圖形學作業要到deadline了,趕緊寫一個
這個算法比之前的算法的工作量都要大,但是隻要思路清晰,也不是很難。
1.創建各種需要的數據結構類
//點的類
class Point
{
public:
float x;
float y;
float z;
Point();
~Point();
};
//y表
class YTable
{
public:
int m_IndexOfPolygon;
float m_Ymax;
YTable * next;
YTable();
YTable(int IndexOfPolygon,float Ymax);
~YTable();
};
//邊表
class ET
{
public:
float m_Ymax;
float m_Yminx;
float m_Yminz;
float m_DeltaX;
ET *next;
ET();
~ET();
};
//活性邊對錶
class AET
{
public:
float m_XL;
float m_DeltaXL;
float m_Lmax;
float m_XR;
float m_DeltaXR;
float m_Rmax;
float m_ZL;
int m_PolygonIndex;
float m_DeltaZA;
float m_DettaZB;
AET *next;
AET();
~AET();
};
2.定義我們的掃描線算法的主類
class ScanLine
{
public:
Point pt[MAX_POINT];//存儲所有點的信息
int polygon[MAX_POINT][3];//我們的圖形是由三角形組成的,保存三角形的頂點編號
int currentPoint;//當前的點的數量
int currentPolygon;//當前三角形的數量
int m_Ymin;//最大的y值
int m_Ymax;//最小的y值
int m_Map[MAX_WIDTH][MAX_LENGTH];//幀緩存
int m_ZB[MAX_WIDTH];//深度緩存
Point color[MAX_POINT];
ScanLine();
~ScanLine();
YTable *m_YTable[MAX_WIDTH];//多邊形y表
YTable *m_APT;//活化多邊形表
ET *m_ET[MAX_POINT][MAX_LENGTH];//邊表
AET *m_AET;//活化邊對錶
void Draw();
void InitData();//初始化信息,在這裏讀取我們的點和多邊形
void LoadObj();
private:
void CreatYTable();//創建y表
void FindYminAndYmax();//設置m_Ymin和m_Ymax的值
void CalculateNormal(int cntOfPolygon,float normal[]);
};
3.接下來就是按順序執行我們的算法流程,首先讀取obj文件到點和多邊形裏面
這裏我的obj的讀法比較簡單,只考慮了點和麪,發現和紋理等我都沒有考慮。
值得注意的是,我們需要的座標範圍是1024*768
因此,當obj文件中的文件座標過於小或者存在負的時候,需要自行對座標進行方法以及平移處理
下面是放大100倍的情況,用於繪製後面的球,完整代碼是不放大的情況,用來繪製海豚
if (cnt == 0)
pt[currentPoint].x = (atof(strTemp))*100+1024/2;
else if (cnt == 1)
pt[currentPoint].y = (atof(strTemp))*100+768/2;
void ScanLine::LoadObj()
{
FILE *fp;
int index;
printf("請輸入繪製的圖形序號1:茶壺 2:海豚 3:球 4:花環\n");
scanf("%d", &index);
if(index == 1)
fp = fopen("teapot.obj","r");
else if(index ==2)
fp = fopen("dolphins.obj", "r");
else if (index == 3)
fp = fopen("sphere.obj", "r");
else if (index == 4)
fp = fopen("torus.obj", "r");
char str[100];
char strTemp[100];
int cnt;
int indexOfstrTemp;
if (!fp)
printf("ERROR");
else
{
while (fgets(str, 999, fp) != NULL)
{
cnt = 0;
indexOfstrTemp = 0;
if (str[0] == 'v'&&str[1]!='n'&&str[1]!='t')
{
int i = 2;
if (str[i] == ' ')
i = 3;
for (; ;i++)
if (str[i] == ' '|| str[i]=='\0')
{
strTemp[indexOfstrTemp] = '\0';
indexOfstrTemp = 0;
if (cnt == 0)
pt[currentPoint].x = (atof(strTemp))+1024/2;
else if (cnt == 1)
pt[currentPoint].y = (atof(strTemp))+768/2;
else
{
pt[currentPoint].z = atof(strTemp);
currentPoint++;
}
cnt = (cnt + 1) % 3;
if (str[i] == '\0')
break;
}
else
{
strTemp[indexOfstrTemp++] = str[i];
}
}
else if (str[0] == 'f')
{
for (int i = 0; i < strlen(str); i++)
if (str[i] == ' ')
cnt++;
if (cnt == 3)
{
cnt = 0;
for (int i = 2; ; i++)
if (str[i] == ' ' || str[i] == '\0'||str[i]=='\\')
{
if(str[i]=='\\')
for (; str[i] != '\0'&&str[i] != ' '; i++);
strTemp[indexOfstrTemp] = '\0';
indexOfstrTemp = 0;
polygon[currentPolygon][cnt] = atof(strTemp)-1;
if (cnt == 2)
currentPolygon++;
cnt = (cnt + 1) % 3;
if (str[i] == '\0')
break;
}
else
{
strTemp[indexOfstrTemp++] = str[i];
}
}
else if (cnt == 4)
{
cnt = 0;
for (int i = 2; ; i++)
if (str[i] == ' ' || str[i] == '\0')
{
strTemp[indexOfstrTemp] = '\0';
