绘制物体的面时考虑两个问题:
1. 如何绘制?
2. 如何消隐不可见面?
针对这两个问题,分别采取有效边表算法和Z-Buffer缓冲器算法。
有效边表:
#include “Pi3.h”
#include “T2.h”
class CAET
{
public:
CAET();
virtual ~CAET();
public:
double x;//当前扫描线与有效边交点的x坐标
int yMax;//边的最大y值
double k;//斜率的倒数(x的增量)
CPi3 ps;//边的起点
CPi3 pe;//边的终点
CAET *pNext;
CT2 ts;//起点纹理坐标
CT2 te;//终点纹理坐标
};
桶表:
#include “AET.h”
class CBucket
{
public:
CBucket();
virtual ~CBucket();
public:
int ScanLine; //扫描线
CAET *pET; //桶上的边表指针
CBucket *pNext;
};
具体绘制实现(这里涉及到物体的光照和纹理模型):
#include “Bucket.h”
#include “Vector3.h”
#include “Lighting.h”
#include “Pi3.h”
#include “Texture.h”
#include “T2.h”
class CFill
{
public:
CFill(void);
virtual ~CFill(void);
void SetPoint(CPi3 *p, int, CT2*);//类的初始化
void SetPoint(CPi3* p, int);//类的初始化
void CreateBucket();//创建桶
void CreateEdge();//边表
void AddEt(CAET *);//合并ET表
void EtOrder();//ET表排序
void Gouraud(CDC *, int,CLighting, CMaterial*,CP3, CTexture*,BOOL);//填充多边形
void Gouraud(CDC*, int, CLighting, CMaterial*, CP3);//填充多边形
CRGB Interpolation(double, double, double, CRGB, CRGB);//颜色线性插值
double Interpolation(double, double, double, double, double);//深度线性插值
CVector3 Interpolation(double, double, double, CVector3, CVector3);//法向量线性插值
CT2 Interpolation(double m, double m0, double m1, CT2 T0, CT2 T1);//纹理地址线性插值
void ClearMemory();//清理内存
void DeleteAETChain(CAET* pAET);//删除边表
CRGB GetTextureColor(double u, double v, CTexture* pTexture);//获得纹理颜色
void InitialDepthBuffer(int nWidth, int nHeight, double zDepth);//初始化深度缓冲器
public:
int PNum;//顶点个数
CT2* T;//纹理动态数组
CPi3 *P;//顶点坐标动态数组
CAET *pHeadE, *pCurrentE, *pEdge; //有效边表结点指针
CBucket *pHeadB, *pCurrentB; //桶表结点指针
double** zBuffer;//深度缓冲器
int nWidth, nHeight;//缓冲区宽度与高度
};
#include “pch.h”
#include “Fill.h”
#include “math.h”
#define ROUND(f) int(floor(f+0.5))//四舍五入宏定义
CFill::CFill(void)
{
PNum = 0;
P = NULL;
pEdge = NULL;
pHeadB = NULL;
pHeadE = NULL;
}
CFill::~CFill(void)
{
if (P != NULL)
{
delete[] P;
P = NULL;
}
for (int i = 0;i < nWidth;i++)
{
delete[] zBuffer[i];
zBuffer[i] = NULL;
}
if (zBuffer != NULL)
{
delete zBuffer;
zBuffer = NULL;
}
ClearMemory();
}
void CFill::SetPoint(CPi3 *p, int m, CT2* t)
{
if (P != NULL)
{
delete[] P;
P = NULL;
}
P = new CPi3[m];//创建一维动态数组
T = new CT2[m];
for (int i = 0; i < m; i++)
{
P[i] = p[i];
P[i].y = ROUND(P[i].y);
T[i] = t[i];
}
PNum = m;
}
void CFill::SetPoint(CPi3* p, int m)
{
if (P != NULL)
{
delete[] P;
P = NULL;
}
P = new CPi3[m];//创建一维动态数组
for (int i = 0; i < m; i++)
{
P[i] = p[i];
P[i].y = ROUND(P[i].y);
}
PNum = m;
}
void CFill::CreateBucket()//创建桶表
{
int yMin, yMax;
yMin = yMax = P[0].y;
for (int i = 0; i < PNum; i++)//查找多边形所覆盖的最小和最大扫描线
{
if (P[i].y < yMin)
{
yMin = P[i].y;//扫描线的最小值
}
if (P[i].y > yMax)
{
yMax = P[i].y;//扫描线的最大值
}
}
for (int y = yMin; y <= yMax; y++)
{
if (yMin == y)//如果是扫描线的最小值
{
pHeadB = new CBucket;//建立桶的头结点
pCurrentB = pHeadB;//pCurrentB为CBucket当前结点指针
pCurrentB->ScanLine = yMin;
