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GAMES101作业1-VS2019

作业 vs2019
2023-09-11 14:22:30 时间

目录

题目概要

完善代码

绕Z轴变换矩阵

 构建透视矩阵

先展示完成的代码

参数理解

运行结果

 过程中出现一次报错

提高作业

提高作业代码

 将代码运用于图像

main.cpp完整代码

rasterizer.hpp完整代码

rasterizer.cpp完整代码


题目概要

我用的是VS2019完成的作业,所以要先手动添加Eigen和opencv库,分别把源文件和头文件加进去就行。

如果可以成功运行,什么都不修改的情况下得到的是一个直线:

完善代码

绕Z轴变换矩阵

Eigen::Matrix4f get_model_matrix(float rotation_angle)
{
    Eigen::Matrix4f model = Eigen::Matrix4f::Identity();
    Eigen::Matrix4f rot; //构建旋转矩阵
    float angle = rotation_angle / 180 * M_PI;
    rot << cos(angle), -sin(angle), 0, 0,
        sin(angle), sin(angle), 0, 0,
        0, 0, 1, 0,
        0, 0, 0, 1;
    model = rot * model;
    return model;
}

 构建透视矩阵

先展示完成的代码

Eigen::Matrix4f get_projection_matrix(float eye_fov, float aspect_ratio,
                                      float zNear, float zFar)
{
    Eigen::Matrix4f projection = Eigen::Matrix4f::Identity();
    //完全按照课程里的参数取值,这道题的相机就在(0,0,0),因此远近平面都是在z的负半轴,所以n和f的值应该为负
    float f, n, l, r, b, t, fov;
    fov = eye_fov / 180 * MY_PI;
    n = -zNear; //znear是正值
    f = zFar;
    t = tan(fov/2) * zNear;
    b = -t;
    r = t * aspect_ratio;
    l = -r;
    //透视->正交 perspective->orthographic
    Eigen::Matrix4f pertoorth;
    pertoorth << n, 0, 0, 0,
        0, n, 0, 0,
        0, 0, n + f, -n*f,
        0, 0, 1, 0;
    //正交——移动
    Eigen::Matrix4f orth1;
    orth1 << 1, 0, 0, -(r + l) / 2,
        0, 1, 0, -(t + b) / 2,
        0, 0, 1, -(n + f) / 2,
        0, 0, 0, 1;
    //正交——缩放
    Eigen::Matrix4f orth2;
    orth2 << 2 / (r - l), 0, 0, 0,
        0, 2 / (t - b), 0, 0,
        0, 0, 2 / (n - f), 0,
    0, 0, 0, 1;
    projection = orth2*orth1 * pertoorth;//注意矩阵顺序,变换从右往左依次进行
    return projection;
}

参数理解

 给到了eye_fov aspect ratio等参数,这两个点在课程P5有提到:如下截图

在OpenGL中,就是用的给定的四个参数eye_fovy, aspect_ratio, zNear, zFar来定义一个view frustum,即视锥体,人眼只能看到这个视锥体里面的东西。

其中,aspect ratio是视口的长宽比: width/height

zNearzFar定义相机位置与near平面和far平面之间的距离zNear、zFar > 0),也就是比zNear近或比zFar远的东西都看不到。

运行结果

(补充:这里如果n和f取的是正值,出来的三角形会是倒三角。)

 

 按了一次D:

 过程中出现一次报错

报错内容:

Assertion failed: ((m_row+m_currentBlockRows) == m_xpr.rows() || m_xpr.cols() == 0) && m_col == m_xpr.cols() && "Too few coefficients passed to comma initializer (operator<<)", file D:\games101\Eigen\src\Core\CommaInitializer.h, line 124
通过检查发现定义矩阵时如果Matrix4f的矩阵只写了三行,就会发生Eigen库的报错,改正后可正常运行。

