def get_pixels_deferred_v2(transformed_vertices, faces, vertex_normals, vertex_colours, light_intensity, background): vertex_attributes = tf.concat([ tf.ones_like(transformed_vertices[:, :1]), vertex_colours, vertex_normals ], axis=1) background_attributes = tf.zeros([canvas_height, canvas_width, 1 + 3 + 3]) def shader_fn(gbuffer, light_intensity, background): mask = gbuffer[..., :1] colours = gbuffer[..., 1:4] normals = gbuffer[..., 4:7] pixels = mask * calculate_shading( colours, normals, light_intensity) + (1. - mask) * background return pixels pixels = dirt.rasterise_deferred(background_attributes, transformed_vertices, vertex_attributes, faces, shader_fn, [light_intensity, background]) return pixels
def main(): # Build the scene geometry, which is just an axis-aligned cube centred at the origin in world space cube_vertices_object = [] cube_uvs = [] cube_faces = [] def add_quad(vertices, uvs): index = len(cube_vertices_object) cube_faces.extend([[index + 2, index + 1, index], [index, index + 3, index + 2]]) cube_vertices_object.extend(vertices) cube_uvs.extend(uvs) add_quad(vertices=[[-1, -1, 1], [1, -1, 1], [1, 1, 1], [-1, 1, 1]], uvs=[[0.1, 0.9], [0.9, 0.9], [0.9, 0.1], [0.1, 0.1]]) # front add_quad(vertices=[[-1, -1, -1], [1, -1, -1], [1, 1, -1], [-1, 1, -1]], uvs=[[1, 1], [0, 1], [0, 0], [1, 0]]) # back add_quad(vertices=[[1, 1, 1], [1, 1, -1], [1, -1, -1], [1, -1, 1]], uvs=[[0.3, 0.25], [0.6, 0.25], [0.6, 0.55], [0.3, 0.55]]) # right add_quad(vertices=[[-1, 1, 1], [-1, 1, -1], [-1, -1, -1], [-1, -1, 1]], uvs=[[0.4, 0.4], [0.5, 0.4], [0.5, 0.5], [0.4, 0.5]]) # left add_quad(vertices=[[-1, 1, -1], [1, 1, -1], [1, 1, 1], [-1, 1, 1]], uvs=[[0, 0], [2, 0], [2, 2], [0, 2]]) # top add_quad(vertices=[[-1, -1, -1], [1, -1, -1], [1, -1, 1], [-1, -1, 1]], uvs=[[0, 0], [2, 0], [2, 2], [0, 2]]) # bottom cube_vertices_object = np.asarray(cube_vertices_object, np.float32) cube_uvs = np.asarray(cube_uvs, np.float32) # Load the texture image texture = tf.cast( tf.image.decode_jpeg( tf.read_file(os.path.dirname(__file__) + '/cat.jpg')), tf.float32) / 255. # Convert vertices to homogeneous coordinates cube_vertices_object = tf.concat( [cube_vertices_object, tf.ones_like(cube_vertices_object[:, -1:])], axis=1) # Transform vertices from object to world space, by rotating around the vertical axis cube_vertices_world = tf.matmul(cube_vertices_object, matrices.rodrigues([0., 0.6, 0.])) # Calculate face normals cube_normals_world = lighting.vertex_normals(cube_vertices_world, cube_faces) # Transform vertices from world to camera space; note that the camera points along the negative-z axis in camera space view_matrix = matrices.compose( matrices.translation([0., -2., -3.2]), # translate it away from the camera matrices.rodrigues([-0.5, 0., 0.]) # tilt the view downwards ) cube_vertices_camera = tf.matmul(cube_vertices_world, view_matrix) # Transform vertices from camera to clip space projection_matrix = matrices.perspective_projection( near=0.1, far=20., right=0.1, aspect=float(frame_height) / frame_width) cube_vertices_clip = tf.matmul(cube_vertices_camera, projection_matrix) # The following function is applied to the G-buffer, which is a multi-channel image containing all the vertex attributes. It # uses this to calculate the shading (texture and lighting) at each pixel, hence their final intensities def shader_fn(gbuffer, texture, light_direction): # Unpack the different attributes from the G-buffer mask = gbuffer[:, :, :1] uvs = gbuffer[:, :, 1:3] normals = gbuffer[:, :, 3:] # Sample the texture at locations corresponding to each pixel; this defines the unlit material color at each point unlit_colors = sample_texture( texture, uvs_to_pixel_indices(uvs, tf.shape(texture)[:2])) # Calculate a simple grey ambient lighting component ambient_contribution = unlit_colors * [0.4, 0.4, 0.4] # Calculate a diffuse (Lambertian) lighting component diffuse_contribution = lighting.diffuse_directional( tf.reshape(normals, [-1, 3]), tf.reshape(unlit_colors, [-1, 3]), light_direction, light_color=[0.6, 0.6, 0.6], double_sided=True) diffuse_contribution = tf.reshape(diffuse_contribution, [frame_height, frame_width, 3]) # The final pixel intensities inside the shape are given by combining the ambient and diffuse components; # outside the shape, they are set to a uniform background color pixels = (diffuse_contribution + ambient_contribution) * mask + [0., 0., 0.3] * (1. - mask) return pixels # Render the G-buffer channels (mask, UVs, and normals at each pixel), then perform the deferred shading calculation # In general, any tensor required by shader_fn and wrt which we need derivatives should be included in shader_additional_inputs; # although in this example they are constant, we pass the texture and lighting direction through this route as an illustration light_direction = tf.linalg.l2_normalize([1., -0.3, -0.5]) pixels = dirt.rasterise_deferred( vertices=cube_vertices_clip, vertex_attributes=tf.concat( [ tf.ones_like(cube_vertices_object[:, :1]), # mask cube_uvs, # texture coordinates cube_normals_world # normals ], axis=1), faces=cube_faces, background_attributes=tf.zeros([frame_height, frame_width, 6]), shader_fn=shader_fn, shader_additional_inputs=[texture, light_direction]) save_pixels = tf.write_file( 'textured.jpg', tf.image.encode_jpeg(tf.cast(pixels * 255, tf.uint8))) session = tf.Session(config=tf.ConfigProto(gpu_options=tf.GPUOptions( allow_growth=True))) with session.as_default(): save_pixels.run()