pCurrentB->pET = NULL;//没有链接边表
pCurrentB->pNext = NULL;
}
else//其他扫描线
{
pCurrentB->pNext = new CBucket;//建立桶的其他结点
pCurrentB = pCurrentB->pNext;
pCurrentB->ScanLine = y;
pCurrentB->pET = NULL;
pCurrentB->pNext = NULL;
}
}
}
void CFill::CreateEdge()//创建边表
{
for (int i = 0; i < PNum; i++)
{
pCurrentB = pHeadB;
int j = (i + 1) % PNum;//边的第2个顶点,P[i]和P[j]点对构成边
if (P[i].y < P[j].y)//边的终点比起点高
{
pEdge = new CAET;
pEdge->x = P[i].x;//计算ET表的值
pEdge->yMax = P[j].y;
pEdge->k = (P[j].x – P[i].x) / (P[j].y – P[i].y);//代表1/k
pEdge->ps = P[i];//绑定顶点和颜色
pEdge->pe = P[j];
pEdge->ts= T[i];//绑定纹理
pEdge->te = T[j];
pEdge->pNext = NULL;
while (pCurrentB->ScanLine != P[i].y)//在桶内寻找当前边的yMin
{
pCurrentB = pCurrentB->pNext;//移到yMin所在的桶结点
}
}
if (P[j].y < P[i].y)//边的终点比起点低
{
pEdge = new CAET;
pEdge->x = P[j].x;
pEdge->yMax = P[i].y;
pEdge->k = (P[i].x – P[j].x) / (P[i].y – P[j].y);
pEdge->ps = P[i];
pEdge->pe = P[j];
pEdge->ts = T[i];//绑定纹理
pEdge->te = T[j];
pEdge->pNext = NULL;
while (pCurrentB->ScanLine != P[j].y)
{
pCurrentB = pCurrentB->pNext;
}
}
if (P[i].y != P[j].y)
{
pCurrentE = pCurrentB->pET;
if (pCurrentE == NULL)
{
pCurrentE = pEdge;
pCurrentB->pET = pCurrentE;
}
else
{
while (pCurrentE->pNext != NULL)
{
pCurrentE = pCurrentE->pNext;
}
pCurrentE->pNext = pEdge;
}
}
}
}
void CFill::Gouraud(CDC *pDC, int light_type,CLighting light, CMaterial* material, CP3 EyePoint, CTexture* pTexture,BOOL IfBump)//填充多边形
{
CAET *pT1 = NULL, *pT2 = NULL;
pHeadE = NULL;
for (pCurrentB = pHeadB; pCurrentB != NULL; pCurrentB = pCurrentB->pNext)
{
for (pCurrentE = pCurrentB->pET; pCurrentE != NULL; pCurrentE = pCurrentE->pNext)
{
pEdge = new CAET;
pEdge->x = pCurrentE->x;
pEdge->yMax = pCurrentE->yMax;
pEdge->k = pCurrentE->k;
pEdge->ps = pCurrentE->ps;
pEdge->pe = pCurrentE->pe;
pEdge->pNext = NULL;
pEdge->ts = pCurrentE->ts;
pEdge->te = pCurrentE->te;
pEdge->pNext = NULL;
AddEt(pEdge);
}
EtOrder();
pT1 = pHeadE;
if (pT1 == NULL)
{
return;
}
while (pCurrentB->ScanLine >= pT1->yMax)//下闭上开
{
CAET * pAETTEmp = pT1;
pT1 = pT1->pNext;
delete pAETTEmp;
pHeadE = pT1;
if (pHeadE == NULL)
return;
}
if (pT1->pNext != NULL)
{
pT2 = pT1;
pT1 = pT2->pNext;
}
while (pT1 != NULL)
{
if (pCurrentB->ScanLine >= pT1->yMax)//下闭上开
{
CAET* pAETTemp = pT1;
pT2->pNext = pT1->pNext;
pT1 = pT2->pNext;
delete pAETTemp;
}
else
{
pT2 = pT1;
pT1 = pT2->pNext;
}
}
CRGB Ca, Cb, Cf;//Ca、Cb代表边上任意点的颜色,Cf代表面上任意点的颜色
double za, zb, zf;
CVector3 va, vb, vf;
CT2 ta, tb, tf;//ta和tb代表边上任意点的纹理地址,tf代表面上任意点的纹理地址
ta = Interpolation(pCurrentB->ScanLine, pHeadE->ps.y, pHeadE->pe.y, pHeadE->ts, pHeadE->te);
tb = Interpolation(pCurrentB->ScanLine, pHeadE->pNext->ps.y, pHeadE->pNext->pe.y, pHeadE->pNext->ts, pHeadE->pNext->te);
Ca = Interpolation(pCurrentB->ScanLine, pHeadE->ps.y, pHeadE->pe.y, pHeadE->ps.c, pHeadE->pe.c);
