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#include "thirdParty/tgaimage.h"
#include "model.h"
#include <vector>
#include <cmath>
#include "iostream"
using namespace std;
constexpr static int width = 1000;
constexpr static int height = 1000;
float angleX = 0.0f;
float angleY = 0.0f;
float angleZ = 0.0f;
float tx = 0.0f;
float ty = 0.0f;
float tz = 0.0f;
float sx = 1.0f;
float sy = 1.0f;
float sz = 1.0f;
Eigen::Vector3f eye_pos{0,0,3};
Eigen::Vector3f eye_dir(0.0f, 0.0f, -1.0f);
Eigen::Vector3f up(0.0f, 1.0f, 0.0f);
float fovY = 45.0f;
float aspectRatio = 1.0f;
float near = 0.1f;
float far = 100.0f;
Eigen::Vector3f lightDir{1,1,0};
Eigen::Vector3f lightIntensity{5,5,5};
// 计算三角形面积,可能返回负数,表示背对屏幕
float signed_triangle_area(float ax, float ay, float bx, float by, float cx, float cy) {
return .5f*((by-ay)*(bx+ax) + (cy-by)*(cx+bx) + (ay-cy)*(ax+cx));
}
Eigen::Vector3f TGAColorToVector3f(const TGAColor& color) {
float r = static_cast<float>(color.bgra[2]) / 255.0f;
float g = static_cast<float>(color.bgra[1]) / 255.0f;
float b = static_cast<float>(color.bgra[0]) / 255.0f;
return Eigen::Vector3f(r, g, b);
}
// 将Eigen::Vector3f转换为TGAColor的函数
TGAColor Vector3fToTGAColor(const Eigen::Vector3f& vectorColor) {
auto clamp = [](float v) { return std::max(0.0f, std::min(1.0f, v)); };
unsigned char r = static_cast<unsigned char>(clamp(vectorColor.x()) * 255.0f);
unsigned char g = static_cast<unsigned char>(clamp(vectorColor.y()) * 255.0f);
unsigned char b = static_cast<unsigned char>(clamp(vectorColor.z()) * 255.0f);
return TGAColor(r, g, b);
}
// blinnPhongShading
TGAColor blinnPhongShading(const TGAColor & textureColor, const Vector3f & point, const Vector3f & normal,TGAColor specKd,bool isShadow) {
// 环境光系数
Eigen::Vector3f ka = Eigen::Vector3f(0.005, 0.005, 0.005);
// 漫反射系数(来自材质贴图)
Eigen::Vector3f kd = TGAColorToVector3f(textureColor);
// 高光系数(来自高光贴图)
Eigen::Vector3f ks = TGAColorToVector3f(specKd);
Eigen::Vector3f amb_light_intensity{10, 10, 10};
// 环境光强度
// 高光的指数,越大对角度越敏感
float p = 150;
// 计算点到光源的向量
Eigen::Vector3f light_vec = lightDir - point;
// 计算点到光源的距离
float r = light_vec.norm();
// 归一化从点到光源的向量
Eigen::Vector3f light_dir = light_vec.normalized();
// 漫反射
Eigen::Vector3f diffuse = kd.cwiseProduct(lightIntensity / (r * r)) * std::max(0.0f, normal.dot(light_dir));
// 高光反射
// 计算从表面点到观察者的向量
Eigen::Vector3f view_dir = (eye_pos - point).normalized();
// 计算半程向量
Eigen::Vector3f halfVector = (light_dir + view_dir).normalized();
Eigen::Vector3f specular = ks.cwiseProduct(lightIntensity / (r * r)) * std::pow(std::max(0.0f, normal.dot(halfVector)), p);
Eigen::Vector3f all = diffuse + specular + ka.cwiseProduct(amb_light_intensity);
if (isShadow){
return Vector3fToTGAColor(all*0.2);
}
return Vector3fToTGAColor(all);
}
// 插值函数