indexOfstrTemp = 0;
if (cnt == 3)
{
polygon[currentPolygon][0] = polygon[currentPolygon-1][0];
polygon[currentPolygon][1] = polygon[currentPolygon-1][2];
polygon[currentPolygon][2] = atof(strTemp)-1;
currentPolygon++;
}
polygon[currentPolygon][cnt] = atof(strTemp)-1;
if (cnt == 2)
currentPolygon++;
cnt++;
if (str[i] == '\0')
break;
}
else
{
strTemp[indexOfstrTemp++] = str[i];
}
}
}
}
}
}
4.給我們的三角形隨機顏色
void ScanLine::InitData()
{
srand((int)time(NULL));
for (int i = 0; i < currentPolygon; i++)
{
color[i].x = rand() % 1024 / 1024.0;
color[i].y = rand() % 1024 / 1024.0;
color[i].z = rand() % 1024 / 1024.0;
}
}
5.開始繪圖函數
這裏要初始化y表,然後找到最大和最小的y值
void ScanLine::CreatYTable()
{
float ymin = 99999;
float ymax = 0;
for (int i = 0; i < currentPolygon; i++)
{
//找到最低的頂點座標
ymin = 99999;
ymax = 0;
for (int j = 0; j < 3; j++)
{
if (ymin > pt[polygon[i][j]].y)
ymin = pt[polygon[i][j]].y;
if (ymax < pt[polygon[i][j]].y)
ymax = pt[polygon[i][j]].y;
}
//插入Y表
int y = ceil(ymin);
//如果在首位的話,直接插入
if (m_YTable[y] == nullptr)
{
m_YTable[y] = new YTable();
m_YTable[y]->m_IndexOfPolygon = i;
m_YTable[y]->m_Ymax = ymax;
m_YTable[y]->next = nullptr;
}
//不在首位,則需要找到最後一位,然後插入到那個位置
else
{
YTable *YTableTemp = m_YTable[y];
while (YTableTemp->next != nullptr)
YTableTemp = YTableTemp->next;
YTable *YTableTemp1 = new YTable();
YTableTemp1->m_IndexOfPolygon = i;
YTableTemp1->m_Ymax = ymax;
YTableTemp1->next = nullptr;
YTableTemp->next = YTableTemp1;
}
}
}
void ScanLine::FindYminAndYmax()
{
m_Ymax = 0;
m_Ymin = 999999;
for (int i = 0; i < currentPoint; i++)
{
if (m_Ymax < pt[i].y)
m_Ymax = ceil(pt[i].y);
if (m_Ymin > pt[i].y)
m_Ymin = ceil(pt[i].y);
}
}
6.下面就是完整的繪圖函數
基本上就是按照以下步驟來的
創建y表
找到y的最大值最小值
初始化幀緩存
循環每一條掃描線
初始化深度緩存
新建APT,ET,AET
遍歷AET繪圖
刪除到達頂點的APT,AET
更新AET
void ScanLine::Draw()
{
//建立Y表
CreatYTable();
//找到最大的y和最小的y值,減小掃描線的數量
FindYminAndYmax();
//初始化背景顏色
memset(m_Map, 0, sizeof(m_Map));
//遍歷所有的掃描線
for (int i = m_Ymin; i <= m_Ymax; i++)
{
//初始化深度緩存
fill(m_ZB, m_ZB + MAX_WIDTH, -99999);
//如果y表中有掃描線i對應的掃描線,則將其加入到APT中
if (m_YTable[i] != nullptr)
{
YTable *headOfYtable = m_YTable[i];
YTable *headOfAPT = m_APT;
if(headOfAPT!=nullptr)
while (headOfAPT->next != nullptr)
headOfAPT = headOfAPT->next;
//將y表中多邊形依次插入到APT中,併爲其建立邊表
while (headOfYtable != nullptr)
{
YTable *YTableTemp = new YTable(headOfYtable->m_IndexOfPolygon, headOfYtable->m_Ymax);
YTableTemp->next = nullptr;
if (m_APT == nullptr)
{
m_APT = YTableTemp;
headOfAPT = m_APT;
}
else
{
headOfAPT->next = YTableTemp;
headOfAPT = headOfAPT->next;
}
//對於剛加入的多邊形,生成其邊表
for (int j = 0; j < 3; j++)
{
//三角形,三條邊進行遍歷
if (ceil(pt[polygon[headOfYtable->m_IndexOfPolygon][j]].y) < ceil(pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j+1)%3]].y))
{
ET *newET = new ET();
newET->next = nullptr;
newET->m_Ymax = pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].y;
newET->m_Yminx = pt[polygon[headOfYtable->m_IndexOfPolygon][j]].x;
newET->m_Yminz = pt[polygon[headOfYtable->m_IndexOfPolygon][j]].z;
newET->m_DeltaX = (pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].x - pt[polygon[headOfYtable->m_IndexOfPolygon][j]].x) / ceil((pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].y) - ceil(pt[polygon[headOfYtable->m_IndexOfPolygon][j]].y));
