头歌实践教学平台:投影变换v2.0

第1关:一点透视

一. 任务描述

1. 本关任务

(1) 理解透视投影变换的方法; (2) 将projection函数和main函数中的空白部分补充完整。

2. 输入

(1) 代码将自动输入一个边长为1的obj正方体模型,具体模型如下图:

test

(2) 代码自动将模型投影到二维平面中心生成一个边长为1的立方体,经过模型变换和投影变换后生成三个绿色的方体,三个立方体的投影变换eye的坐标均为(0,0,5),具体图片如下所示:

test

(3) 参考已有代码,将中心立绿色方体的顶点分别向y轴负方向平移1.2个单位,绘制一个红色立方体。再将红色立方体顶点分别向x轴正,负两个方向平移1.2个单位,绘制两个红色立方体。三个立方体的投影变换eye的坐标均为(0,0,4); (4) 将中心绿色立方体的顶点分别向y轴正方向平移1.2个单位,绘制一个黄色立方体。再将黄色立方体顶点分别向x轴正,负两个方向平移1.2个单位,绘制两个黄色立方体。三个立方体的投影变换eye的坐标均为(0,0,8);

3. 输出

具体结果如下图所示:

test

二. 相关知识

1. 透视投影

透视投影相关知识点,请参考教材与课件或有关资料。

三. 操作说明

(1) 按要求补全代码; (2) 点击窗口右下角"测评"按钮,等待测评结果,如果通过后可进行下一关任务。


开始你的任务吧,祝你成功!

四.实验代码

#include <vector>
#include <cmath>
#include <algorithm>
#include <iostream>
#include "model.h"
#include "geometry.h"
#include "pngimage.h"

using namespace std;
const double PI = acos(-1.0);

void line(Vec3i p0, Vec3i p1, PNGImage  &image, PNGColor color)
{
	bool steep = false;
	if (std::abs(p0.x - p1.x) < std::abs(p0.y - p1.y))
	{
		std::swap(p0.x, p0.y);
		std::swap(p1.x, p1.y);
		steep = true;
	}
	if (p0.x > p1.x)
	{
		std::swap(p0.x, p1.x);
		std::swap(p0.y, p1.y);
	}

	int dx = p1.x - p0.x;
	int dy = std::abs(p1.y - p0.y);

	int y = p0.y;
	int d = -dx;
	for (int x = p0.x; x <= p1.x; x++)
	{
		if (steep)
			image.set(y, x, color);
		else
			image.set(x, y, color);

		d = d + 2 * dy;
		if (d > 0)
		{
			y += (p1.y > p0.y ? 1 : -1);
			d = d - 2 * dx;
		}
	}
}

Matrix projection(Vec3f eye, Vec3f center)
{
	Matrix m = Matrix::identity(4);
	// Please add the code here
    /********** Begin ********/
    m[3][2] = -1.f / (eye - center).norm();
	/********** End **********/
	return m;
}

Matrix viewport(int x, int y, int w, int h, int depth) {
	Matrix m = Matrix::identity(4);
	m[0][3] = x + w / 2.f;
	m[1][3] = y + h / 2.f;
	m[2][3] = depth / 2.f;

	m[0][0] = w / 2.f;
	m[1][1] = h / 2.f;
	m[2][2] = depth / 2.f;
	return m;
}

Matrix lookat(Vec3f eye, Vec3f center, Vec3f up) {
	Vec3f z = (eye - center).normalize();
	Vec3f x = (up^z).normalize();
	Vec3f y = (z^x).normalize();
	Matrix res = Matrix::identity(4);
	for (int i = 0; i < 3; i++) {
		res[0][i] = x[i];
		res[1][i] = y[i];
		res[2][i] = z[i];
		res[i][3] = -center[i];
	}
	return res;
}

Matrix translation(Vec3f v) {
	Matrix Tr = Matrix::identity(4);
	Tr[0][3] = v.x;
	Tr[1][3] = v.y;
	Tr[2][3] = v.z;
	return Tr;
}

Matrix scale(float factorX, float factorY, float factorZ)
{
	Matrix Z = Matrix::identity(4);
	Z[0][0] = factorX;
	Z[1][1] = factorY;
	Z[2][2] = factorZ;
	return Z;
}

Matrix rotation_x(float angle)
{
	angle = angle * PI / 180;
	float sinangle = sin(angle);
	float cosangle = cos(angle);

