = elevation / sweep.abs()
+ max_tan = max(tan_val, max_tan)
+ sweep_delta *= sweep_incr_fact
+ sweep += sweep_delta
+ if not 0 <= sweep.x < (self.uniform_zbuffer_width) or \
+ not 0 <= sweep.y < (self.uniform_zbuffer_height):
+ break
+ return math.atan(max_tan)
+
+ def get_ray_angles(self, randomized: bool = True):
+ """Return randomized or equal-spaced rays in between 0 and 2 * pi
+ for a given count of rays."""
+ if randomized:
+ return [random.uniform(0, 2 * math.pi) for ray in range(self.ray_num)]
+
+ return [2 * math.pi * ray / self.ray_num for ray in range(self.ray_num)]
+
+
+class AmbientOcclusionMapShader(gl.Shader):
+ """Shader used to apply ambient occlusion from ao map."""
+ mdl: ModelStorage
+
+ uniform_M: Matrix4D
+ varying_uv = MatrixUV(6*[0])
+
+ def __init__(self, mdl, M):
+ self.mdl = mdl
+ self.uniform_M = M # pylint: disable=invalid-name
+
+ def vertex(self, face_idx: int, vert_idx: int):
+ vert = self.mdl.get_vertex(face_idx, vert_idx) # Read the vertex
+
+ self.varying_uv = \
+ self.varying_uv.set_col(vert_idx, self.mdl.get_uv_map_point(face_idx, vert_idx))
+
+ return transform_vertex_to_screen(vert, self.uniform_M)
+
+ def fragment(self, bary: Barycentric):
+ p_uv = PointUV(self.varying_uv * bary)
+ ao_intensity = self.mdl.get_ao_intensity_from_map(p_uv)
+
+ color = Vector3D(255,255,255) * ao_intensity // 1
+
+ return (False, color)
+
+class TinyShader(gl.Shader):
+ pass
\ No newline at end of file