Cb = Interpolation(pCurrentB->ScanLine, pHeadE->pNext->ps.y, pHeadE->pNext->pe.y, pHeadE->pNext->ps.c, pHeadE->pNext->pe.c);
za = Interpolation(pCurrentB->ScanLine, pHeadE->ps.y, pHeadE->pe.y, pHeadE->ps.z, pHeadE->pe.z);
zb = Interpolation(pCurrentB->ScanLine, pHeadE->pNext->ps.y, pHeadE->pNext->pe.y, pHeadE->pNext->ps.z, pHeadE->pNext->pe.z);
va = Interpolation(pCurrentB->ScanLine, pHeadE->ps.y, pHeadE->pe.y, pHeadE->ps.v, pHeadE->pe.v);
vb = Interpolation(pCurrentB->ScanLine, pHeadE->pNext->ps.y, pHeadE->pNext->pe.y, pHeadE->pNext->ps.v, pHeadE->pNext->pe.v);
BOOL Flag = FALSE;
double xb, xe;//扫描线和有效边相交区间的起点和终点坐标
for (pT1 = pHeadE; pT1 != NULL; pT1 = pT1->pNext)
{
if (Flag == FALSE)
{
xb = pT1->x;
Flag = TRUE;
}
else
{
xe = pT1->x;
for (double x = xb; x < xe; x++)//左闭右开
{
if (ROUND(x) + nWidth / 2 < nWidth && ROUND(x) + nWidth / 2 > 0 && pCurrentB->ScanLine + nHeight / 2 < nHeight && pCurrentB->ScanLine + nHeight / 2 > 0) {
zf = Interpolation(x, xb, xe, za, zb);
if (zf >= zBuffer[ROUND(x) + nWidth / 2][pCurrentB->ScanLine + nHeight / 2])//如果当前采样点的深度小于帧缓冲器中原采样点的深度)
{
tf = Interpolation(x, xb, xe, ta, tb);
tf.c = GetTextureColor(ROUND(tf.u), ROUND(tf.v), pTexture);
material->SetDiffuse(tf.c);//用纹理颜色作为材质的漫反射光反射率
material->SetAmbient(tf.c);//用纹理颜色作为材质的环境光反射率
if (light_type == 1) {
Cf = Interpolation(x, xb, xe, Ca, Cb);
}
else if (light_type == 2) {
vf = Interpolation(x, xb, xe, va, vb);
// 凹凸纹理
if (IfBump) {
CRGB frontU = GetTextureColor(ROUND(tf.u – 1), ROUND(tf.v), pTexture);
CRGB backU = GetTextureColor(ROUND(tf.u + 1), ROUND(tf.v), pTexture);
double Bu = (frontU.blue – backU.blue) / 2;
CRGB frontV = GetTextureColor(ROUND(tf.u), ROUND(tf.v – 1), pTexture);
CRGB backV = GetTextureColor(ROUND(tf.u), ROUND(tf.v + 1), pTexture);
double Bv = (frontV.blue – backV.blue) / 2;
CVector3 DNormal = CVector3(Bu, Bv, 0);
double BumpScale = 100.0;
vf = vf + BumpScale * DNormal;
vf = vf.Normalize();
}
Cf = light.Illuminate(EyePoint, CP3(ROUND(x), pCurrentB->ScanLine, zf), vf, material);
}
zBuffer[ROUND(x) + nWidth / 2][pCurrentB->ScanLine + nHeight / 2] = zf;//使用当前采样点的深度更新深度缓冲器
pDC->SetPixelV(ROUND(x), pCurrentB->ScanLine, RGB(Cf.red * 255, Cf.green * 255, Cf.blue * 255));
}
}
}
Flag = FALSE;
}
}
for (pT1 = pHeadE; pT1 != NULL; pT1 = pT1->pNext)//边的连续性
{
pT1->x = pT1->x + pT1->k;
}
}
}
void CFill::AddEt(CAET *pNewEdge)//合并ET表
{
CAET *pCE = pHeadE;
if (pCE == NULL)
{
pHeadE = pNewEdge;
pCE = pHeadE;
}
else
{
while (pCE->pNext != NULL)
{
pCE = pCE->pNext;
}
pCE->pNext = pNewEdge;
}
}
void CFill::EtOrder()//边表的冒泡排序算法
{
CAET *pT1 = NULL, *pT2 = NULL;
int Count = 1;
pT1 = pHeadE;
if (NULL == pT1)
{
return;
}
if (NULL == pT1->pNext)//如果该ET表没有再连ET表
{
return;//桶结点只有一条边,不需要排序
}
while (NULL != pT1->pNext)//统计结点的个数
{
Count++;
pT1 = pT1->pNext;
}
for (int i = 1; i < Count; i++)//冒泡排序
{
pT1 = pHeadE;
if (pT1->x > pT1->pNext->x)//按x由小到大排序
{
pT2 = pT1->pNext;
pT1->pNext = pT1->pNext->pNext;