	Matrix R = Matrix::identity(4);
	R[1][1] = R[2][2] = cosangle;
	R[1][2] = -sinangle;
	R[2][1] = sinangle;
	return R;
}

Matrix rotation_y(float angle)
{
	angle = angle * PI / 180;
	float sinangle = sin(angle);
	float cosangle = cos(angle);

	Matrix R = Matrix::identity(4);
	R[0][0] = R[2][2] = cosangle;
	R[0][2] = sinangle;
	R[2][0] = -sinangle;
	return R;
}

Matrix rotation_z(float angle) {
	angle = angle * PI / 180;
	float sinangle = sin(angle);
	float cosangle = cos(angle);

	Matrix R = Matrix::identity(4);
	R[0][0] = R[1][1] = cosangle;
	R[0][1] = -sinangle;
	R[1][0] = sinangle;
	return R;
}

int main(int argc, char** argv)
{
	const PNGColor white = PNGColor(255, 255, 255, 255);
	const PNGColor black = PNGColor(0, 0, 0, 255);
	const PNGColor red = PNGColor(255, 0, 0, 255);
	const PNGColor green = PNGColor(0, 255, 0, 255);
	const PNGColor blue = PNGColor(0, 0, 255, 255);
	const PNGColor yellow = PNGColor(255, 255, 0, 255);

	Model *model = NULL;
	const int width = 800;
	const int height = 800;
	const int depth = 255;

	Vec3f center(0, 0, 0);


	Matrix ViewPort = viewport(width / 4, width / 4, width / 2, height / 2, depth);

	//generate some image
	PNGImage image(width, height, PNGImage::RGBA); 
	image.init(black);
	model = new Model("cube.obj");

	for (int i = 0; i < model->nfaces(); i++)
	{
		std::vector<int> face = model->face(i);
		for (int j = 0; j < (int)face.size(); j++)
		{
			Vec3f wp0 = model->vert(face[j]);
			Vec3f wp1 = model->vert(face[(j + 1) % face.size()]);

			Matrix S0 = scale(0.5, 0.5, 0.5);
			Vec3f swp0 = S0 * wp0;
			Vec3f swp1 = S0 * wp1;

			// 一点透视 
			float t[3] = { -1.2, 0, 1.2 };
			Matrix ModelView = Matrix::identity(4);
			PNGColor clr[3] = { red, green, yellow };
			
	        Vec3f eye2(0, 0, 5);
	        Matrix Projection2 = projection(eye2, center);
			for (int j = 0; j < 3; j++)
			{
				ModelView = translation(Vec3f(t[j], t[1], 0));
				Vec3f op0 = ViewPort * Projection2 * ModelView * swp0;
				Vec3f op1 = ViewPort * Projection2 * ModelView *swp1;
				line(op0, op1, image, green);
			}

            // Please add the code here
            /********** Begin ********/
            float t33[3] = { 1.2, 0,-1.2 };
            Matrix ModelView33 = Matrix::identity(4);
            PNGColor clrRed[3] = { red, red, red };
            
            Vec3f eye33(0, 0, 4);
            Matrix Projection33 = projection(eye33, center);
            for (int j = 0; j < 3; j++)
            {
                ModelView33 = translation(Vec3f(t33[j], t[0], 0));
                Vec3f op0 = ViewPort * Projection33 * ModelView33 * swp0;
                Vec3f op1 = ViewPort * Projection33 * ModelView33 * swp1;
                line(op0, op1, image, red);
            }


            float t44[3] = { 1.2, 0,-1.2 };
            Matrix ModelView44 = Matrix::identity(4);
            PNGColor clrYellow[3] = { yellow, yellow, yellow };
            
            Vec3f eye44(0, 0, 8);
            Matrix Projection44 = projection(eye44, center);
            for (int j = 0; j < 3; j++)
            {
                ModelView44 = translation(Vec3f(t44[j], t[2], 0));
                Vec3f op0 = ViewPort * Projection44 * ModelView44 * swp0;
                Vec3f op1 = ViewPort * Projection44 * ModelView44 * swp1;
                line(op0, op1, image, yellow);
            }



	        /********** End **********/

		}
	}

	image.flip_vertically(); // i want to have the origin at the left bottom corner of the image
	image.write_png_file("../img_step1/test.png");
	delete model;
	return 0;
}

  • 8
    点赞
  • 8
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值