Eigen::Vector3f interpolate(const Eigen::Vector3f& v0, const Eigen::Vector3f& v1, const Eigen::Vector3f& v2, double alpha, double beta, double gamma) {
return alpha * v0 + beta * v1 + gamma * v2;
}
float interpolate(float v0, float v1, float v2, float alpha, float beta, float gamma) {
return alpha * v0 + beta * v1 + gamma * v2;
}
// 从切线法线转为法线
Eigen::Vector3f getNormalFromTangent(const Triangle& triangle, const Eigen::Vector3f& tangentSpaceNormal, const Eigen::Vector3f& barycentricNorm) {
// 计算切线
Eigen::Vector3f edge1 = triangle.globalCoords[1].head<3>() - triangle.globalCoords[0].head<3>();
Eigen::Vector3f edge2 = triangle.globalCoords[2].head<3>() - triangle.globalCoords[0].head<3>();
Eigen::Vector2f deltaUV1 = triangle.texCoords[1] - triangle.texCoords[0];
Eigen::Vector2f deltaUV2 = triangle.texCoords[2] - triangle.texCoords[0];
float f = 1.0f / (deltaUV1.x() * deltaUV2.y() - deltaUV2.x() * deltaUV1.y());
Eigen::Vector3f tangent;
tangent.x() = f * (deltaUV2.y() * edge1.x() - deltaUV1.y() * edge2.x());
tangent.y() = f * (deltaUV2.y() * edge1.y() - deltaUV1.y() * edge2.y());
tangent.z() = f * (deltaUV2.y() * edge1.z() - deltaUV1.y() * edge2.z());
tangent.normalize();
// 计算副切线
Eigen::Vector3f bitangent;
bitangent.x() = f * (-deltaUV2.x() * edge1.x() + deltaUV1.x() * edge2.x());
bitangent.y() = f * (-deltaUV2.x() * edge1.y() + deltaUV1.x() * edge2.y());
bitangent.z() = f * (-deltaUV2.x() * edge1.z() + deltaUV1.x() * edge2.z());
bitangent.normalize();
// 构建 TBN 矩阵
Eigen::Matrix3f TBN;
TBN.col(0) = tangent;
TBN.col(1) = bitangent;
TBN.col(2) = barycentricNorm;
// 将切向法线转换到世界空间
return TBN * tangentSpaceNormal;
}
void shadow(Triangle &triangle,std::vector<std::vector<float>> *shadowBuffer){
float ax = triangle.screenCoords[0].x();
float ay = triangle.screenCoords[0].y();
float bx = triangle.screenCoords[1].x();
float by = triangle.screenCoords[1].y();
float cx = triangle.screenCoords[2].x();
float cy = triangle.screenCoords[2].y();
int bbminx = std::floor(std::min(std::min(ax, bx), cx));
int bbminy = std::ceil(std::min(std::min(ay, by), cy));
int bbmaxx = std::floor(std::max(std::max(ax, bx), cx));
int bbmaxy = std::ceil(std::max(std::max(ay, by), cy));
float total_area = signed_triangle_area(ax, ay, bx, by, cx, cy);
for (int x = bbminx; x <= bbmaxx; x++) {
for (int y = bbminy; y <= bbmaxy; y++) {
// 虽然可以把整个三角形直接剔除,但是我希望只是把屏幕外的像素剔除
if (x < 0 || x >= width || y < 0 || y >= height) {
continue;
}
float alpha = signed_triangle_area(x, y, bx, by, cx, cy) / total_area;
float beta = signed_triangle_area(x, y, cx, cy, ax, ay) / total_area;
float gamma = signed_triangle_area(x, y, ax, ay, bx, by) / total_area;
if (alpha < 0 || beta < 0 || gamma < 0) continue; // 说明当前像素不在三角形内部
float barycentricZ = interpolate(triangle.screenCoords[0].z(), triangle.screenCoords[1].z(),triangle.screenCoords[2].z(), alpha, beta, gamma);
