C ++三角形栅格化 [英] C++ triangle rasterization

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本文介绍了C ++三角形栅格化的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我试图修复这个三角形光栅化器,但不能使它正常工作。

  void DrawTriangle(Point2D p0,Point2D p1,Point2D p2)
{
Point2D Top,Middle,Bottom;
bool MiddleIsLeft;

if(p0.y {
if(p0.y< p2.y)// case:1,2
{
if(p1.y {
Top = p0;
Middle = p1;
Bottom = p2;
MiddleIsLeft = true;
}
else // case:2
{
Top = p0;
Middle = p2;
Bottom = p1;
MiddleIsLeft = false;
}
}
else // case:5
{
Top = p2;
Middle = p0;
Bottom = p1;
MiddleIsLeft = true;
}
}
else // case:3,4,6
{
if(p0.y {
Top = p1;
Middle = p0;
Bottom = p2;
MiddleIsLeft = false;
}
else // case:3,6
{
if(p1.y< p2.y)// case:3
{
Top = p1;
Middle = p2;
Bottom = p0;
MiddleIsLeft = true;
}
else // case 6
{
Top = p2;
Middle = p1;
Bottom = p0;
MiddleIsLeft = false;
}
}
}

float xLeft,xRight;
xLeft = xRight = Top.x;
float mLeft,mRight;
//区域1
if(MiddleIsLeft)
{
mLeft =(Top.x - Middle.x)/(Top.y - Middle.y);
mRight =(Top.x - Bottom.x)/(Top.y - Bottom.y);
}
else
{
mLeft =(Top.x - Bottom.x)/(Top.y - Bottom.y);
mRight =(Middle.x - Top.x)/(Middle.y - Top.y);
}
int finalY;
float Tleft,Tright;
for(int y = ceil(Top.y); y<(int)Middle.y; y ++)
{
Tleft = float(Top.yy)/ -Middle.y);
Tright = float(Top.y-y)/(Top.y-Bottom.y);
for(int x = ceil(xLeft); x <= ceil(xRight)-1; x ++)
{
FrameBuffer :: SetPixel(x,y,p0.r,p0 .g,p0.b);

}
xLeft + = mLeft;
xRight + = mRight;
finalY = y;
}

//区域2
if(MiddleIsLeft)
{
mLeft =(Bottom.x - Middle.x)/ - Middle.y);
}
else
{
mRight =(Middle.x - Bottom.x)/(Middle.y - Bottom.y);
}

for(int y = Middle.y; y <= ceil(Bottom.y)-1; y ++)
{
Tleft = float Bottom.yy)/(Bottom.y-Middle.y);
Tright = float(Top.y-y)/(Top.y-Bottom.y);
for(int x = ceil(xLeft); x <= ceil(xRight)-1; x ++)
{
FrameBuffer :: SetPixel(x,y,p0.r,p0 .g,p0.b);
}
xLeft + = mLeft;
xRight + = mRight;

}
}

它可以绘制形状。



当我禁用第二个区域时,所有这些奇怪的三角形消失。





线框模式完美,所以这消除了所有其他可能性其他



解决方案

我在你的实现中迷失了,但这里是我做的(我有一个稍微复杂的版本的任意凸多边形,只是三角形),我认为除了 Bresenham的算法,它很简单(实际上算法是简单):

  #include< stddef.h> 
#include< limits.h>
#include< stdlib.h>
#include< stdio.h>
#include< string.h>
#include< time.h>

#define SCREEN_HEIGHT 22
#define SCREEN_WIDTH 78

//模拟帧缓冲区
字符屏幕[SCREEN_HEIGHT] [SCREEN_WIDTH];

void SetPixel(long x,long y,char color)
{
if((x< 0)||(x> = SCREEN_WIDTH)||
(y< 0)||(y> = SCREEN_HEIGHT))
{
return;
}

屏幕[y] [x] =颜色;
}

void Visualize(void)
{
long x,y;

for(y = 0; y< SCREEN_HEIGHT; y ++)
{
for(x = 0; x< SCREEN_WIDTH; x ++)
{
printf(%c,Screen [y] [x]);
}

printf(\\\
);
}
}

typedef struct
{
long x,y;
unsigned char color;
} Point2D;


