def test_allclose_rel_reordered1(x, allclose): rel = ti.get_rel_eps() assert not allclose(x + x * rel * 3.0, x) assert not allclose(x + x * rel * 1.2, x) assert allclose(x + x * rel * 0.9, x) assert allclose(x + x * rel * 0.5, x) assert allclose(x, x) assert allclose(x - x * rel * 0.5, x) assert allclose(x - x * rel * 0.9, x) assert not allclose(x - x * rel * 1.2, x) assert not allclose(x - x * rel * 3.0, x)
def render_triangle(model, camera, face): scene = model.scene L2W = model.L2W posa, posb, posc = model.pos[face[0, 0]], model.pos[face[1, 0]], model.pos[ face[2, 0]] texa, texb, texc = model.tex[face[0, 1]], model.tex[face[1, 1]], model.tex[ face[2, 1]] nrma, nrmb, nrmc = model.nrm[face[0, 2]], model.nrm[face[1, 2]], model.nrm[ face[2, 2]] posa = camera.untrans_pos(L2W @ posa) posb = camera.untrans_pos(L2W @ posb) posc = camera.untrans_pos(L2W @ posc) nrma = camera.untrans_dir(L2W.matrix @ nrma) nrmb = camera.untrans_dir(L2W.matrix @ nrmb) nrmc = camera.untrans_dir(L2W.matrix @ nrmc) pos_center = (posa + posb + posc) / 3 if ti.static(camera.type == camera.ORTHO): pos_center = ts.vec3(0.0, 0.0, 1.0) dpab = posa - posb dpac = posa - posc dtab = texa - texb dtac = texa - texc normal = ts.cross(dpab, dpac) tan, bitan = compute_tangent(-dpab, -dpac, -dtab, -dtac) # NOTE: the normal computation indicates that a front-facing face should # be COUNTER-CLOCKWISE, i.e., glFrontFace(GL_CCW); # this is to be compatible with obj model loading. if ts.dot(pos_center, normal) <= 0: clra = model.vertex_shader(posa, texa, nrma, tan, bitan) clrb = model.vertex_shader(posb, texb, nrmb, tan, bitan) clrc = model.vertex_shader(posc, texc, nrmc, tan, bitan) A = camera.uncook(posa) B = camera.uncook(posb) C = camera.uncook(posc) scr_norm = 1 / ts.cross(A - C, B - A) B_A = (B - A) * scr_norm C_B = (C - B) * scr_norm A_C = (A - C) * scr_norm # screen space bounding box M = int(ti.floor(min(A, B, C) - 1)) N = int(ti.ceil(max(A, B, C) + 1)) M = ts.clamp(M, 0, ti.Vector(camera.res)) N = ts.clamp(N, 0, ti.Vector(camera.res)) for X in ti.grouped(ti.ndrange((M.x, N.x), (M.y, N.y))): # barycentric coordinates using the area method X_A = X - A w_C = ts.cross(B_A, X_A) w_B = ts.cross(A_C, X_A) w_A = 1 - w_C - w_B # draw eps = ti.get_rel_eps() * 0.2 is_inside = w_A >= -eps and w_B >= -eps and w_C >= -eps if not is_inside: continue zindex = 1 / (posa.z * w_A + posb.z * w_B + posc.z * w_C) if zindex < ti.atomic_max(camera.fb['idepth'][X], zindex): continue clr = [ a * w_A + b * w_B + c * w_C for a, b, c in zip(clra, clrb, clrc) ] camera.fb.update(X, model.pixel_shader(*clr))
def render_triangle(model, camera, face): posa, posb, posc = face.pos # Position texa, texb, texc = face.tex # TexCoord nrma, nrmb, nrmc = face.nrm # Normal pos_center = (posa + posb + posc) / 3 if ti.static(camera.type == camera.ORTHO): pos_center = ts.vec3(0.0, 0.0, 1.0) # NOTE: the normal computation indicates that a front-facing face should # be COUNTER-CLOCKWISE, i.e., glFrontFace(GL_CCW); # this is to be compatible with obj model loading. if ts.dot(pos_center, ts.cross(posa - posc, posa - posb)) >= 0: tan, bitan = compute_tangent(posb - posa, posc - posa, texb - texa, texc - texa) # TODO: node-ize this clra = [posa, texa, nrma] # TODO: interpolate tan and bitan? merge with nrm? clrb = [posb, texb, nrmb] clrc = [posc, texc, nrmc] A = camera.uncook(posa) B = camera.uncook(posb) C = camera.uncook(posc) scr_norm = ts.cross(A - C, B - A) if scr_norm != 0: # degenerate to 'line' if zero B_A = (B - A) / scr_norm A_C = (A - C) / scr_norm shake = ts.vec2(0.0) if ti.static(camera.fb.n_taa): for i, s in ti.static(enumerate(map(ti.Vector, TAA_SHAKES[:camera.fb.n_taa]))): if