提高作业

要用到罗德里格旋转公式 Rodrigues' rotation formula

没什么好说的,就是最开始输入的是Vector3f,那么在根据公式求的时候得到的R矩阵是3X3的,要转化成齐次坐标。

提高作业代码

Eigen::Matrix4f get_rotation(Vector3f axis, float angle)
{
    //会用到罗德里格旋转公式 Rodrigues' rotation formula
    Eigen::Matrix4f I = Eigen::Matrix4f::Identity();
    float a = angle / 180 * MY_PI;
    Eigen::Matrix3f N, R;
    N << 
        0, -axis[2], axis[1],
        axis[2], 0, -axis[0],
        -axis[1], axis[0], 0;
    R = cos(a) * I + (1 - cos(a)) * axis * axis.transpose() + sin(a) * N;
    Eigen::Matrix4f rotation;
    rotation << 
        R(0, 0), R(0, 1), R(0, 2), 0,
        R(1, 0), R(1, 1), R(1, 2), 0,
        R(2, 0), R(2, 1), R(2, 2), 0,
        0, 0, 0, 1;
    return rotation;
}

 将代码运用于图像

这一部分参考了:【GAMES101】作业1(提高)与框架理解_ycrsw的博客-CSDN博客

main.cpp完整代码

#include "Triangle.hpp"
#include "rasterizer.hpp"
#include <Eigen>
#include <iostream>
#include <opencv2/opencv.hpp>
#include<cmath>

constexpr double MY_PI = 3.1415926;

Eigen::Matrix4f get_view_matrix(Eigen::Vector3f eye_pos)
{
    Eigen::Matrix4f view = Eigen::Matrix4f::Identity();

    Eigen::Matrix4f translate;
    translate << 1, 0, 0, -eye_pos[0], 0, 1, 0, -eye_pos[1], 0, 0, 1,
        -eye_pos[2], 0, 0, 0, 1;

    view = translate * view;

    return view;
}

Eigen::Matrix4f get_model_matrix(float rotation_angle)
{
    Eigen::Matrix4f model = Eigen::Matrix4f::Identity();
    Eigen::Matrix4f rot;
    float angle = rotation_angle / 180 * MY_PI;
    rot << 
        cos(angle), -sin(angle), 0, 0,
        sin(angle), cos(angle), 0, 0,
        0, 0, 1, 0,
        0, 0, 0, 1;
    model = rot * model;
    return model;
}
Eigen::Matrix4f get_rotation(Vector3f axis, float angle)
{

    //会用到罗德里格旋转公式 Rodrigues' rotation formula
    Eigen::Matrix3f I = Eigen::Matrix3f::Identity();
    double a = angle / 180 * MY_PI;
    Eigen::Matrix3f N, R;
    N << 
        0, -axis[2], axis[1],
        axis[2], 0, -axis[0],
        -axis[1], axis[0], 0;
    R = cos(a) * I + (1 - cos(a)) * axis * axis.transpose() + sin(a) * N;
    Eigen::Matrix4f rotation;
    rotation << 
        R(0, 0), R(0, 1), R(0, 2), 0,
        R(1, 0), R(1, 1), R(1, 2), 0,
        R(2, 0), R(2, 1), R(2, 2), 0,
        0, 0, 0, 1;
    return rotation;
}
Eigen::Matrix4f get_projection_matrix(float eye_fov, float aspect_ratio,
                                      float zNear, float zFar)
{
    Eigen::Matrix4f projection = Eigen::Matrix4f::Identity();
    //完全按照课程里的参数取值,这道题的相机就在(0,0,0),因此远近平面都是在z的负半轴,所以n和f的值应该为负
    float f, n, l, r, b, t, fov;
    fov = eye_fov / 180 * MY_PI;
    n = -zNear; //znear是正值
    f = zFar;
    t = tan(fov/2) * zNear;
    b = -t;
    r = t * aspect_ratio;
    l = -r;
    //透视->正交 perspective->orthographic
    Eigen::Matrix4f pertoorth;
    pertoorth << n, 0, 0, 0,
        0, n, 0, 0,
        0, 0, n + f, -n*f,
        0, 0, 1, 0;
    //正交——移动
    Eigen::Matrix4f orth1;
    orth1 << 
        1, 0, 0, -(r + l) / 2,
        0, 1, 0, -(t + b) / 2,
        0, 0, 1, -(n + f) / 2,
        0, 0, 0, 1;
    //正交——缩放
    Eigen::Matrix4f orth2;
    orth2 << 
        2 / (r - l), 0, 0, 0,
        0, 2 / (t - b), 0, 0,
        0, 0, 2 / (n - f), 0,
        0, 0, 0, 1;
    projection = orth2*orth1 * pertoorth;//注意矩阵顺序,变换从右往左依次进行
    return projection;
}

int main(int argc, const char** argv)
{
    float angle = 0;//定义角度
    bool command_line = false;//定义命令行开关标志,默认为关掉
    std::string filename = "output.png";//定义文件名称