// min三角形内每一水平线的X和max X
long ContourX [SCREEN_HEIGHT] [2];

#define ABS(x)((x> = 0)?x:-x)

//扫描三角形设置的一边min X和max X在ContourX [] []
//(使用Bresenham的线描算法)。
void scanLine(long x1,long y1,long x2,long y2)
{
long sx,sy,dx1,dy1,dx2,dy2,x,y,m,n,k ,cnt;

sx = x2 - x1;
sy = y2 - y1;

if(sx> 0)dx1 = 1;
else if(sx< 0)dx1 = -1;
else dx1 = 0;

if(sy> 0)dy1 = 1;
else if(sy< 0)dy1 = -1;
else dy1 = 0;

m = ABS(sx);
n = ABS(sy); $ b $ d dx2 = dx1;
dy2 = 0;

if(m {
m = ABS(sy);
n = ABS(sx);
dx2 = 0;
dy2 = dy1;
}

x = x1; y = y1;
cnt = m + 1;
k = n / 2;

while(cnt--)
{
if((y> = 0)&&(y< SCREEN_HEIGHT))
{
if(x if(x> ContourX [y] [1])ContourX [y] [1] = x;
}

k + = n;
if(k {
x + = dx2;
y + = dy2;
}
else
{
k- = m;
x + = dx1;
y + = dy1;
}
}
}

void DrawTriangle(Point2D p0,Point2D p1,Point2D p2)
{
int y;

for(y = 0; y< SCREEN_HEIGHT; y ++)
{
ContourX [y] [0] = LONG_MAX; // min X
ContourX [y] [1] = LONG_MIN; // max X
}

ScanLine(p0.x,p0.y,p1.x,p1.y);
ScanLine(p1.x,p1.y,p2.x,p2.y);
ScanLine(p2.x,p2.y,p0.x,p0.y);

for(y = 0; y< SCREEN_HEIGHT; y ++)
{
if(ContourX [y] [1]> = ContourX [y] [0]
{
long x = ContourX [y] [0];
long len = 1 + ContourX [y] [1] - ContourX [y] [0];

//可以绘制水平线而不是单个像素
while(len--)
{
SetPixel(x ++,y,p0.color);
}
}
}
}

int main(void)
{
Point2D p0,p1,p2;

//清除屏幕
memset(Screen,'',sizeof(Screen));

//生成随机trinagle坐标
srand((unsigned)time(NULL));

p0.x = rand()%SCREEN_WIDTH;
p0.y = rand()%SCREEN_HEIGHT;

p1.x = rand()%SCREEN_WIDTH
p1.y = rand()%SCREEN_HEIGHT;

p2.x =兰特()%SCREEN_WIDTH;
p2.y =兰特()%SCREEN_HEIGHT;

//绘制三角形
p0.color ='1';
DrawTriangle(p0,p1,p2);

//还绘制三角形的顶点
与setPixel(p0.x,p0.y,'*');
与setPixel(p1.x,p1.y,'*');
SetPixel(p2.x,p2.y,'*');

Visualize();

return 0;
}



输出:

  * 111111 
1111111111111
111111111111111111
1111111111111111111111
111111111111111111111111111
11111111111111111111111111111111
111111111111111111111111111111111111
11111111111111111111111111111111111111111
111111111111111111111111111111111111111 *
11111111111111111111111111111111111
1111111111111111111111111111111
111111111111111111111111111
11111111111111111111111
1111111111111111111
11111111111111
11111111111
1111111
1 *


I'm trying to fix this triangle rasterizer, but cannot make it work correctly. For some reason it only draws half of the triangles.

