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MR_render_mesh.m
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301 lines (280 loc) · 11.4 KB
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function [render,zbuffer,texbuffer,normalbuffer,viewbuffer,sourcebuffer,fbuffer,wbuffer,shadowbuffer,visibility] = MR_render_mesh(F,V,cameraparams,renderparams)
%MR_RENDER_MESH Deferred shading mesh renderer pipeline
%
% Note: if rendering multiple images from same viewpoint, the returned
% buffers can be passed directly to MR_render_buffers to avoid recomputing
% rasterisation etc
%
% Inputs:
% F - nfaces by 3 matrix of vertex indices
% V - nverts by 3 matrix of vertex coordinates
% cameraparams - structure containing camera parameters (see
% MR_project.m for details)
% renderparams - structure containing rendering parameters (see demo.m
% for details)
%
% Outputs:
% render - rendered image
% zbuffer - depth buffer
% texbuffer,normalbuffer,viewbuffer,sourcebuffer - buffers used
% for deferred shading
% fbuffer,wbuffer - face and weight buffers used for barycentric
% interpolation
%
% William Smith
% University of York
%
% Part of the Matlab Renderer (https://github.com/waps101/MatlabRenderer)
if ~isfield(renderparams,'verbose')
renderparams.verbose = true;
end
if ~isfield(renderparams,'useMex')
renderparams.useMex = true;
end
if ~isfield(renderparams,'textureMode')
if renderparams.verbose
disp('No texture mode set. Defaulting to per mesh, white colour.');
end
renderparams.textureMode = 'usePerMeshColour';
renderparams.permeshcolour = [1 1 1];
end
if ~isfield(renderparams,'normalMode')
if renderparams.verbose
disp('No normal mapping mode set. Defaulting to per vertex normals.');
end
renderparams.normalMode = 'perVertexNormals';
end
if ~isfield(renderparams,'sourcecolour')
if renderparams.verbose
disp('No source colour set. Defaulting to white light.');
end
renderparams.sourcecolour = [1;1;1];
end
if ~isfield(renderparams,'shadows')
if renderparams.verbose
disp('No shadow mode set. Defaulting to no shadows.');
end
renderparams.shadows = false;
end
if renderparams.useMex
F = uint32(F);
if isfield(renderparams,'FT')
renderparams.FT = uint32(renderparams.FT);
end
if isfield(renderparams,'FN')
renderparams.FN = uint32(renderparams.FN);
end
end
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Perform 3D to 2D projection
if renderparams.verbose
disp('Projecting to 2D...');
end
[Vxy,Vcam] = MR_project(V,cameraparams);
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Rasterise mesh
if renderparams.verbose
disp('Rasterising...');
end
if renderparams.useMex
[zbuffer,fbuffer,wbuffer,Vz] = MR_rasterise_mesh_mex(F, Vcam, Vxy, cameraparams.w, cameraparams.h);
else
[zbuffer,fbuffer,wbuffer,Vz] = MR_rasterise_mesh(F, Vcam, Vxy, cameraparams.w, cameraparams.h);
end
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Compute shadow buffer
if renderparams.shadows
if renderparams.verbose
disp('Computing shadow buffer...');
end
switch renderparams.lightingModel
case 'localPointSource'
% Rasterise from light source position
lightparams.type = 'perspective';
lightparams.f = 1; lightparams.cx = 0; lightparams.cy = 0;
axis = cross(renderparams.sourceposition,[0;0;-1]);
axis = axis./norm(axis);
angle = acos(dot(renderparams.sourceposition,[0;0;-1]));
R = axang2rotm(axis.*angle);
t = -R*renderparams.sourceposition;
lightparams.T = [R t];
case 'distantPointSource'
lightparams.type = 'scaledorthographic';
lightparams.scale = 1;
axis = cross(renderparams.sourcedirection,[0;0;-1]);
axis = axis./norm(axis);
angle = acos(dot(renderparams.sourcedirection,[0;0;-1]));
R = axang2rotm(axis.*angle);
t = [0;0;0];
lightparams.T = [R t];
otherwise
warning('Cannot compute shadows for selected lighting model.')