    Eigen::Vector3f raxis(0,0,1);
    double rangle = 0, ra;
    if (argc >= 3) {
        command_line = true;
        angle = std::stof(argv[2]); // -r by default
        if (argc == 4) {
            filename = std::string(argv[3]);
        }
    }

    rst::rasterizer r(700, 700);

    Eigen::Vector3f eye_pos = {0, 0, 5};

    std::vector<Eigen::Vector3f> pos{{2, 0, -2}, {0, 2, -2}, {-2, 0, -2}};

    std::vector<Eigen::Vector3i> ind{{0, 1, 2}};

    auto pos_id = r.load_positions(pos);
    auto ind_id = r.load_indices(ind);

    int key = 0;
    int frame_count = 0;

    if (command_line) {
        r.clear(rst::Buffers::Color | rst::Buffers::Depth);

        r.set_model(get_model_matrix(angle));
        r.set_view(get_view_matrix(eye_pos));
        r.set_projection(get_projection_matrix(45, 1, 0.1, 50));
        r.set_rodrigues(get_rotation(raxis, rangle));

        r.draw(pos_id, ind_id, rst::Primitive::Triangle);
        cv::Mat image(700, 700, CV_32FC3, r.frame_buffer().data());
        image.convertTo(image, CV_8UC3, 1.0f);

        cv::imwrite(filename, image);

        return 0;
    }

    bool rflag = false;

    std::cout << "Please enter the axis and angle:" << std::endl;
    std::cin >> raxis.x() >> raxis.y() >> raxis.z() >> ra;//定义罗德里格斯旋转轴和角

    while (key != 27) {
        r.clear(rst::Buffers::Color | rst::Buffers::Depth);

        r.set_model(get_model_matrix(angle));
        r.set_view(get_view_matrix(eye_pos));
        r.set_projection(get_projection_matrix(45, 1, 0.1, 50));

        if (rflag) //如果按下r了,就开始绕给定任意轴旋转
            r.set_rodrigues(get_rotation(raxis, rangle));
        else
            r.set_rodrigues(get_rotation({ 0,0,1 }, 0));

        r.draw(pos_id, ind_id, rst::Primitive::Triangle);

        cv::Mat image(700, 700, CV_32FC3, r.frame_buffer().data());
        image.convertTo(image, CV_8UC3, 1.0f);
        cv::imshow("image", image);
        key = cv::waitKey(10);

        std::cout << "frame count: " << frame_count++ << '\n';

        if (key == 'a') {
            angle += 10;
        }
        else if (key == 'd') {
            angle -= 10;
        }
        else if (key == 'r') {
            rflag = true;
            rangle += ra;
        }
    }

    return 0;
}

rasterizer.hpp完整代码

//
// Created by goksu on 4/6/19.
//

#pragma once

#include "Triangle.hpp"
#include <algorithm>
#include <Eigen>
using namespace Eigen;

namespace rst {
enum class Buffers
{
    Color = 1,
    Depth = 2
};

inline Buffers operator|(Buffers a, Buffers b)
{
    return Buffers((int)a | (int)b);
}

inline Buffers operator&(Buffers a, Buffers b)
{
    return Buffers((int)a & (int)b);
}

enum class Primitive
{
    Line,
    Triangle
};

