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fix tiny_renderer standalone example
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@@ -213,6 +213,7 @@ TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer, b3AlignedOb
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m_lightAmbientCoeff = 0.6;
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m_lightDiffuseCoeff = 0.35;
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m_lightSpecularCoeff = 0.05;
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}
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TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer, b3AlignedObjectArray<float>& depthBuffer, b3AlignedObjectArray<float>* shadowBuffer, b3AlignedObjectArray<int>* segmentationMaskBuffer, int objectIndex, int linkIndex)
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@@ -254,6 +255,7 @@ TinyRenderObjectData::TinyRenderObjectData(TGAImage& rgbColorBuffer, b3AlignedOb
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Vec3f center(0, 0, 0);
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Vec3f up(0, 0, 1);
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m_lightDirWorld.setValue(0, 0, 0);
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m_lightDistance = 10;
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m_lightColor.setValue(1, 1, 1);
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m_localScaling.setValue(1, 1, 1);
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m_modelMatrix = Matrix::identity();
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@@ -56,7 +56,8 @@ void MyKeyboardCallback(int keycode, int state)
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sOldKeyboardCB(keycode, state);
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}
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#include "TinyRenderer.h"
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float color2[4] = { 1,0,0,1 };
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#include "our_gl.h"
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int main(int argc, char* argv[])
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{
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@@ -108,10 +109,11 @@ int main(int argc, char* argv[])
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b3Vector3 pos = b3MakeVector3(0, 0, 0);
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b3Quaternion orn(0, 0, 0, 1);
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float color[4] = {1,1,1,1};
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b3Vector3 scaling = b3MakeVector3(1, 1, 1);
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//app->m_renderer->registerGraphicsInstance(cubeIndex, pos, orn, color, scaling);
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//app->m_renderer->writeTransforms();
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app->m_renderer->registerGraphicsInstance(cubeIndex, pos, orn, color, scaling);
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app->m_renderer->writeTransforms();
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do
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{
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@@ -160,6 +162,15 @@ int main(int argc, char* argv[])
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tr.setOrigin(org);
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tr.getOpenGLMatrix(modelMat);
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TinyRender::Vec3f eye(1,1,3);
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TinyRender::Vec3f center(0,0,0);
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TinyRender::Vec3f up(0,1,0);
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renderData.m_viewMatrix = TinyRender::lookat(eye, center, up);
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renderData.m_viewportMatrix = TinyRender::viewport(gWidth/8, gHeight/8, gWidth*3/4, gHeight*3/4);
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renderData.m_projectionMatrix = TinyRender::projection(-1.f/(eye-center).norm());
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for (int i = 0; i < 4; i++)
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{
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for (int j = 0; j < 4; j++)
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@@ -170,6 +181,7 @@ int main(int argc, char* argv[])
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}
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//render the object
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float color2[4] = { 1,1,1,1 };
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renderData.m_model->setColorRGBA(color2);
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TinyRenderer::renderObject(renderData);
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