end
[Vxy_light,Vlight] = MR_project(V,lightparams);
scale = cameraparams.w / max( max(Vxy_light(:,1))-min(Vxy_light(:,1)), max(Vxy_light(:,2))-min(Vxy_light(:,2)) );
Vxy_light = Vxy_light.*scale;
Vxy_light(:,1) = Vxy_light(:,1) - min(Vxy_light(:,1));
Vxy_light(:,2) = Vxy_light(:,2) - min(Vxy_light(:,2));
lightparams.w = ceil(max(Vxy_light(:,1)));
lightparams.h = ceil(max(Vxy_light(:,2)));
if renderparams.useMex
[zbuffer_light,fbuffer_light,~,Vz_light] = MR_rasterise_mesh_mex(F, Vlight, Vxy_light, lightparams.w, lightparams.h);
else
[zbuffer_light,fbuffer_light,~,Vz_light] = MR_rasterise_mesh(F, Vlight, Vxy_light, lightparams.w, lightparams.h);
end
shadowPerVertex = MR_vertex_visibility(Vxy_light,Vz_light,zbuffer_light,fbuffer_light,F);
if renderparams.useMex
shadowbuffer = MR_compute_buffer_per_vertex_mex(fbuffer,wbuffer,F,double(shadowPerVertex),false);
else
shadowbuffer = MR_compute_buffer_per_vertex(fbuffer,wbuffer,F,double(shadowPerVertex),false);
end
else
shadowbuffer = ones(size(fbuffer));
end
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Compute view vector buffer
if renderparams.verbose
disp('Computing view vector buffer...');
end
switch cameraparams.type
case 'scaledorthographic'
v = cameraparams.T(1:3,1:3)'*[0;0;1];
viewbuffer = zeros(size(wbuffer));
viewbuffer(:,:,1) = v(1);
viewbuffer(:,:,2) = v(2);
viewbuffer(:,:,3) = v(3);
case 'perspective'
% Compute camera centre
c = -cameraparams.T(1:3,1:3)'*cameraparams.T(1:3,4);
% Compute per-vertex view vectors
Views(:,1) = c(1)-V(:,1);
Views(:,2) = c(2)-V(:,2);
Views(:,3) = c(3)-V(:,3);
% Rasterise
if renderparams.useMex
viewbuffer = MR_compute_buffer_per_vertex_mex(fbuffer,wbuffer,F,Views,true);
else
viewbuffer = MR_compute_buffer_per_vertex(fbuffer,wbuffer,F,Views,true);
end
case 'perspectiveWithDistortion'
% Compute camera centre
c = -cameraparams.T(1:3,1:3)'*cameraparams.T(1:3,4);
% Compute per-vertex view vectors
Views(:,1) = c(1)-V(:,1);
Views(:,2) = c(2)-V(:,2);
Views(:,3) = c(3)-V(:,3);
% Rasterise
if renderparams.useMex
viewbuffer = MR_compute_buffer_per_vertex_mex(fbuffer,wbuffer,F,Views,true);
else
viewbuffer = MR_compute_buffer_per_vertex(fbuffer,wbuffer,F,Views,true);
end
otherwise
warning('Unexpected camera type.')