void DrawTriangle(Point2D p0, Point2D p1, Point2D p2)
{
    Point2D Top, Middle, Bottom;
    bool MiddleIsLeft;

    if (p0.y < p1.y)                    // case: 1, 2, 5
    {
        if (p0.y < p2.y)                // case: 1, 2
        {
            if (p1.y < p2.y)            // case: 1
            {
                Top = p0;
                Middle = p1;
                Bottom = p2;
                MiddleIsLeft = true;
            }
            else                        // case: 2
            {
                Top = p0;
                Middle = p2;
                Bottom = p1;
                MiddleIsLeft = false;
            }
        }
        else                            // case: 5
        {
            Top = p2;
            Middle = p0;
            Bottom = p1;
            MiddleIsLeft = true;                
        }
    }
    else                        // case: 3, 4, 6
    {
        if (p0.y < p2.y)        // case: 4
        {
            Top = p1;
            Middle = p0;
            Bottom = p2;
            MiddleIsLeft = false;
        }
        else                    // case: 3, 6
        {
            if (p1.y < p2.y)    // case: 3
            {
                Top = p1;
                Middle = p2;
                Bottom = p0;
                MiddleIsLeft = true;
            }
            else                // case 6
            {
                Top = p2;
                Middle = p1;
                Bottom = p0;
                MiddleIsLeft = false;
            }
        }
    }

    float xLeft, xRight;
    xLeft = xRight = Top.x;
    float mLeft, mRight;
    // Region 1
    if(MiddleIsLeft)
    {
        mLeft = (Top.x - Middle.x) / (Top.y - Middle.y);
        mRight = (Top.x - Bottom.x) / (Top.y - Bottom.y);
    }
    else
    {
        mLeft = (Top.x - Bottom.x) / (Top.y - Bottom.y);
        mRight = (Middle.x - Top.x) / (Middle.y - Top.y);
    }
    int finalY;
    float Tleft, Tright;
    for (int y = ceil(Top.y); y < (int)Middle.y; y++)
    {        
        Tleft=float(Top.y-y)/(Top.y-Middle.y);
        Tright=float(Top.y-y)/(Top.y-Bottom.y);
        for (int x = ceil(xLeft); x <= ceil(xRight) - 1 ; x++)
        {
            FrameBuffer::SetPixel(x, y, p0.r,p0.g,p0.b);

        }  
        xLeft += mLeft;
        xRight += mRight;
        finalY = y;
    }

    // Region 2 
    if (MiddleIsLeft)
    {
        mLeft = (Bottom.x - Middle.x) / (Bottom.y - Middle.y);
    }
    else
    {
        mRight = (Middle.x - Bottom.x) / (Middle.y - Bottom.y);
    }

    for (int y = Middle.y; y <= ceil(Bottom.y) - 1; y++)
    {
        Tleft=float(Bottom.y-y)/(Bottom.y-Middle.y);
        Tright=float(Top.y-y)/(Top.y-Bottom.y);
        for (int x = ceil(xLeft); x <= ceil(xRight) - 1; x++)
        {
            FrameBuffer::SetPixel(x, y, p0.r,p0.g,p0.b);
        }
        xLeft += mLeft;
        xRight += mRight; 

    }
}

Here is what happens when I use it to draw shapes.

When I disable the second region, all those weird triangles disappear.

The wireframe mode works perfect, so this eliminates all the other possibilities other than the triangle rasterizer.

解决方案

I kind of got lost in your implementation, but here's what I do (I have a slightly more complex version for arbitrary convex polygons, not just triangles) and I think apart from the Bresenham's algorithm it's very simple (actually the algorithm is simple too):

#include <stddef.h>
#include <limits.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <time.h>

#define SCREEN_HEIGHT 22
#define SCREEN_WIDTH  78

// Simulated frame buffer
char Screen[SCREEN_HEIGHT][SCREEN_WIDTH];

void SetPixel(long x, long y, char color)
{
  if ((x < 0) || (x >= SCREEN_WIDTH) ||
      (y < 0) || (y >= SCREEN_HEIGHT))
  {
    return;
  }

  Screen[y][x] = color;
}

void Visualize(void)
{
  long x, y;

  for (y = 0; y < SCREEN_HEIGHT; y++)
  {
    for (x = 0; x < SCREEN_WIDTH; x++)
    {
      printf("%c", Screen[y][x]);
    }

    printf("\n");
  }
}

typedef struct
{
  long x, y;
  unsigned char color;
} Point2D;