/*
 * For the curious : The draw function takes two buffer id's as its arguments.
 * These two structs make sure that if you mix up with their orders, the
 * compiler won't compile it. Aka : Type safety
 * */
struct pos_buf_id
{
    int pos_id = 0;
};

struct ind_buf_id
{
    int ind_id = 0;
};

class rasterizer
{
  public:
    rasterizer(int w, int h);
    pos_buf_id load_positions(const std::vector<Eigen::Vector3f>& positions);
    ind_buf_id load_indices(const std::vector<Eigen::Vector3i>& indices);

    void set_model(const Eigen::Matrix4f& m);
    void set_view(const Eigen::Matrix4f& v);
    void set_projection(const Eigen::Matrix4f& p);
    void set_rodrigues(const Eigen::Matrix4f& r);
    void set_pixel(const Eigen::Vector3f& point, const Eigen::Vector3f& color);

    void clear(Buffers buff);

    void draw(pos_buf_id pos_buffer, ind_buf_id ind_buffer, Primitive type);

    std::vector<Eigen::Vector3f>& frame_buffer() { return frame_buf; }
  

  private:
    Eigen::Matrix4f rodrigues;
    void draw_line(Eigen::Vector3f begin, Eigen::Vector3f end);
    void rasterize_wireframe(const Triangle& t);

  private:
    Eigen::Matrix4f model;
    Eigen::Matrix4f view;
    Eigen::Matrix4f projection;

    std::map<int, std::vector<Eigen::Vector3f>> pos_buf;
    std::map<int, std::vector<Eigen::Vector3i>> ind_buf;

    std::vector<Eigen::Vector3f> frame_buf;
    std::vector<float> depth_buf;
    int get_index(int x, int y);

    int width, height;

    int next_id = 0;
    int get_next_id() { return next_id++; }
};

} // namespace rst

rasterizer.cpp完整代码

//
// Created by goksu on 4/6/19.
//

#include <algorithm>
#include "rasterizer.hpp"
#include <opencv2/opencv.hpp>
#include <math.h>
#include <stdexcept>


rst::pos_buf_id rst::rasterizer::load_positions(const std::vector<Eigen::Vector3f> &positions)
{
    auto id = get_next_id();
    pos_buf.emplace(id, positions);

    return {id};
}

rst::ind_buf_id rst::rasterizer::load_indices(const std::vector<Eigen::Vector3i> &indices)
{
    auto id = get_next_id();
    ind_buf.emplace(id, indices);

    return {id};
}

// Bresenham's line drawing algorithm
// Code taken from a stack overflow answer: https://stackoverflow.com/a/16405254
void rst::rasterizer::draw_line(Eigen::Vector3f begin, Eigen::Vector3f end)
{
    auto x1 = begin.x();
    auto y1 = begin.y();
    auto x2 = end.x();
    auto y2 = end.y();

    Eigen::Vector3f line_color = {255, 255, 255};

    int x,y,dx,dy,dx1,dy1,px,py,xe,ye,i;

    dx=x2-x1;
    dy=y2-y1;
    dx1=fabs(dx);
    dy1=fabs(dy);
    px=2*dy1-dx1;
    py=2*dx1-dy1;

    if(dy1<=dx1)
    {
        if(dx>=0)
        {
            x=x1;
            y=y1;
            xe=x2;
        }
        else
        {
            x=x2;
            y=y2;
            xe=x1;
        }
        Eigen::Vector3f point = Eigen::Vector3f(x, y, 1.0f);
        set_pixel(point,line_color);
        for(i=0;x<xe;i++)
        {
            x=x+1;
            if(px<0)
            {
                px=px+2*dy1;
            }
            else
            {
                if((dx<0 && dy<0) || (dx>0 && dy>0))
                {
                    y=y+1;
                }
                else
                {
                    y=y-1;
                }
                px=px+2*(dy1-dx1);
            }
//            delay(0);
            Eigen::Vector3f point = Eigen::Vector3f(x, y, 1.0f);
            set_pixel(point,line_color);
        }
    }
    else
    {
        if(dy>=0)
        {
            x=x1;
            y=y1;
            ye=y2;
        }
        else
        {
            x=x2;
            y=y2;
            ye=y1;
        }
        Eigen::Vector3f point = Eigen::Vector3f(x, y, 1.0f);
        set_pixel(point,line_color);
        for(i=0;y<ye;i++)
        {
            y=y+1;
            if(py<=0)
            {
                py=py+2*dx1;
            }
            else
            {
                if((dx<0 && dy<0) || (dx>0 && dy>0))
                {
                    x=x+1;
                }
                else
                {
                    x=x-1;
                }
                py=py+2*(dx1-dy1);
            }
//            delay(0);
            Eigen::Vector3f point = Eigen::Vector3f(x, y, 1.0f);
            set_pixel(point,line_color);
        }
    }
}