pT2->pNext = pT1;
pHeadE = pT2;
}
else
{
if (pT1->x == pT1->pNext->x)
{
if (pT1->k > pT1->pNext->k)//按斜率由小到大排序
{
pT2 = pT1->pNext;
pT1->pNext = pT1->pNext->pNext;
pT2->pNext = pT1;
pHeadE = pT2;
}
}
}
pT1 = pHeadE;
while (pT1->pNext->pNext != NULL)
{
pT2 = pT1;
pT1 = pT1->pNext;
if (pT1->x > pT1->pNext->x)//按x由小到大排序
{
pT2->pNext = pT1->pNext;
pT1->pNext = pT1->pNext->pNext;
pT2->pNext->pNext = pT1;
pT1 = pT2->pNext;
}
else
{
if (pT1->x == pT1->pNext->x)
{
if (pT1->k > pT1->pNext->k)//按斜率由小到大排序
{
pT2->pNext = pT1->pNext;
pT1->pNext = pT1->pNext->pNext;
pT2->pNext->pNext = pT1;
pT1 = pT2->pNext;
}
}
}
}
}
}
CRGB CFill::GetTextureColor(double u, double v, CTexture* pTexture)//获得纹理颜色
{
/*检测图片的边界,防止越界*/
if (u < 0) u = 0; if (v < 0) v = 0;
if (u > pTexture->bmp.bmWidth – 1) u = pTexture->bmp.bmWidth – 1;
if (v > pTexture->bmp.bmHeight – 1) v = pTexture->bmp.bmHeight – 1;
/*查找对应纹理空间的颜色值*/
v = pTexture->bmp.bmHeight – 1 – v;
int position = ROUND(v * pTexture->bmp.bmWidthBytes + 4 * u);//颜色分量位置
COLORREF color = RGB(pTexture->image[position + 2], pTexture->image[position + 1], pTexture->image[position]);//获取颜色值
return CRGB(GetRValue(color) / 255.0, GetGValue(color) / 255.0, GetBValue(color) / 255.0);
}
CRGB CFill::Interpolation(double t, double t1, double t2, CRGB c1, CRGB c2)//颜色线性插值
{
CRGB c;
c = (t – t2) / (t1 – t2)*c1 + (t – t1) / (t2 – t1)*c2;
return c;
}
double CFill::Interpolation(double t, double t1, double t2, double z1,double z2)//线性插值
{
double z;
z = (t – t2) / (t1 – t2) * z1 + (t – t1) / (t2 – t1) * z2;
return z;
}
CVector3 CFill::Interpolation(double x, double xa, double xb, CVector3 va, CVector3 vb)//法向量线性插值
{
CVector3 v;
v = (x – xb) / (xa – xb) * va + (x – xa) / (xb – xa) * vb;
return v;
}
CT2 CFill::Interpolation(double m, double m0, double m1, CT2 T0, CT2 T1)//纹理地址线性插值
{
CT2 Texture;
Texture = (m1 – m) / (m1 – m0) * T0 + (m – m0) / (m1 – m0) * T1;
return Texture;
}
void CFill::ClearMemory()//安全删除所有桶和桶上面的边
{
DeleteAETChain(pHeadE);
CBucket *pBucket = pHeadB;
while (pBucket != NULL)// 针对每一个桶
{
CBucket * pBucketTemp = pBucket->pNext;
DeleteAETChain(pBucket->pET);
delete pBucket;
pBucket = pBucketTemp;
}
pHeadB = NULL;
pHeadE = NULL;
}
void CFill::DeleteAETChain(CAET* pAET)
{
while (pAET != NULL)
{
CAET* pAETTemp = pAET->pNext;
delete pAET;
pAET = pAETTemp;
}
}
void CFill::InitialDepthBuffer(int nWidth, int nHeight, double zDepth)//初始化深度缓冲
{
this->nWidth = nWidth, this->nHeight = nHeight;
zBuffer = new double* [nWidth];
for (int i = 0;i < nWidth;i++)
zBuffer[i] = new double[nHeight];
for (int i = 0;i < nWidth;i++)//初始化深度缓冲
for (int j = 0;j < nHeight;j++)
zBuffer[i][j] = zDepth;
}
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版权声明:本文为CSDN博主「仿生葡萄」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。
原文链接:https://blog.csdn.net/uchiha_rin/article/details/122132213
本文为原创文章,转载请注明出处!