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  • Rasterization 学习笔记

    ======================Barycentric interpolation======================================

    <1>2d/3d Check point in triangle test

    float areas(vector p1;vector p2;vector p3)
    {
        return length(cross(p1-p2,p3-p2)) * 0.5f;  
    }
    
    
    int ptInTri(vector inpt;vector p1;vector p2; vector p3)
    {
        float s = areas(p1,p2,p3);
        float s1 = areas(inpt,p2,p3) / s;
        float s2 = areas(inpt,p3,p1) / s;
        float s3 = areas(inpt,p1,p2) / s;
        if(s1<0.0f || s1>1.0f)
        {
            return false;
        }
        if(s2 < 0.0f || s2 >1)
        {
            return false;
        }
        if(s3 < 0.0f || s3 >1)
        {
            return false;
        }
        float all = s1 + s2 + s3;
        if (all-1.0f<0.000001f)
            return true;
        else 
            return false;
    }
    View Code

    <2>2d check can use : 

    <test 3d in houdini found problem>

    int ptInTri2(vector P;vector A;vector B; vector C)
    {
        vector u = B - A;
        vector v = C - A;
        vector w = P - A;
        
        vector vCrossW = cross(v, w);
        vector vCrossU = cross(v, u);
        
        if (dot(vCrossW, vCrossU) < 0)
            return false;
     
        vector uCrossW = cross(u, w);
        vector uCrossV = cross(u, v);
        
        
        // Test sign of t
        if (dot(uCrossW, uCrossV) < 0)
            return false;
     
        float denom = length(uCrossV);
        float r = length(vCrossW) / denom;
        float t = length(uCrossW) / denom;
     
        return (r + t <= 1);
    }
    View Code

    <3> Color Interpolation:

    float areas(vector p1;vector p2;vector p3)
    {
        return length(cross(p1-p2,p3-p2)) * 0.5f;  
    }
    
    vector P = getInputP();
    float s  = areas(p1,p2,p3);
    float s1 = areas(P,p2,p3) / s;
    float s2 = areas(P,p3,p1) / s;
    float s3 = areas(P,p1,p2) / s;
    
    vector PColor = p1.color * s1 + p2.color*s2 + p3.color*s3;
    View Code

    <4>we can use this method to getPointAt uv like maya function or houdini primuv();

    float areas(vector p1;vector p2;vector p3)
    {
        return length(cross(p1-p2,p3-p2)) * 0.5f;  
    }
    
    
    vector getPointAtUV(float u;float v)
    {
        clamp(u,0,1);
        clamp(v,0,1);
        
        
        // get current gdp's points
        vector gdpPtsPos[];
        for(int i=0;i<3;i++)
        {
            vector curl = point(0,"P",i);
            //printf("%f ,%f , %f 
    ",curl[0],curl[1],curl[2]);
            append(gdpPtsPos,curl);
        }
        
        vector p1 = gdpPtsPos[0];
        vector p2 = gdpPtsPos[1];
        vector p3 = gdpPtsPos[2];
        
        // tri area     
        float s = areas(p1,p2,p3);
        // reverse to get base on  u value
        
        float uArea = u * 0.5 / s;
        
        // reverse to get base on  v value
        float vArea = v * 0.5 / s ;
        
        
        // the w value 
        float wArea =0;
        if(1 - uArea - vArea < 0)
        {
            wArea = 0;
        }
        else
        {
            wArea =( 1 - u - v )*0.5 / s;
        }
        
            
        //https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/barycentric-coordinates
       
        //P=uA+vB+wC.
        
        vector retP = p1 * uArea + p2*vArea + p3*wArea;
        return retP;
               
    }
    
    
    
    #define maxscatter 100000
    
    for(int i=0;i<maxscatter;i++)
    {
        float u = rand(i);
        float v = rand(i*100);
        vector retPos = getPointAtUV(u,v);
        addpoint(geoself(),retPos);
    }
    View Code

     <4>Color Define:

    (1)ARGB:uint32_t,也就是单位为uint8_t ,共4个,a ,r ,g ,b    0xFF FF FF FF (255,255,255,255)

    //  uint32_t c;
    
