【问题标题】:C++ triangle rasterizationC++ 三角形光栅化
【发布时间】:2011-10-24 01:22:25
【问题描述】:

我正在尝试修复此三角形光栅化器,但无法使其正常工作。由于某种原因,它只绘制了一半的三角形。

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; 

    }
}

这是我用它来绘制形状时发生的情况。

当我禁用第二个区域时,所有那些奇怪的三角形都会消失。

线框模式完美运行,因此消除了除三角形光栅器之外的所有其他可能性。

【问题讨论】:

    标签: c++ graphics rasterizing


    【解决方案1】:

    我有点迷失在你的实现中,但这就是我所做的(我有一个稍微复杂一点的版本,用于任意凸多边形,而不仅仅是三角形),我认为除了 Bresenham's algorithm 它非常简单(实际上是算法也很简单):

    #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
    
    // 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 triangle 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;
    }
    

    输出:

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

    【讨论】:

      【解决方案2】:

      原始代码仅适用于具有逆时针缠绕的三角形,因为顶部的 if-else 语句确定中间是左还是右。可能是未绘制的三角形的绕组错误。

      此堆栈溢出显示如何Determine winding of a 2D triangles after triangulation

      原始代码速度很快,因为它不会将线的点保存在临时内存缓冲区中。即使考虑到这一点,似乎也有点过于复杂,但这是另一个问题。

      【讨论】:

        【解决方案3】:

        以下代码在您的实现中:

        
        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;
                    }
                }
        

        这个 else 语句意味着 p2.y(或 Middle)可以等于 p1.y(或 Bottom)。如果这是真的,那么当区域 2 运行时

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

        else 行将被零除,这是不可能的。

        【讨论】:

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