end
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Compute texture buffer
if renderparams.verbose
disp('Computing texture buffer...');
end
switch renderparams.textureMode
case 'useTextureMap'
% Compute texture buffer from texture map
if renderparams.useMex
texbuffer = MR_compute_buffer_map_mex(fbuffer,wbuffer,renderparams.texmap,renderparams.VT,renderparams.FT,false);
else
texbuffer = MR_compute_buffer_map(fbuffer,wbuffer,renderparams.texmap,renderparams.VT,renderparams.FT,false);
end
case 'usePerVertexColours'
% Compute texture buffer from per-vertex colours
if renderparams.useMex
texbuffer = MR_compute_buffer_per_vertex_mex(fbuffer,wbuffer,F,renderparams.pervertexcolour,false);
else
texbuffer = MR_compute_buffer_per_vertex(fbuffer,wbuffer,F,renderparams.pervertexcolour,false);
end
case 'usePerMeshColour'
% Assign a constant colour for the whole texture buffer
texbuffer = zeros(size(wbuffer));
mask = repmat(isinf(zbuffer),[1 1 3]);
for c=1:3
texbuffer(:,:,c) = renderparams.permeshcolour(c);
end
texbuffer(mask) = NaN;
otherwise
error('Unsupported texturing mode');
end
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Compute normal map buffer
if renderparams.verbose
disp('Computing normal map buffer...');
end
switch renderparams.normalMode
case 'normalMap'
if renderparams.useMex
normalbuffer = MR_compute_buffer_map_mex(fbuffer,wbuffer,renderparams.normalmap,renderparams.VN,renderparams.FN,true);
else
normalbuffer = MR_compute_buffer_map(fbuffer,wbuffer,renderparams.normalmap,renderparams.VN,renderparams.FN,true);
end
case 'perVertexNormals'
% Note: vertex normals are in world coordinates
if ~isfield(renderparams,'VN')
if renderparams.verbose
disp('Computing per vertex normals (none supplied)...');
end
renderparams.VN = MR_vertex_normals(F,V);
end
% Option to use a different triangulation of the per vertex normals
% than the mesh triangulation. If not specified, default to using
% same triangulation as mesh.
if ~isfield(renderparams,'FN')
renderparams.FN = F;
else
renderparams.FN = uint32(renderparams.FN);
end
if renderparams.useMex
normalbuffer = MR_compute_buffer_per_vertex_mex(fbuffer,wbuffer,renderparams.FN,renderparams.VN,true);
else
normalbuffer = MR_compute_buffer_per_vertex(fbuffer,wbuffer,renderparams.FN,renderparams.VN,true);
end
otherwise
error('Unsupported normal mapping mode');
end
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Compute source buffer
if renderparams.verbose
disp('Computing light source buffer...');
end
switch renderparams.lightingModel
case 'localPointSource'
S(:,1) = renderparams.sourceposition(1)-V(:,1);
S(:,2) = renderparams.sourceposition(2)-V(:,2);
S(:,3) = renderparams.sourceposition(3)-V(:,3);
if renderparams.useMex
sourcebuffer = MR_compute_buffer_per_vertex_mex(fbuffer,wbuffer,F,S,true);
else
sourcebuffer = MR_compute_buffer_per_vertex(fbuffer,wbuffer,F,S,true);
end
case 'distantPointSource'
sourcebuffer = zeros(size(wbuffer));
renderparams.sourcedirection = renderparams.sourcedirection./norm(renderparams.sourcedirection);
for c=1:3
sourcebuffer(:,:,c) = renderparams.sourcedirection(c);
end
end
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Render buffers
if renderparams.verbose
disp('Rendering buffers...');
end
if renderparams.useMex
render = MR_render_buffers_mex(texbuffer,normalbuffer,viewbuffer,sourcebuffer,shadowbuffer,renderparams.shininess,renderparams.backfacelighting,renderparams.ka,renderparams.kd,renderparams.ks,renderparams.sourcecolour);
else
render = MR_render_buffers(texbuffer,normalbuffer,viewbuffer,sourcebuffer,shadowbuffer,renderparams.shininess,renderparams.backfacelighting,renderparams.ka,renderparams.kd,renderparams.ks,renderparams.sourcecolour);
end
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
% Render buffers
if renderparams.verbose
disp('Computing per-vertex visibility...');
end
visibility = MR_vertex_visibility(Vxy,Vz,zbuffer,fbuffer,F);
end