    A:(uint8_t)   ( (c & 0xFF 00 00 00) >>24)
    R:(uint8_t)   ( (c & 0x00 FF 00 00) >>16)
    G:(uint8_t)   ( (c & 0x00 FF 00 00) >>8)
    B:(uint8_t)   ( (c & 0x00 00 00 FF) >>0)

     (2)从uint8_t r,g,b,a转换到uint32_t,用位和求回去

    ((uint32_t)a<<24) | ((uint32_t)r<<16) | ((uint32_t)g<<8) | ((uint32_t)b<<0)

    (2)float color:sixteen bytes:

    struct color{float a, float r,float g,float b}

     转换成ARGB(uint32_t)颜色也简单.

    color fc = {1.0f,0.5f,0.0f,1.0f};
    uint8_t r
    = (uint8_t) (floorf(fc.r*255.0f)) uint8_t g = (uint8_t) (floorf(fc.g*255.0f)) uint8_t b = (uint8_t) (floorf(fc.b*255.0f)) uint8_t a = (uint8_t) (floorf(fc.a*255.0f))

    =========================Rasterization==================================================

    <1>Line:

    画斜线没用到斜率方程,直接用的线性差值。

     DrawApi.h

    #ifndef DRAWAPI_H
    #define DRAWAPI_H
    
    #include <QImage>
    #include "LineSegment.h"
    #include <glm/glm.hpp>
    #include <iostream>
    #include "MathUtility.h"
    using namespace TopVertex;
    class DrawApi
    {
    public:
        template <typename T = glm::vec3>
        static void drawLine(QImage &image ,LineSegment<T> &line,const glm::vec3 &color)
        {
    
            auto &sp = line.startPoint();
            auto &ep = line.endPoint();
            float m  = line.getSlope();
    
            if(line.getType() == LineSegment<T>::HORIZON)
            {
                std::cout << "write horizon line
    ";
                auto y = sp[1];
                for(int x=sp[0] ; x <= ep[0]; x++)
                {
                    image.setPixel(x,y,qRgb(color[0],color[1],color[2]));
                }
                return;
            }
            if(line.getType() == LineSegment<T>::VERTICAL)
            {
                std::cout << "write verticle line
    ";
                auto x = sp[0];
                auto y0 = sp[1];
                auto y1 = ep[1];
                if(y0 < y1)
                {
                    for(int y=y0;y<=y1;y++)
                    {
                        image.setPixel(x,y,qRgb(color[0],color[1],color[2]));
                    }
                }
                else
                {
                    for(int y=y1;y<=y0;y++)
                    {
                        image.setPixel(x,y,qRgb(color[0],color[1],color[2]));
                    }
                }
                return;
            }
            if(line.getType() == LineSegment<T>::NORMAL)
            {
                std::cout << "write normal line
    ";
                int startRow = 0;
                int endRow   = 0;
    
                if(sp[1] < ep[1])
                {
                    startRow = sp[1];
                    endRow   = ep[1];
                }
                else
                {
                    startRow = ep[1];
                    endRow   = sp[1];
                }
                for(int r = startRow;r<=endRow;r++)
                {
                    auto bias = GLY_MATH::fit<float>(r,startRow,endRow,0.1f,1.0f);
                    auto pos  = GLY_MATH::linearInterpolation(sp,ep,bias);
                    image.setPixel(pos[0],pos[1],qRgb(color[0],color[1],color[2]));
                }
                return;
            }
    
        }
    };
    
    
    
    
    
    
    
    
    #endif // DRAWAPI_H
    View Code

    LineSegment.h

    #ifndef LINESEGMENT_H
    #define LINESEGMENT_H
    #include <algorithm>
    #include <cmath>
    #include <string>
    #include <iostream>
    #include <glm/glm.hpp>
    template <typename T>
    class LineSegment
    {
    public:
        typedef T value_type;
        enum TYPE{VERTICAL,HORIZON,NORMAL};
        LineSegment(T startPoint,T endPoint):
            mStartPoint(startPoint),mEndPoint(endPoint)
        {
            // LINE PROPERTY
            evalLineProperty();
            // LINE PROPERTY
        }
        LineSegment()=default;
        void setPoints(const T &startPoint , const T &endPoint)
        {
            mStartPoint = startPoint;
            mEndPoint = endPoint;
            evalLineProperty();
        }
        inline T & operator[](int i)
        {
            if(i == 0)
            {
                return mStartPoint;
            }
            else if(i == 1)
            {
                return mEndPoint;
            }
            else
            {
                throw std::string("Can't get point over 2
    ").c_str();
            }
    