// min X and max X for every horizontal line within the triangle
long ContourX[SCREEN_HEIGHT][2];

#define ABS(x) ((x >= 0) ? x : -x)

// Scans a side of a triangle setting min X and max X in ContourX[][]
// (using the Bresenham's line drawing algorithm).
void ScanLine(long x1, long y1, long x2, long y2)
{
  long sx, sy, dx1, dy1, dx2, dy2, x, y, m, n, k, cnt;

  sx = x2 - x1;
  sy = y2 - y1;

  if (sx > 0) dx1 = 1;
  else if (sx < 0) dx1 = -1;
  else dx1 = 0;

  if (sy > 0) dy1 = 1;
  else if (sy < 0) dy1 = -1;
  else dy1 = 0;

  m = ABS(sx);
  n = ABS(sy);
  dx2 = dx1;
  dy2 = 0;

  if (m < n)
  {
    m = ABS(sy);
    n = ABS(sx);
    dx2 = 0;
    dy2 = dy1;
  }

  x = x1; y = y1;
  cnt = m + 1;
  k = n / 2;

  while (cnt--)
  {
    if ((y >= 0) && (y < SCREEN_HEIGHT))
    {
      if (x < ContourX[y][0]) ContourX[y][0] = x;
      if (x > ContourX[y][1]) ContourX[y][1] = x;
    }

    k += n;
    if (k < m)
    {
      x += dx2;
      y += dy2;
    }
    else
    {
      k -= m;
      x += dx1;
      y += dy1;
    }
  }
}

void DrawTriangle(Point2D p0, Point2D p1, Point2D p2)
{
  int y;

  for (y = 0; y < SCREEN_HEIGHT; y++)
  {
    ContourX[y][0] = LONG_MAX; // min X
    ContourX[y][1] = LONG_MIN; // max X
  }

  ScanLine(p0.x, p0.y, p1.x, p1.y);
  ScanLine(p1.x, p1.y, p2.x, p2.y);
  ScanLine(p2.x, p2.y, p0.x, p0.y);

  for (y = 0; y < SCREEN_HEIGHT; y++)
  {
    if (ContourX[y][1] >= ContourX[y][0])
    {
      long x = ContourX[y][0];
      long len = 1 + ContourX[y][1] - ContourX[y][0];

      // Can draw a horizontal line instead of individual pixels here
      while (len--)
      {
        SetPixel(x++, y, p0.color);
      }
    }
  }
}

int main(void)
{
  Point2D p0, p1, p2;

  // clear the screen
  memset(Screen, ' ', sizeof(Screen));

  // generate random trinagle coordinates
  srand((unsigned)time(NULL));

  p0.x = rand() % SCREEN_WIDTH;
  p0.y = rand() % SCREEN_HEIGHT;

  p1.x = rand() % SCREEN_WIDTH;
  p1.y = rand() % SCREEN_HEIGHT;

  p2.x = rand() % SCREEN_WIDTH;
  p2.y = rand() % SCREEN_HEIGHT;

  // draw the triangle
  p0.color = '1';
  DrawTriangle(p0, p1, p2);

  // also draw the triangle's vertices
  SetPixel(p0.x, p0.y, '*');
  SetPixel(p1.x, p1.y, '*');
  SetPixel(p2.x, p2.y, '*');

  Visualize();

  return 0;
}

Output:

   *111111
    1111111111111
      111111111111111111
         1111111111111111111111
           111111111111111111111111111
             11111111111111111111111111111111
                111111111111111111111111111111111111
                  11111111111111111111111111111111111111111
                    111111111111111111111111111111111111111*
                       11111111111111111111111111111111111
                         1111111111111111111111111111111
                            111111111111111111111111111
                              11111111111111111111111
                                1111111111111111111
                                   11111111111111
                                     11111111111
                                       1111111
                                          1*

这篇关于C ++三角形栅格化的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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