def main(): # Build the scene geometry, which is just an axis-aligned cube centred at the origin in world space # We replicate vertices that are shared, so normals are effectively per-face instead of smoothed cube_vertices_object, cube_faces = build_cube() cube_vertices_object = tf.constant(cube_vertices_object, dtype=tf.float32) cube_vertices_object, cube_faces = lighting.split_vertices_by_face(cube_vertices_object, cube_faces) cube_vertex_colors = tf.ones_like(cube_vertices_object) # Convert vertices to homogeneous coordinates cube_vertices_object = tf.concat([ cube_vertices_object, tf.ones_like(cube_vertices_object[:, -1:]) ], axis=1) # Transform vertices from object to world space, by rotating around the vertical axis cube_vertices_world = tf.matmul(cube_vertices_object, matrices.rodrigues([0., 0.5, 0.])) # Calculate face normals; pre_split implies that no faces share a vertex cube_normals_world = lighting.vertex_normals_pre_split(cube_vertices_world, cube_faces) # Transform vertices from world to camera space; note that the camera points along the negative-z axis in camera space view_matrix = matrices.compose( matrices.translation([0., -1.5, -3.5]), # translate it away from the camera matrices.rodrigues([-0.3, 0., 0.]) # tilt the view downwards ) cube_vertices_camera = tf.matmul(cube_vertices_world, view_matrix) # Transform vertices from camera to clip space projection_matrix = matrices.perspective_projection(near=0.1, far=20., right=0.1, aspect=float(frame_height) / frame_width) cube_vertices_clip = tf.matmul(cube_vertices_camera, projection_matrix) # The following function is applied to the G-buffer, which is a multi-channel image containing all the vertex attributes. # It uses this to calculate the shading at each pixel, hence their final intensities def shader_fn(gbuffer, view_matrix, light_direction): # Unpack the different attributes from the G-buffer mask = gbuffer[:, :, :1] positions = gbuffer[:, :, 1:4] unlit_colors = gbuffer[:, :, 4:7] normals = gbuffer[:, :, 7:] # Calculate a simple grey ambient lighting component ambient_contribution = unlit_colors * [0.2, 0.2, 0.2] # Calculate a red diffuse (Lambertian) lighting component diffuse_contribution = lighting.diffuse_directional( tf.reshape(normals, [-1, 3]), tf.reshape(unlit_colors, [-1, 3]), light_direction, light_color=[1., 0., 0.], double_sided=False ) diffuse_contribution = tf.reshape(diffuse_contribution, [frame_height, frame_width, 3]) # Calculate a white specular (Phong) lighting component camera_position_world = tf.linalg.inv(view_matrix)[3, :3] specular_contribution = lighting.specular_directional( tf.reshape(positions, [-1, 3]), tf.reshape(normals, [-1, 3]), tf.reshape(unlit_colors, [-1, 3]), light_direction, light_color=[1., 1., 1.], camera_position=camera_position_world, shininess=6., double_sided=False ) specular_contribution = tf.reshape(specular_contribution, [frame_height, frame_width, 3]) # The final pixel intensities inside the shape are given by combining the three lighting components; # outside the shape, they are set to a uniform background color. We clip the final values as the specular # component saturates some pixels pixels = tf.clip_by_value( (diffuse_contribution + specular_contribution + ambient_contribution) * mask + [0., 0., 0.3] * (1. - mask), 0., 1. ) return pixels # Render the G-buffer channels (mask, vertex positions, vertex colours, and normals at each pixel), then perform # the deferred shading calculation. In general, any tensor required by shader_fn and wrt which we need derivatives # should be included in shader_additional_inputs; although in this example they are constant, we pass the view # matrix and lighting direction through this route as an illustration light_direction = tf.linalg.l2_normalize([1., -0.3, -0.5]) pixels = dirt.rasterise_deferred( vertices=cube_vertices_clip, vertex_attributes=tf.concat([ tf.ones_like(cube_vertices_object[:, :1]), # mask cube_vertices_world[:, :3], # vertex positions cube_vertex_colors, # vertex colors cube_normals_world # normals ], axis=1), faces=cube_faces, background_attributes=tf.zeros([frame_height, frame_width, 10]), shader_fn=shader_fn, shader_additional_inputs=[view_matrix, light_direction] ) pixels = tf.cast(pixels * 255, tf.uint8) session = tf.compat.v1.Session(config=tf.compat.v1.ConfigProto(gpu_options=tf.compat.v1.GPUOptions(allow_growth=True))) with session.as_default(): image = pixels img = Image.fromarray( np.asarray(image)) img.save("test_def.png")