        }
        TYPE getType();
        T &startPoint();
        T &endPoint();
        T startPoint()const;
        T endPoint()const;
        float getSlope()const;
    
        template <typename T2,typename T3>
        inline T2 intersect(const LineSegment<T3> &Line)
        {
            auto st_y = Line.startPoint()[1];  // get line y value
            auto it_x = (st_y - startPoint()[1] + startPoint()[0]*getSlope())/getSlope(); // y slope function get x pos
            return T2(it_x,st_y);
        }
    
    
    
    private:
        void evalLineProperty()
        {
    
    
            auto x0 = mStartPoint[0];
            auto x1 = mEndPoint[0];
    
            if(x0 > x1)
            {
                swap(mStartPoint,mEndPoint);
            }
    
            x0 = mStartPoint[0];
            x1 = mEndPoint[0];
            auto y0 = mStartPoint[1];
            auto y1 = mEndPoint[1];
    
            if(fabs(y1-y0) <= 0.0000001f)    // horizon line slope = 0
            {
                mSlope = 0.0f;
                mLineType = HORIZON;
            }
            else if(fabs(x1-x0) <= 0.000001f) // verticle line slope = 0
            {
                mSlope = 0.0f;
                mLineType = VERTICAL;
            }
            else                              // slope !=0
            {
                mSlope = (y1 - y0) / (x1-x0);
                mLineType = NORMAL;
            }
        }
    
        T mStartPoint;
        T mEndPoint;
        TYPE mLineType;
        float mSlope;
    };
    
    
    template<typename T>
    typename LineSegment<T>::TYPE LineSegment<T>::getType()
    {
        return mLineType;
    }
    
    template<typename T>
    float LineSegment<T>::getSlope() const
    {
        return mSlope;
    }
    
    template<typename T>
    T &LineSegment<T>::startPoint()
    {
        return mStartPoint;
    }
    
    template<typename T>
    T &LineSegment<T>::endPoint()
    {
        return mEndPoint;
    }
    
    template<typename T>
    T LineSegment<T>::startPoint()const
    {
        return mStartPoint;
    }
    
    template<typename T>
    T LineSegment<T>::endPoint()const
    {
        return mEndPoint;
    }
    
    
    
    // ostream
    inline std::ostream& operator<<(std::ostream &os,LineSegment<glm::vec3> line)
    {
        os << "Line start points:" << line.startPoint()[0] << " " <<line.startPoint()[1] << " "<<line.startPoint()[2]
           << " | "
           << "end:" << line.endPoint()[0]<< " "<< line.endPoint()[1] << " "<< line.endPoint()[2] ;
        return os;
    }
    
    inline std::ostream& operator<<(std::ostream &os,LineSegment<glm::vec2> line)
    {
        os << "Line start points:" << line.startPoint()[0] << " " <<line.startPoint()[1] << "|"
                  << "end:" << line.endPoint()[0]<< " "<< line.endPoint()[1] ;
        return os;
    }
    
    
    
    
    
    #endif // LINESEGMENT_H
    View Code

    MathUtility.h

    #ifndef MATHUTILITY_H
    #define MATHUTILITY_H
    
    
    #include <string>
    #include <vector>
    #include <iostream>
    #include <sstream>
    using namespace std;
    
    namespace TopVertex
    {
        class GLY_MATH
        {
        public:
    
            template<typename T>
            static T linearInterpolation(T val1 , T val2,float bias)
            {
                return val1*(1-bias) + val2*bias;
            }
    
            template<typename T>
            static T min(T a, T b) {
                if (a > b) {
                    return b;
                } else {
                    return a;
                }
            }
    
            template<typename T>
            static T max(T a, T b) {
                if (a > b) {
                    return a;
                } else {
                    return b;
                }
            }
    
            template<typename T>
            static bool zero_compare(T a, double tol = 0.00001) {
                return a >= -tol && a <= tol;
            }
    