if(m_ET[headOfYtable->m_IndexOfPolygon][(int)ceil(pt[polygon[headOfYtable->m_IndexOfPolygon][j]].y)]==nullptr)
m_ET[headOfYtable->m_IndexOfPolygon][(int)ceil(pt[polygon[headOfYtable->m_IndexOfPolygon][j]].y)] = newET;
else
m_ET[headOfYtable->m_IndexOfPolygon][(int)ceil(pt[polygon[headOfYtable->m_IndexOfPolygon][j]].y)]->next = newET;
}
else if(ceil(pt[polygon[headOfYtable->m_IndexOfPolygon][j]].y) > ceil(pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].y))
{
ET *headOfET = m_ET[headOfYtable->m_IndexOfPolygon][(int)ceil(pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].y)];
ET *newET = new ET();
newET->next = nullptr;
newET->m_Ymax = pt[polygon[headOfYtable->m_IndexOfPolygon][j]].y;
newET->m_Yminx = pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].x;
newET->m_Yminz = pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].z;
newET->m_DeltaX = (pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].x - pt[polygon[headOfYtable->m_IndexOfPolygon][j]].x) / ceil((pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].y) - ceil(pt[polygon[headOfYtable->m_IndexOfPolygon][j]].y));
if (m_ET[headOfYtable->m_IndexOfPolygon][(int)ceil(pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].y)] == nullptr)
m_ET[headOfYtable->m_IndexOfPolygon][(int)ceil(pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].y)] = newET;
else
m_ET[headOfYtable->m_IndexOfPolygon][(int)ceil(pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].y)]->next = newET;
}
}
headOfYtable = headOfYtable->next;
}
//遍歷APT中的多邊形,將其邊表中對應的邊對加入活化邊對錶AET
headOfAPT = m_APT;
while (headOfAPT != nullptr)
{
if (m_ET[headOfAPT->m_IndexOfPolygon][i] != nullptr)
{
//因爲我們只考慮三角形,多邊形沒考慮,這裏只需要考慮一個邊和兩個邊的時候
if (m_ET[headOfAPT->m_IndexOfPolygon][i]->next != nullptr)
{
ET edge1;
ET edge2;
AET *newAET = new AET();
//確定左邊的邊是哪一個
edge1 = *m_ET[headOfAPT->m_IndexOfPolygon][i];
edge2 = *m_ET[headOfAPT->m_IndexOfPolygon][i]->next;
if (edge1.m_Yminx > edge2.m_Yminx)
{
ET temp;
temp = edge1;
edge1 = edge2;
edge2 = temp;
}
else if(edge1.m_DeltaX > edge2.m_DeltaX)
{
ET temp;
temp = edge1;
edge1 = edge2;
edge2 = temp;
}
newAET->m_DeltaXL = edge1.m_DeltaX;
newAET->m_DeltaXR = edge2.m_DeltaX;
newAET->m_XL = edge1.m_Yminx;
newAET->m_XR = edge2.m_Yminx;
newAET->m_ZL = edge1.m_Yminz;
newAET->m_Lmax = edge1.m_Ymax;
newAET->m_Rmax = edge2.m_Ymax;
newAET->m_PolygonIndex = headOfAPT->m_IndexOfPolygon;
newAET->next = nullptr;
//計算出多邊形的法向量
float normal[3];
CalculateNormal(newAET->m_PolygonIndex, normal);
newAET->m_DeltaZA = -normal[0] / normal[2];
newAET->m_DettaZB = -normal[1] / normal[2];
//插入aet
if (m_AET == nullptr)
m_AET = newAET;
else
{
AET *headOfAET = m_AET;
while (headOfAET->next != nullptr)
headOfAET = headOfAET->next;
headOfAET->next = newAET;
}
}
}
headOfAPT = headOfAPT->next;
}
}
//遍歷AET畫圖
AET *headOfAET = m_AET;
while (headOfAET != nullptr)
{
if(headOfAET->m_XL>=0&&headOfAET->m_XL<=1024&& headOfAET->m_XR>=0&& headOfAET->m_XR<=1024)
for (int j = ceil(headOfAET->m_XL); j <= ceil(headOfAET->m_XR) && j<=1024; j++)
{
