设计自己的软渲染器3-渲染线框模型

在这一部分,我们将实现线框模型的显示与渲染,实际上就是把点连接起来。

画线算法很多,我在这里介绍经典的画线算法:

Bresenham快速画直线算法

直线光栅化是指用像素点来模拟直线,比如下图用蓝色的像素点来模拟红色的直线。


给定两个点起点P1(x1, y1), P2(x2, y2),line(p1,p2)的斜率为k,p1.x<p2.x,0<k<1

则,从p1开始,下一个点要么在他的右邻接点要么在他的右上邻接点,每次x++。如何选择这两个点呢,利用这两个近似点距离实际点的距离来算,即如果线段ax+by+c=0x=x1+1的交点的y坐标大于(y+*y+1))/2则选右上邻接点,否则选择右邻接点,如此重复便可画完一条直线。同理当1<k<inf时,每次y++,考察x

这样我们可以得到第一象限的所有直线画法。其实剩余的其他象限的直线画法于第一象限类似。

 

 

实现代码:(openGL四象限画直线)

void MyLine(int xs, int ys, int xe, int ye)

{

      //Write your code here

      intx,y,p;

      intdx = xe - xs;

      intdy = ye -ys;

     

      x =xs;

      y =ys;

      p =2 * dy - dx;

     

      if(abs(xe- xs) != 0 && abs(ye - ys) / abs(xe - xs) < 1)// K < 1

      {

           if(dx > 0 && dy >= 0 || dx < 0 && dy <= 0) {

                 if(dx< 0 && dy <= 0) {

                      dx= -dx;

                       dy = -dy;

                      x= xe;

                      y= ye;

                 }

                 glBegin(GL_POINTS);

                 for(inti = 0 ; i < dx ; i ++)

                 {

                      glVertex2i(x,y);

                      x++;

                      if( p < 0 )

                      {

                            p+= 2*dy;

                      }

                      else

                      {

                            y++;

                            p+= 2 * dy - 2 * dx;

                      }

                 }

                 glEnd();

            }

           elseif (dx > 0 && dy <= 0 || dx < 0 && dy >= 0){   

                 if(dx< 0 && dy >= 0) {

                      dx= -dx;

                      dy= -dy;

                      x= xe;

                      y= ye;

                 }

                 dy= -dy;

                 glBegin(GL_POINTS);

                 for(inti = 0 ; i < dx ; i ++)

                 {

                      glVertex2i(x,y);

                      x++;

                      if( p < 0 )

                      {

                            p+= 2*dy;

                      }

                      else

                      {

                            y--;

                            p+= 2 * dy - 2 * dx;

                      }

                 }

                 glEnd();

           }

          

          

      }

      else//K> 1

      {

           if(dx >= 0 && dy >= 0 || dx <= 0 && dy <= 0)

           {

                 if(dx<= 0 && dy <= 0) {

                      dx= -dx;

                      dy= -dy;

                      x= xe;

                      y= ye;

                 }

                 glBegin(GL_POINTS);

                 for(inti = 0 ; i < dy ; i ++)

                 {

                      glVertex2i(x,y);

                      y++;

                      if( p < 0 )

                      {

                            p+= 2*dx;

                      }

                      else

                      {

                            x++;

                            p+= 2 * dx - 2 * dy;

                      }

                 }

                 glEnd();

           }

           elseif (dx > 0 && dy <= 0 || dx < 0 && dy >= 0)

           {

                 if(dx < 0 && dy >= 0) {

                      dx= -dx;

                      dy= -dy;

                      x= xe;

                      y= ye;

                 }

                 dy= -dy;

                 glBegin(GL_POINTS);

                 for(inti = 0 ; i < dy ; i ++)

                 {

                      glVertex2i(x,y);

                      y--;

                      if( p < 0 )

                      {

                            p += 2*dx;

                      }

                      else

                      {

                            x++;

                            p+= 2 * dx - 2 * dy;

                      }

                 }

                 glEnd();

           }

          

          

      }   

}

 

但是我们在这里,只需要在第一象限画线,可以简化为下面

voidDrawLine(intxs, int ys, int xe,int ye,UINT32color) {

        // Bresenham line algorithm

        int dx = abs(xe -xs);

        int dy = abs(ye -ys);

        int sx = (xs <xe) ? 1 : -1;

        int sy = (ys <ye) ? 1 : -1;

        int err = dx - dy;

 

        while (true) {

            PutPixel(xs, ys, color);

 

            if ((xs ==xe) && (ys == ye)) break;

            int e2 = 2 * err;

            if (e2 > -dy) { err-= dy;xs += sx;}

            if (e2 < dx) { err+= dx;ys += sy;}

        }

}

我们在mesh中加入face表示其拥有的三角形面。

效果图


猜你喜欢

转载自blog.csdn.net/hffhjh111/article/details/79078861
今日推荐