if (shadowBuffer->at(x).at(y) < barycentricZ) {
shadowBuffer->at(x).at(y) = barycentricZ;
}
}
}
}
// 绘制一个三角形
void drawTriangle(Triangle &triangle, TGAImage &framebuffer, std::vector<std::vector<float>> *zBuffer, std::vector<std::vector<float>> *shadowBuffer,Texture &texture,
Texture &nm, Texture &spec, Texture &nm_tangent,Eigen::Matrix4f mvpForShadow) {
float ax = triangle.screenCoords[0].x();
float ay = triangle.screenCoords[0].y();
float bx = triangle.screenCoords[1].x();
float by = triangle.screenCoords[1].y();
float cx = triangle.screenCoords[2].x();
float cy = triangle.screenCoords[2].y();
int bbminx = std::floor(std::min(std::min(ax, bx), cx));
int bbminy = std::ceil(std::min(std::min(ay, by), cy));
int bbmaxx = std::floor(std::max(std::max(ax, bx), cx));
int bbmaxy = std::ceil(std::max(std::max(ay, by), cy));
// 如果面积为负数,背对屏幕,被裁剪
float total_area = signed_triangle_area(ax, ay, bx, by, cx, cy);
if (total_area < 1) return;
#pragma omp parallel for
for (int x = bbminx; x <= bbmaxx; x++) {
for (int y = bbminy; y <= bbmaxy; y++) {
// 虽然可以把整个三角形直接剔除,但是我希望只是把屏幕外的像素剔除
if (x < 0 || x >= width || y < 0 || y >= height) {
continue;
}
float alpha = signed_triangle_area(x, y, bx, by, cx, cy) / total_area;
float beta = signed_triangle_area(x, y, cx, cy, ax, ay) / total_area;
float gamma = signed_triangle_area(x, y, ax, ay, bx, by) / total_area;
if (alpha < 0 || beta < 0 || gamma < 0) continue; // 说明当前像素不在三角形内部
float barycentricZ = interpolate(triangle.screenCoords[0].z(), triangle.screenCoords[1].z(),triangle.screenCoords[2].z(), alpha, beta, gamma);
Eigen::Vector3f barycentricGlobalCoord = interpolate(triangle.globalCoords[0].head<3>(),triangle.globalCoords[1].head<3>(),triangle.globalCoords[2].head<3>(), alpha, beta,gamma);
float texU = interpolate(triangle.texCoords[0].x(), triangle.texCoords[1].x(),triangle.texCoords[2].x(), alpha, beta, gamma);
float texV = interpolate(triangle.texCoords[0].y(), triangle.texCoords[1].y(),triangle.texCoords[2].y(), alpha, beta, gamma);
TGAColor texColor = texture.getColor(texU, texV);
Eigen::Vector3f barycentricNorm = interpolate(triangle.normal[0], triangle.normal[1],triangle.normal[2], alpha, beta, gamma);
// 法线来自法线贴图
// Eigen::Vector3f barycentricNorm = TGAColorToVector3f(nm.getColor(texU,texV))*2-Vector3f{1,1,1};
// 切线法线贴图
// Eigen::Vector3f barycentricNmTangent =TGAColorToVector3f(nm_tangent.getColor(texU, texV)) * 2 - Vector3f{1, 1, 1};
// barycentricNmTangent = getNormalFromTangent(triangle, barycentricNmTangent, barycentricNorm);
// 高光系数来自高光贴图
TGAColor specKd = spec.getColor(texU, texV);
// zbuffer中缓存的渲染物体距离小于当前渲染物体的距离时,才覆盖渲染
if (zBuffer->at(x).at(y) < barycentricZ) {
zBuffer->at(x).at(y) = barycentricZ;
// 阴影处理
// 1. 找到该像素对应物体在原空间的位置
Eigen::Vector4f locationInShaowBuffer = mvpForShadow * (barycentricGlobalCoord.homogeneous());
