第4关:视口变换与三视图
一. 任务描述
1. 本关任务
(1) 理解投影变换的方法; (2) 将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:
(2) 代码自动将模型投影到二维平面,经过模型变换,生成一个长宽高不等的立方体,并将显示窗口一分为四,分为四个视口,每个视口大小均为原窗口大小的一半。红绿两线为四个视口的分隔线; (3) 在第一视口ViewPort中,首先将立方体沿Z轴向XOY平面投影。然后进行视口变换ViewPort,并绘制出一个白色矩形; (4) 在第二视口ViewPort1中,首先将立方体沿X轴向YOZ平面投影。然后沿Y轴顺时针旋转90度,最后进行视口变换ViewPort1,绘制一个绿色矩形; (5) 在第三视口ViewPort2中,首先将立方体沿Y轴向XOZ平面投影。然后沿X轴逆时针旋转90度,最后进行视口变换ViewPort2,绘制一个红矩形; (6) 在第四视口ViewPort3中,首先将立方体沿Y轴顺时针旋转45度,然后进行投影变换,投影变换参数eye和center已给出。最后进行视口变换ViewPort3,绘制一个黄色立方体。
3. 输出
具体结果如下图所示:
二. 相关知识
1. 投影变换
投影变换相关知识点,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);
m[3][2] = -1.f / (eye - center).norm();
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;
//generate some image
PNGImage image(width, height, PNGImage::RGBA); //Error when RGB because lodepng_get_raw_size_lct(w, h, colortype, bitdepth) > in.size() in encode
image.init(black);
model = new Model("cube.obj");
Vec3f eye(0, 0, 4);
Vec3f center(0, 0, 0);
//添加视口变量及正投影变量代码区域
/********** Begin ********/
Matrix projectionMatrix = projection(eye, center);//正投影变量
Matrix ViewPort = viewport(0, width/2, width/2, height/2, depth);//视口变量
Matrix ViewPort1 = viewport(width / 2, width/2, width/2 , height/2 , depth);
Matrix ViewPort2 = viewport(0,0 , width / 2, height / 2, depth);
Matrix ViewPort3 = viewport(width / 2, 0, width / 2, height / 2, depth);
/************End**********/
// 绘制视口分隔线
Vec3f x1(0.f, height / 2, 0.f), x2(width, height / 2, 0.f);
Vec3f y1(width / 2, 0.f, 0.f), y2(width / 2, height, 0.f);
line(x1, x2, image, red);
line(y1, y2, image, green);
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, 0.4, 0.3);
Vec3f swp0 = S0 * wp0;
Vec3f swp1 = S0 * wp1;
//添加绘制点及绘制计算区域
/********** Begin ********/
Matrix ProjectionX = Matrix::identity(4);
ProjectionX[0][0]=0.0f;
Matrix ProjectionY = Matrix::identity(4);
ProjectionY[1][1]=0.0f;
Matrix ProjectionZ = Matrix::identity(4);
ProjectionZ[2][2]=0.0f;
Vec3f p0 = ViewPort*ProjectionZ* swp0;
Vec3f p1 = ViewPort*ProjectionZ* swp1;
line(p0,p1,image,white);//白色矩形
Matrix R = rotation_y(90);
Vec3f p0_44 = ViewPort1*R*ProjectionX* swp0;
Vec3f p1_44 = ViewPort1*R*ProjectionX* swp1;
line(p0_44,p1_44,image,green);//绿色矩形
Matrix R1 = rotation_x(-90);
Vec3f p0_55 = ViewPort2*R1*ProjectionY* swp0;
Vec3f p1_55 = ViewPort2*R1*ProjectionY* swp1;
line(p0_55,p1_55,image,red);//红色矩形
Matrix R2 = rotation_y(45);
Matrix ModelView = lookat(eye, center, Vec3f(0,-1 ,0 ));//投影变换
Vec3f p0_66 = ViewPort3*ModelView*projectionMatrix*R2* swp0;
Vec3f p1_66 = ViewPort3*ModelView*projectionMatrix*R2* swp1;
line(p0_66,p1_66,image,yellow);//黄色立方体
/************End**********/
}
}
image.flip_vertically(); // i want to have the origin at the left bottom corner of the image
image.write_png_file("../img_step4/test.png");
delete model;
return 0;
}