camera.fb.itaa[None] == i: shake = s * 0.5 # screen space bounding box M = int(ti.floor(min(A, B, C) - 1)) N = int(ti.ceil(max(A, B, C) + 1)) M = ts.clamp(M, 0, ti.Vector(camera.fb.res)) N = ts.clamp(N, 0, ti.Vector(camera.fb.res)) for X in ti.grouped(ti.ndrange((M.x, N.x), (M.y, N.y))): # barycentric coordinates using the area method X_A = X - A + shake w_C = ts.cross(B_A, X_A) w_B = ts.cross(A_C, X_A) w_A = 1 - w_C - w_B # draw eps = ti.get_rel_eps() * 0.2 is_inside = w_A >= -eps and w_B >= -eps and w_C >= -eps if not is_inside: continue # https://gitee.com/zxtree2006/tinyrenderer/blob/master/our_gl.cpp if ti.static(camera.type != camera.ORTHO): bclip = ts.vec3(w_A / posa.z, w_B / posb.z, w_C / posc.z) bclip /= bclip.x + bclip.y + bclip.z w_A, w_B, w_C = bclip depth = (posa.z * w_A + posb.z * w_B + posc.z * w_C) if camera.fb.atomic_depth(X, depth): continue posx, texx, nrmx = [a * w_A + b * w_B + c * w_C for a, b, c in zip(clra, clrb, clrc)] color = ti.static(model.material.pixel_shader(model, posx, texx, nrmx, tan, bitan)) if ti.static(isinstance(color, dict)): camera.fb.update(X, color) else: camera.fb.update(X, dict(img=color))
def render_triangle(model, camera, face): scene = model.scene L2C = model.L2C[None] # Local to Camera, i.e. ModelView in OpenGL posa, posb, posc = face.pos texa, texb, texc = face.tex nrma, nrmb, nrmc = face.nrm posa = (L2C @ ts.vec4(posa, 1)).xyz posb = (L2C @ ts.vec4(posb, 1)).xyz posc = (L2C @ ts.vec4(posc, 1)).xyz nrma = (L2C @ ts.vec4(nrma, 0)).xyz nrmb = (L2C @ ts.vec4(nrmb, 0)).xyz nrmc = (L2C @ ts.vec4(nrmc, 0)).xyz pos_center = (posa + posb + posc) / 3 if ti.static(camera.type == camera.ORTHO): pos_center = ts.vec3(0.0, 0.0, 1.0) dpab = posa - posb dpac = posa - posc dtab = texa - texb dtac = texa - texc normal = ts.cross(dpab, dpac) # NOTE: the normal computation indicates that a front-facing face should # be COUNTER-CLOCKWISE, i.e., glFrontFace(GL_CCW); # this is to be compatible with obj model loading. if ts.dot(pos_center, normal) <= 0: tan, bitan = compute_tangent(-dpab, -dpac, -dtab, -dtac) # TODO: node-ize this clra = model.vertex_shader( posa, texa, nrma, tan, bitan) # TODO: interpolate tan and bitan? merge with nrm? clrb = model.vertex_shader(posb, texb, nrmb, tan, bitan) clrc = model.vertex_shader(posc, texc, nrmc, tan, bitan) A = camera.uncook(posa) B = camera.uncook(posb) C = camera.uncook(posc) scr_norm = ts.cross(A - C, B - A) if scr_norm != 0: # degenerate to 'line' if zero B_A = (B - A) / scr_norm A_C = (A - C) / scr_norm shake = ts.vec2(0.0) if ti.static(camera.fb.n_taa): for i, s in ti.static( enumerate(map(ti.Vector, TAA_SHAKES[:camera.fb.n_taa]))): if camera.fb.itaa[None] == i: shake = s * 0.5 # screen space bounding box M = int(ti.floor(min(A, B, C) - 1)) N = int(ti.ceil(max(A, B, C) + 1)) M = ts.clamp(M, 0, ti.Vector(camera.fb.res)) N = ts.clamp(N, 0, ti.Vector(camera.fb.res)) for X in ti.grouped(ti.ndrange((M.x, N.x), (M.y, N.y))): # barycentric coordinates using the area method X_A = X - A + shake w_C = ts.cross(B_A, X_A) w_B = ts.cross(A_C, X_A) w_A = 1 - w_C - w_B # draw eps = ti.get_rel_eps() * 0.2 is_inside = w_A >= -eps and w_B >= -eps and w_C >= -eps if not is_inside: continue # https://gitee.com/zxtree2006/tinyrenderer/blob/master/our_gl.cpp if ti.static(camera.type != camera.ORTHO): bclip = ts.vec3(w_A / posa.z, w_B / posb.z, w_C / posc.z) bclip /= bclip.x + bclip.y + bclip.z w_A, w_B, w_C = bclip depth = (posa.z * w_A + posb.z * w_B + posc.z * w_C) if camera.fb.atomic_depth(X, depth): continue clr = [ a * w_A + b * w_B + c * w_C for a, b, c in zip(clra, clrb, clrc) ] camera.fb.update(X, model.pixel_shader(*clr))