locationInShaowBuffer.x() /= locationInShaowBuffer.w();
locationInShaowBuffer.y() /= locationInShaowBuffer.w();
locationInShaowBuffer.z() /= locationInShaowBuffer.w();
locationInShaowBuffer.x() = 0.5*width*(locationInShaowBuffer.x()+1);
locationInShaowBuffer.y() = 0.5*height*(locationInShaowBuffer.y()+1);
bool isShadow = false;
// 在阴影中
if (locationInShaowBuffer.z() < shadowBuffer->at(locationInShaowBuffer.x()).at(locationInShaowBuffer.y())){
isShadow = true;
}
// 直接使用贴图
// framebuffer.set(x,y, texture.getColor(texU,texV));
// 使用phongshading光照模型
framebuffer.set(x,y, blinnPhongShading(texColor,barycentricGlobalCoord,barycentricNorm,specKd,isShadow));
// 直接使用法线贴图
// framebuffer.set(x,y, nm.getColor(texU,texV));
// 使用法线贴图的法线配合phongshading
// framebuffer.set(x,y, blinnPhongShading(texColor,barycentricGlobalCoord,barycentricNorm,specKd));
// 使用切线法线贴图配合phongshaing
// framebuffer.set(x, y,blinnPhongShading(texColor, barycentricGlobalCoord, barycentricNmTangent, specKd));
}
}
}
}
int main() {
Model model("./obj/diablo3_pose/diablo3_pose.obj", "./obj/diablo3_pose/diablo3_pose_diffuse.tga");
TGAImage framebuffer(width, height, TGAImage::RGB);
// 定义一个zBuffer,并设置全部数据为最小负数
auto *zBuffer = new std::vector<std::vector<float>>(width, std::vector<float>(height,std::numeric_limits<float>::lowest()));
// 用于shadow
auto *shadowBuffer = new std::vector<std::vector<float>>(width, std::vector<float>(height,std::numeric_limits<float>::lowest()));
// 获取法线贴图
Texture nm("./obj/diablo3_pose/diablo3_pose_nm.tga");
Texture spec("./obj/diablo3_pose/diablo3_pose_spec.tga");
Texture nm_tangent("./obj/diablo3_pose/diablo3_pose_nm_tangent.tga");
// 首先先从光源位置渲染,来赋值shadowBuffer
model.setModelTransformation(angleX, angleY, angleZ, tx, ty, tz, sx, sy, sz);
model.setViewTransformation(lightDir*4, eye_dir, up);
model.setProjectionTransformation(fovY, aspectRatio, near, far);
// 获取所有变换矩阵
Eigen::Matrix4f mvpForShadow = model.getMVP();
for (Triangle triangle: model.triangleList) {
// 坐标投影
triangle.setScreenCoords(mvpForShadow, width, height);
// 绘制三角形
shadow(triangle, shadowBuffer);
}
// 转回正常视角,进行渲染
model.setModelTransformation(angleX, angleY, angleZ, tx, ty, tz, sx, sy, sz);
model.setViewTransformation(eye_pos, eye_dir, up);
model.setProjectionTransformation(fovY, aspectRatio, near, far);
// 获取所有变换矩阵
Eigen::Matrix4f mvp = model.getMVP();
// 遍历obj文件中的每个三角形
for (Triangle triangle: model.triangleList) {
// 坐标投影
triangle.setScreenCoords(mvp, width, height);
// 摄像机空间点转光源空间点的矩阵
Eigen::Matrix4f viewToLightTrans = mvpForShadow * (mvp.inverse());
// 绘制三角形
drawTriangle(triangle, framebuffer, zBuffer,shadowBuffer, model.texture, nm, spec, nm_tangent,mvpForShadow);
}
framebuffer.write_tga_file("framebuffer.tga");
delete (zBuffer);
delete (shadowBuffer);
return 0;
}
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