第1关:一点透视
#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 ********/
Vec3f eye1(0, 0, 4);
Matrix Projection1 = projection(eye1, center);
for (int j = 0; j < 3; j++)
{
ModelView = translation(Vec3f(t[j], t[0], 0));
Vec3f op0 = ViewPort * Projection1 * ModelView * swp0;
Vec3f op1 = ViewPort * Projection1 * ModelView *swp1;
line(op0, op1, image, red);
}
Vec3f eye3(0, 0, 8);
Matrix Projection3 = projection(eye3, center);
for (int j = 0; j < 3; j++)
{
ModelView = translation(Vec3f(t[j], t[2], 0));
Vec3f op0 = ViewPort * Projection3 * ModelView * swp0;
Vec3f op1 = ViewPort * Projection3 * ModelView *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;
}
第2关:两点透视
第3关:三视图与正等测投影
第4关:视口变换与三视图
第2~4关代码请查看百度网盘 请输入提取码链接
提取码9527