头歌实践教学平台:投影变换v2.0

本文介绍了如何在OpenGL编程中实现视口变换,通过实例展示了如何对立方体模型进行不同方向的投影和视口调整,以在四个视口中分别绘制不同颜色的图形,涉及了矩阵变换、投影变换和三视图的概念。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >


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:

test

(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:

test

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;
}

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