先放上代码:
#include "Triangle.hpp"
#include "rasterizer.hpp"
#include <math.h>
#include "Eigen"
#include <iostream>
#include <opencv2/opencv.hpp>
using namespace Eigen;
using namespace std;
constexpr double MY_PI = 3.1415926;
Eigen::Matrix4f get_view_matrix(Eigen::Vector3f eye_pos)
{
Eigen::Matrix4f view = Eigen::Matrix4f::Identity();
Eigen::Matrix4f translate;
translate << 1, 0, 0, -eye_pos[0],
0, 1, 0, -eye_pos[1],
0, 0, 1,-eye_pos[2],
0, 0, 0, 1;
view = translate * view;
return view;
}
Eigen::Matrix4f get_model_matrix(float rotation_angle)
{
Eigen::Matrix4f model = Eigen::Matrix4f::Identity();
model << cosf(rotation_angle / 360 * 2 * MY_PI), -sinf(rotation_angle / 360 * 2 * MY_PI), 0, 0,
sinf(rotation_angle / 360 * 2 * MY_PI), cosf(rotation_angle / 360 * 2 * MY_PI), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1;
// TODO: Implement this function
// Create the model matrix for rotating the triangle around the Z axis.
// Then return it.
return model;
}
Eigen::Matrix4f get_projection_matrix(float eye_fov, float aspect_ratio,
float zNear, float zFar)
{
// Students will implement this function
Eigen::Matrix4f projection = Eigen::Matrix4f::Identity();
Matrix4f pro(4, 4);
pro << zNear, 0, 0, 0,
0, zNear, 0, 0,
0, 0, zNear + zFar, -zNear * zFar,
0, 0, 1, 0;
Matrix4f orth(4, 4);
float t = tanf(eye_fov / 2) * zNear * 2;
float width = aspect_ratio * t;
Matrix4f move(4, 4);
move << 1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, -(zFar + zNear) / 2,
0, 0, 0, 1;
orth <<
2 / width, 0, 0, 0,
0, 2 / t, 0, 0,
0, 0, 2 / (zFar - zNear), 0,
0, 0, 0, 1;
projection = orth * move * pro;
// TODO: Implement this function
// Create the projection matrix for the given parameters.
// Then return it.
return projection;
}
int main(int argc, const char** argv)
{
float angle = 0;
bool command_line = false;
std::string filename = "output.png";
if (argc >= 3) {
command_line = true;
angle = std::stof(argv[2]); // -r by default
if (argc == 4) {
filename = std::string(argv[3]);
}
else
return 0;
}
rst::rasterizer r(700, 700);
Eigen::Vector3f eye_pos = { 0, 0, 5 };
std::vector<Eigen::Vector3f> pos{ {2, 0, -2}, {0, 2, -2}, {-2, 0, -2} };
std::vector<Eigen::Vector3i> ind{ {0, 1, 2} };
auto pos_id = r.load_positions(pos);
auto ind_id = r.load_indices(ind);
int key = 0;
int frame_count = 0;
if (command_line) {
r.clear(rst::Buffers::Color | rst::Buffers::Depth);
r.set_model(get_model_matrix(angle));
r.set_view(get_view_matrix(eye_pos));
r.set_projection(get_projection_matrix(45, 1, 0.1, 50));
r.draw(pos_id, ind_id, rst::Primitive::Triangle);
cv::Mat image(700, 700, CV_32FC3, r.frame_buffer().data());
image.convertTo(image, CV_8UC3, 1.0f);
cv::imwrite(filename, image);
return 0;
}
while (key != 27) {
r.clear(rst::Buffers::Color | rst::Buffers::Depth);
r.set_model(get_model_matrix(angle));
r.set_view(get_view_matrix(eye_pos));
r.set_projection(get_projection_matrix(45, 1, 0.1, 50));
r.draw(pos_id, ind_id, rst::Primitive::Triangle);
cv::Mat image(700, 700, CV_32FC3, r.frame_buffer().data());
image.convertTo(image, CV_8UC3, 1.0f);
cv::imshow("image", image);
key = cv::waitKey(10);
std::cout << "frame count: " << frame_count++ << '\n';
if (key == 'a') {
angle += 10;
}
else if (key == 'd') {
angle -= 10;
}
}
return 0;
}
易错点:
数字的正负号,比如这个zNear 和 zFar其实就是表示的距离,是个正数,在矩阵变换的时候要格外小心。
projection matrix 的组成:
首先我们要先进行线性变换,压缩空间使远近平面不一样的四棱台变成一个规则的长方体。
然后移动这个长方体,使得其中心位于原点。
最后再进行拉伸,让其长宽高都在[-1 , 1]的空间之中。
所以我们分别求出对应的三个变换矩阵之后:
projection = orth * move * pro;
名词解释:
eye_fov 与 aspect_ratio :参见 第五讲ppt
aspect_ratio : 宽高比