- 定义ViewPlane类(成像平面类),包含左上角坐标,物理长度,物理宽度,像素宽度,像素高度字段,属性,以及构造函数。并编写代码测试上述类定义是否正确。
定义ViewPlane类:
class ViewPlane
{
int ResW;
int ResH;
double W;
double H;
Point3D position;
public int ResW1 { get => ResW; set => ResW = value; }
public int ResH1 { get => ResH; set => ResH = value; }
public double W1 { get => W; set => W = value; }
public double H1 { get => H; set => H = value; }
internal Point3D Position { get => position; set => position = value; }
//构造函数
public ViewPlane()
{
ResH = 0;
ResW = 0;
W = 0;
H = 0;
position = new Point3D();//实例化
}
}
测试ViewPlane类是否正确:
然后利用之前实现的光线球体求交方法,以及第一步定义的viewPlane类,Bitmap类等,渲染第一个版本的圆形图片。设置好成像平面的位置,大小,分辨率。利用该成像平面对象数据,生成穿过该成像平面的每一条光线。设置好球体的位置大小,利用每条光线都与球体求交,若碰撞到,设置为红色; 若没有碰撞到,设置为灰色。以此得到第一幅光追图片:
Point3D eye = new Point3D(0, 0, 0);
ViewPlane viewPlane = new ViewPlane();
viewPlane.Position = new Point3D(-2, 1, -1);
viewPlane.ResW = 800;
viewPlane.ResH = 600;
viewPlane.W = 4;
viewPlane.H = 2;
Sphere sphere = new Sphere(new Point3D(0,0,-2),0.5);
Ray primaryRay ;
for (int i=0;i<viewPlane.ResW;i++)
{
/*
int R =random();
int G = random();
int B = random();
Color color = Color.FromArgb(R, G, B);
*/
for (int j = 0; j < viewPlane.ResH; j++)
{
Point3D viewpoint = new Point3D(viewPlane.Position.X + i * (viewPlane.W / viewPlane.ResW), viewPlane.Position.Y - j * (viewPlane.H / viewPlane.ResH), viewPlane.Position.Z);
Vector3D primaryVector = viewpoint - eye;
primaryRay = new Ray(eye, primaryVector);
if (primaryRay.Hit(sphere))
{
bitmap.SetPixel(i, j, Color.Red);
}
else
{
bitmap.SetPixel(i,j,Color.Gray);
}
// bitmap.SetPixel(j, i, color);//设置颜色
}
}
picBox.BackgroundImage = bitmap;//显示图片
以上就是画圆的第一步:成功画出一个圆!!!