auto to_vec4(const Eigen::Vector3f& v3, float w = 1.0f)
{
    return Vector4f(v3.x(), v3.y(), v3.z(), w);
}

void rst::rasterizer::draw(rst::pos_buf_id pos_buffer, rst::ind_buf_id ind_buffer, rst::Primitive type)
{
    if (type != rst::Primitive::Triangle)
    {
        throw std::runtime_error("Drawing primitives other than triangle is not implemented yet!");
    }
    auto& buf = pos_buf[pos_buffer.pos_id];
    auto& ind = ind_buf[ind_buffer.ind_id];

    float f1 = (100 - 0.1) / 2.0;
    float f2 = (100 + 0.1) / 2.0;

    Eigen::Matrix4f mvp = projection * view * model * rodrigues;
    for (auto& i : ind)
    {
        Triangle t;

        Eigen::Vector4f v[] = {
                mvp * to_vec4(buf[i[0]], 1.0f),
                mvp * to_vec4(buf[i[1]], 1.0f),
                mvp * to_vec4(buf[i[2]], 1.0f)
        };

        for (auto& vec : v) {
            vec /= vec.w();
        }

        for (auto & vert : v)
        {
            vert.x() = 0.5*width*(vert.x()+1.0);
            vert.y() = 0.5*height*(vert.y()+1.0);
            vert.z() = vert.z() * f1 + f2;
        }

        for (int i = 0; i < 3; ++i)
        {
            t.setVertex(i, v[i].head<3>());
            t.setVertex(i, v[i].head<3>());
            t.setVertex(i, v[i].head<3>());
        }

        t.setColor(0, 255.0,  0.0,  0.0);
        t.setColor(1, 0.0  ,255.0,  0.0);
        t.setColor(2, 0.0  ,  0.0,255.0);

        rasterize_wireframe(t);
    }
}

void rst::rasterizer::rasterize_wireframe(const Triangle& t)
{
    draw_line(t.c(), t.a());
    draw_line(t.c(), t.b());
    draw_line(t.b(), t.a());
}

void rst::rasterizer::set_model(const Eigen::Matrix4f& m)
{
    model = m;
}

void rst::rasterizer::set_view(const Eigen::Matrix4f& v)
{
    view = v;
}

void rst::rasterizer::set_projection(const Eigen::Matrix4f& p)
{
    projection = p;
}

void rst::rasterizer::set_rodrigues(const Eigen::Matrix4f& r)
{
    rodrigues = r;
}

void rst::rasterizer::clear(rst::Buffers buff)
{
    if ((buff & rst::Buffers::Color) == rst::Buffers::Color)
    {
        std::fill(frame_buf.begin(), frame_buf.end(), Eigen::Vector3f{0, 0, 0});
    }
    if ((buff & rst::Buffers::Depth) == rst::Buffers::Depth)
    {
        std::fill(depth_buf.begin(), depth_buf.end(), std::numeric_limits<float>::infinity());
    }
}

rst::rasterizer::rasterizer(int w, int h) : width(w), height(h)
{
    frame_buf.resize(w * h);
    depth_buf.resize(w * h);
}

int rst::rasterizer::get_index(int x, int y)
{
    return (height-y)*width + x;
}

void rst::rasterizer::set_pixel(const Eigen::Vector3f& point, const Eigen::Vector3f& color)
{
    //old index: auto ind = point.y() + point.x() * width;
    if (point.x() < 0 || point.x() >= width ||
        point.y() < 0 || point.y() >= height) return;
    auto ind = (height - point.y()) * width + point.x();
    frame_buf[ind] = color;
}