            // DO NOT USE THIS FIT TO FIT VECTOR VALUE
            template<typename T>
            static T fit(T var, T omin, T omax, T nmin, T nmax) {
                T d = omax - omin;
                if (zero_compare(d)) {
                    return (nmin + nmax) * 0.5;
                }
                if (omin < omax) {
                    if (var < omin) return nmin;
                    if (var > omax) return nmax;
                } else {
                    if (var < omax) return nmax;
                    if (var > omin) return nmin;
                }
                return nmin + (nmax - nmin) * (var - omin) / d;
            }
    
            //return -1 to 1
            template<typename T>
            static T fit_negate(T var, T omin, T omax) {
                return fit(var, omin, omax, -1.0, 1.0);
            }
    
    
            //string split
            static std::vector<std::string> split_string(std::string &inputString, char &split_char) {
                std::stringstream ss(inputString);
                std::string sub_str;
                std::vector<std::string> sp_strPath;
                sp_strPath.clear();
                while (getline(ss, sub_str, split_char)) {
                    sp_strPath.push_back(sub_str);
                }
                return sp_strPath;
            }
    
            //value to string
            template<typename T>
            // T must be a value int/float/double
            static std::string value_to_str(T &value) {
                std::ostringstream os;
                os << value;
                return os.str();
            }
    
    
            static int wang_inthash(int key) {
                // From http://www.concentric.net/~Ttwang/tech/inthash.htm
                key += ~(key << 16);
                key ^= (key >> 5);
                key += (key << 3);
                key ^= (key >> 13);
                key += ~(key << 9);
                key ^= (key >> 17);
                return key;
            }
    
            static int fastRandomInt(int seed) {
                int nseed = seed * 1664525+0XFFFFFFF;
                return wang_inthash(nseed);
            }
    
            static float fastRandom01(int seed)
            {
                return float(fastRandomInt(seed) % 1000000) / 1000000.0f;
            }
    
        };
    }
    
    
    
    
    
    
    
    #endif // MATHUTILITY_H
    View Code

    Renderer.h

    #ifndef RENDERER_H
    #define RENDERER_H
    
    #include <QImage>
    #include <iostream>
    #include <glm/glm.hpp>
    
    
    
    using namespace std;
    
    
    
    
    
    class Renderer
    {
    public:
        Renderer();
        void render();
    };
    
    #endif // RENDERER_H
    View Code

    Renderer.cpp

    #include "Renderer.h"
    #include "DrawApi.h"
    
    
    Renderer::Renderer()
    {
    
    }
    
    void Renderer::render()
    {
    
        QImage image(512,512,QImage::Format_RGB32);
        image.fill(Qt::gray);
        glm::vec3 p0(150,20,0);
        glm::vec3 p1(50,100,0);
        glm::vec3 p2(250,150,0);
    
        //  write horizon line
        glm::vec3 p3(400,50,0);
        glm::vec3 p4(50,50,0);
        auto hline1 = LineSegment<glm::vec3>(p3,p4);
        DrawApi::drawLine(image,hline1,glm::vec3(255,255,0));
    
    
        // write verticle line
        glm::vec3 p5(100,10,0);
        glm::vec3 p6(100,500,0);
        auto hline2 = LineSegment<glm::vec3>(p5,p6);
        DrawApi::drawLine(image,hline2,glm::vec3(255,0,0));
    
    
        // write normal line
        glm::vec3 p7(50,10,0);
        glm::vec3 p8(300,500,0);
        auto hline3 = LineSegment<glm::vec3>(p8,p7);
        DrawApi::drawLine(image,hline3,glm::vec3(0,0,255));
    
    
        image.save("c:/Raster.jpg",0,100);
        return ;
    }
    View Code

    main.cpp

    auto render =  Renderer();
    render.render();
    View Code

     

     以上的方法不过还是垃圾,因为还是循环像素row。对于以上的方法如果不考虑计算成本,直接暴力法循环row,

    然后判断pixelPos是不是在triangle里面。是就给他画出来。

     最好的方法:

     

     线求交:

     2,矩阵大法:

    计算 :

    rotate:

     Scale:

     

     translate:

     

     

    得到的XF = 1*x + 0*y + 1*tx = x + tx;

    得到的YF = 0*x + 1*y + 1*ty = y + ty;

    总体带x,y,w

     3d:

     

     Orthographic Matrix:

     

    Perspective Matrix

     Viewport Transform:

    Raster Pipeline:

     

    ..

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  • 原文地址:https://www.cnblogs.com/gearslogy/p/7615992.html
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