if (headOfAET->m_ZL + headOfAET->m_DeltaZA * (j - ceil(headOfAET->m_XL)) > m_ZB[j])
{
m_ZB[j] = headOfAET->m_ZL + headOfAET->m_DeltaZA * (j - ceil(headOfAET->m_XL));
m_Map[j][i] = headOfAET->m_PolygonIndex+1;
}
}
headOfAET = headOfAET->next;
}
//刪除APT中最大頂點y座標爲i的多邊形
YTable *headOfAPT = m_APT;
//先刪除是首元素的情況
while (headOfAPT != nullptr &&headOfAPT->m_Ymax <= i)
{
m_APT = headOfAPT->next;
free(headOfAPT);
headOfAPT = m_APT;
}
while (headOfAPT!=nullptr&&headOfAPT->next != nullptr)
{
//如果到達頂點,則刪除這個多邊形
if (headOfAPT->next->m_Ymax <= i)
{
YTable *next = headOfAPT->next;
headOfAPT->next = next->next;
free(next);
}
else
headOfAPT = headOfAPT->next;
}
//更新AET中的每一條邊對
//刪除邊對中到達ymax的邊
headOfAET = m_AET;
//先刪除是首元素的情況
while (headOfAET != nullptr && headOfAET->m_Lmax <= i &&headOfAET->m_Rmax <= i)
{
m_AET = headOfAET->next;
free(headOfAET);
headOfAET = m_AET;
}
//刪除後面到達頂點的
while (headOfAET!=nullptr&&headOfAET->next != nullptr)
{
if (headOfAET->next->m_Lmax <= i && headOfAET->next->m_Rmax <= i)
{
AET *next = headOfAET->next;
headOfAET->next = next->next;
free(next);
}
else
headOfAET = headOfAET->next;
}
headOfAET = m_AET;
//更新後面的值
while (headOfAET != nullptr)
{
//只刪除一條邊,則需要補一條邊
if (headOfAET->m_Lmax <= i)
{
if (m_ET[headOfAET->m_PolygonIndex][i] != nullptr)
{
headOfAET->m_Lmax = m_ET[headOfAET->m_PolygonIndex][i]->m_Ymax;
headOfAET->m_DeltaXL = m_ET[headOfAET->m_PolygonIndex][i]->m_DeltaX;
headOfAET->m_ZL = m_ET[headOfAET->m_PolygonIndex][i]->m_Yminz;
headOfAET->m_XL = m_ET[headOfAET->m_PolygonIndex][i]->m_Yminx;
}
}
else if (headOfAET->m_Rmax <= i)
{
if (m_ET[headOfAET->m_PolygonIndex][i] != nullptr)
{
headOfAET->m_Rmax = m_ET[headOfAET->m_PolygonIndex][i]->m_Ymax;
headOfAET->m_DeltaXR = m_ET[headOfAET->m_PolygonIndex][i]->m_DeltaX;
headOfAET->m_XR = m_ET[headOfAET->m_PolygonIndex][i]->m_Yminx;
}
}
//更新
headOfAET->m_XL += headOfAET->m_DeltaXL;
headOfAET->m_XR += headOfAET->m_DeltaXR;
headOfAET->m_ZL += headOfAET->m_DeltaXL*headOfAET->m_DeltaZA + headOfAET->m_DettaZB;
headOfAET = headOfAET->next;
}
}
}
7.主函數
#include <GLTools.h>
#include <GLMatrixStack.h>
#include <GLFrame.h>
#include <GLFrustum.h>
#include <GLBatch.h>
#include <GLGeometryTransform.h>
#define FREEGLUT_STATIC
#include <glut.h>
#pragma comment(lib,"gltools.lib")
#include "ScanLine.h"
ScanLine scanline;
void DisPlayTest()
{
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);//設置混合模式
glEnable(GL_BLEND);//開啓混合
glEnable(GL_POINT_SMOOTH);//點的抗鋸齒
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);//最好模式運行平滑 可選GL_FASTEST
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glBegin(GL_POINTS);
for (int i = 0; i<1024; i++)
for (int j = 0; j < 768; j++)
{
if (scanline.m_Map[i][j] != 0)
{
glColor3f(scanline.color[scanline.m_Map[i][j]-1].x,scanline.color[scanline.m_Map[i][j] - 1].y,scanline.color[scanline.m_Map[i][j] - 1].z);
glVertex2f(i/ 1024.0*2 -1,j/ 768.0*2 -1);
}
}
glEnd();
glFlush();
}
int main(int argc, char* argv[])
{
scanline.LoadObj();
scanline.InitData();
scanline.Draw();
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
glutInitWindowSize(1024, 768);
glutCreateWindow("GL_POINTS");
glutDisplayFunc(DisPlayTest);
glutMainLoop();
return 0;
}
效果圖如下: