📄 ptriangle.cpp
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/////////////////////////////////////////////////////////////////////////////////
//
// PTriangle.cpp: implementation of the CPTriangle class.
//
////////////////////////////////////////////////////////////////////////////////
// 版权所有(2002)
// Copyright(2002)
// 编写者: 向世明
// Author: Xiang Shiming
#include "stdafx.h"
#include "PTriangle.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CPTriangle::CPTriangle(){}
CPTriangle::~CPTriangle(){}
//用指定的笔和画刷绘制并填充三角形.
void CPTriangle::Fill(CDC* pDC, POINT pt1, POINT pt2, POINT pt3, CPen& pen, CBrush& brush)
{
POINT* pPts = new POINT[3];
pPts[0] = pt1;
pPts[1] = pt2;
pPts[2] = pt3;
CPen* pOldPen = pDC->SelectObject(&pen);
CBrush* pOldBrush = pDC->SelectObject(&brush);
pDC->Polygon(pPts, 3);
pDC->SelectObject(pOldPen);
pDC->SelectObject(pOldBrush);
delete[] pPts;
}
//采用平面明暗着色方法填充三角形,
//一般地, 采用三角形的第一个顶点作为填充颜色
//整个三角形被填充成单一颜色.
void CPTriangle::Flat(CDC* pDC, POINT pt1, POINT pt2, POINT pt3, COLORREF clr)
{
POINT* pPts = new POINT[3];
pPts[0] = pt1;
pPts[1] = pt2;
pPts[2] = pt3;
CPen pen(PS_SOLID, 1, clr);
CBrush brush(clr);
CPen* pOldPen = pDC->SelectObject(&pen);
CBrush* pOldBrush = pDC->SelectObject(&brush);
pDC->Polygon(pPts, 3);
pDC->SelectObject(pOldPen);
pDC->SelectObject(pOldBrush);
delete[] pPts;
}
//采用Gouraud明暗着色方法填充三角形
void CPTriangle::Gouraud(CDC* pDC, POINT pt1, POINT pt2, POINT pt3, FLOATCOLORRGB clr1, FLOATCOLORRGB clr2, FLOATCOLORRGB clr3)
{
//第一部分代码:处理退化情况中的一种情况
//处理退化情况(三点在一条水平直线上)
if((pt1.y == pt2.y) && (pt2.y == pt3.y))
{
//pt1位于中间(采用矢量点积进行判断)
if((pt2.x - pt1.x) * (pt3.x - pt1.x) <= 0)
{
Scan(pDC, pt1.x, pt2.x, pt1.y, clr1, clr2);
Scan(pDC, pt1.x, pt3.x, pt1.y, clr1, clr3);
}
//pt2位于中间
else if((pt1.x - pt2.x) * (pt3.x - pt2.x) <= 0)
{
Scan(pDC, pt2.x, pt1.x, pt1.y, clr2, clr1);
Scan(pDC, pt2.x, pt3.x, pt1.y, clr2, clr3);
}
//pt3位于中间
else
{
Scan(pDC, pt3.x, pt1.x, pt1.y, clr3, clr1);
Scan(pDC, pt3.x, pt2.x, pt1.y, clr3, clr2);
}
//三个端点也应该绘制
pDC->SetPixelV(pt1, RGB((BYTE)(clr1.red * 255.0f), (BYTE)(clr1.green * 255.0f), (BYTE)(clr1.blue * 255.0f)));
pDC->SetPixelV(pt2, RGB((BYTE)(clr2.red * 255.0f), (BYTE)(clr2.green * 255.0f), (BYTE)(clr2.blue * 255.0f)));
pDC->SetPixelV(pt3, RGB((BYTE)(clr3.red * 255.0f), (BYTE)(clr3.green * 255.0f), (BYTE)(clr3.blue * 255.0f)));
return;
}
/////////////////////////////////////////////////////////////////////////////////////////////////
//第二部分代码:处理一般情况
//第一步, 排序:
//排序规则:第一个点的y坐标最小, 第二个点的y坐标最大, 第三个点则位于它们的中间
//顶点和颜色备份
POINT point1 = pt1, point2 = pt2, point3 = pt3;
FLOATCOLORRGB color1 = clr1, color2 = clr2, color3 = clr3;
//point1记录y坐标最小者
if(point1.y > point2.y)
{
point1 = pt2;
point2 = pt1;
color1 = clr2;
color2 = clr1;
}
if(point1.y > point3.y)
{
POINT ptTemp = point1;
FLOATCOLORRGB clrTemp = color1;
point1 = point3;
color1 = color3;
point3 = ptTemp;
color3 = clrTemp;
}
//point2记录y坐标最大者
if(point2.y < point3.y)
{
POINT ptTemp = point2;
FLOATCOLORRGB clrTemp = color2;
point2 = point3;
color2 = color3;
point3 = ptTemp;
color3 = clrTemp;
}
//第二步, 获取边界点的 x 坐标, 计算边界颜色
//12 --- 1 to 2, 13 ---- 1 to 3, 32 ---- 3 to 2
//y坐标之间的距离
int nDy12 = (point2.y - point1.y) + 1;
int nDy13 = (point3.y - point1.y) + 1;
int nDy32 = (point2.y - point3.y) + 1;
//获取扫描线的 x 坐标
int* pnEdge12 = new int[nDy12];
int* pnEdge13 = new int[nDy13];
int* pnEdge32 = new int[nDy32];
//获取边界颜色
//注意, 这里不支持透明计算, 因而颜色用三个分量
FLOATCOLORRGB* pClrEdge12 = new FLOATCOLORRGB[nDy12];
FLOATCOLORRGB* pClrEdge13 = new FLOATCOLORRGB[nDy13];
FLOATCOLORRGB* pClrEdge32 = new FLOATCOLORRGB[nDy32];
//获取边界及其颜色
//计算矢量叉积(只需要计算Z分量), 以判断三角形的位置关系
int nDelta = ((point3.x - point1.x) * (point2.y - point3.y)
- (point2.x - point3.x) * (point3.y - point1.y));
if(nDelta > 0)
{
DealEdge(pDC, point1.x, point1.y, point2.x, point2.y, color1, color2, pnEdge12, pClrEdge12);
DealEdge(pDC, point1.x, point1.y, point3.x, point3.y, color1, color3, pnEdge13, pClrEdge13, G3D_TRIANGLE_ON_LINE_LEFT);
DealEdge(pDC, point3.x, point3.y, point2.x, point2.y, color3, color2, pnEdge32, pClrEdge32, G3D_TRIANGLE_ON_LINE_LEFT);
}
else
{
DealEdge(pDC, point1.x, point1.y, point2.x, point2.y, color1, color2, pnEdge12, pClrEdge12, G3D_TRIANGLE_ON_LINE_LEFT);
DealEdge(pDC, point1.x, point1.y, point3.x, point3.y, color1, color3, pnEdge13, pClrEdge13);
DealEdge(pDC, point3.x, point3.y, point2.x, point2.y, color3, color2, pnEdge32, pClrEdge32);
}
//保证最后一个点也能绘制
//这是因为, CPLine基元与Windows绘制直线的方式是一致的, 即不绘制最后一个点
pDC->SetPixelV(point2, RGB((BYTE)(color2.red * 255.0f), (BYTE)(color2.green * 255.0f), (BYTE)(color2.blue * 255.0f)));
if(point3.y == point2.y)
pDC->SetPixelV(point3, RGB((BYTE)(color3.red * 255.0f), (BYTE)(color3.green * 255.0f), (BYTE)(color3.blue * 255.0f)));
//第三步, 进行扫描填充
//扫描分为两个阶段:
//第一, 扫描第一点至第三点之间的区域
//第二, 扫描第三点至第二点之间的区域
//当前扫描线的y坐标及扫描计数器
int y, nPlumbScan = 0;
if(point1.y < point3.y)
{
for(y = point1.y; y < point3.y; y++)
{
//一条扫描线的x坐标
int x12 = pnEdge12[nPlumbScan];
int x13 = pnEdge13[nPlumbScan];
//颜色
FLOATCOLORRGB clrEdge12 = pClrEdge12[nPlumbScan];
FLOATCOLORRGB clrEdge13 = pClrEdge13[nPlumbScan];
//填充
//
Scan(pDC, x12, x13, y, clrEdge12, clrEdge13);
nPlumbScan++;
}//end for y
}//end (point1.y < point3.y)
//第二阶段扫描
//准备数据
//沿边3-2的计数器
int nPlumbScan32 = 0;
for(y = point3.y; y <= point2.y; y++)
{
//一条扫描线的x坐标
int x12 = pnEdge12[nPlumbScan];
int x32 = pnEdge32[nPlumbScan32];
//颜色
FLOATCOLORRGB clrEdge12 = pClrEdge12[nPlumbScan];
FLOATCOLORRGB clrEdge32 = pClrEdge32[nPlumbScan32];
//填充
Scan(pDC, x12, x32, y, clrEdge12, clrEdge32);
nPlumbScan++;
nPlumbScan32++;
}//end for y
delete[] pnEdge12;
delete[] pnEdge13;
delete[] pnEdge32;
delete[] pClrEdge12;
delete[] pClrEdge13;
delete[] pClrEdge32;
}
//着色一条扫描线, 扫描坐标的x坐标为x1和x2, y坐标为nScanLine,
//clr1和clr2分别为起点和终点的颜色.
void CPTriangle::Scan(CDC* pDC, int x1, int x2, int nScanLine, FLOATCOLORRGB clr1, FLOATCOLORRGB clr2)
{
//填充像素个数
int nFillPixels = ABS(x2 - x1);
//如果为同一个点或距离相差为0, 则返回;
if(nFillPixels < 2) return;
//填充方向
int nDirection = (x1 < x2) ? 1 : -1;
//颜色增量(颜色差值 / 份数)
float fIncR = (clr2.red - clr1.red) / nFillPixels;
float fIncG = (clr2.green - clr1.green) / nFillPixels;
float fIncB = (clr2.blue - clr1.blue) / nFillPixels;
//颜色
float fRed = clr1.red + fIncR;
float fGreen = clr1.green + fIncG;
float fBlue = clr1.blue + fIncB;
//当前x坐标
int x = x1 + nDirection;
nFillPixels--;
//开始填充
for(int i = 0; i < nFillPixels ; i++)
{
pDC->SetPixelV(x, nScanLine, RGB((BYTE)(fRed * 255.0f), (BYTE)(fGreen * 255.0f), (BYTE)(fBlue * 255.0f)));
x += nDirection;
fRed += fIncR;
fGreen += fIncG;
fBlue += fIncB;
}
}
//获取直线边界上的点的x坐标
//pnCoord--------记录扫描线与边的交点的x坐标,
//pnCoord--------pnCoord数组的长度应该是y坐标差的绝对值加1
//pClrEdge-------记录各交点的颜色。
//pClrEdge-------其长度与pnCoord数组的长度相同
//这两个指针分别指向int型和FLOATCOLORRGB数组。
//x1, y1, x2, y2----直线两端点坐标
//clr1, clr2------直线起点和终点颜色
//dwFeature------是一个边界记录特征量。当其为TRIANGLE_AREA_ON_LINE_RIGHT时,表示区域在直线右侧;当其为TRIANGLE_AREA_ON_LINE_LEFT时, 表示区域在其左侧。
//程序缺省设置为区域在直线的右侧。
//注意, 该函数同时绘制边界, 但仍然不包含最后一个点
void CPTriangle::DealEdge(CDC* pDC, int x1, int y1, int x2, int y2, FLOATCOLORRGB clr1, FLOATCOLORRGB clr2, int* pnCoord, FLOATCOLORRGB* pClrEdge, DWORD dwFeature)
{
//pnCoord数组的长度应该是y坐标差的绝对值加1,
ASSERT(pnCoord);
ASSERT(pClrEdge);
//对于一条水平直线, 则简单地返回第一个点的坐标和颜色
//对于一条水平直线, 我们不区分区域相对它的左右关系.
//该边界本身已经是一条扫描线, 只记录不绘制
if(y1 == y2)
{
pnCoord[0] = x1;
pClrEdge[0] = clr1;
return;
}
//下面考查直线斜率不为0的情况:
//两端点间的水平偏移量和垂直偏移量
int nDx = x2 - x1;
int nDy = y2 - y1;
//两端点间的水平距离和垂直距离
int nIx = ABS(nDx);
int nIy = ABS(nDy);
//描点步数(增量总值)
int nInc = MAX(nIx, nIy);
//用于判断是否在nJudgeX, nJudgeY方向上向前进
int nJudgeX = -nIy, nJudgeY = -nIx;
//通过增量计算得到的当前点
int x = x1, y = y1;
//Bresenham算法
int nTwoIx = 2 * nIx, nTwoIy = 2 * nIy;
//直线当前点的颜色
float fPlotR = clr1.red, fPlotG = clr1.green, fPlotB = clr1.blue;
//颜色增量
float fIncR = (clr2.red - fPlotR) / nInc;
float fIncG = (clr2.green - fPlotG) / nInc;
float fIncB = (clr2.blue - fPlotB) / nInc;
//数组下标,水平边界段起点和终点的 x 坐标
int nIndex = 0, nStartX = x1, nEndX = x1;
//水平边界段起点和终点
FLOATCOLORRGB clrStart = {fPlotR, fPlotG, fPlotB};
FLOATCOLORRGB clrEnd = clrStart;
//////////////////////////////////////////////////////
//绘制第一个点
pDC->SetPixelV(x1, y1, RGB((BYTE)(fPlotR * 255.0f), (BYTE)(fPlotG * 255.0f), (BYTE)(fPlotB * 255.0f)));
//////////////////////////////////////////////////////
//开始增量计算
for(int i = 0;i <= nInc; i++)
{
nJudgeX += nTwoIx;
nJudgeY += nTwoIy;
//通过增量法计算的当前点是否属于直线上的点
BOOL bRecord = FALSE;
//当前点是否为直线上的点
BOOL bPlot = FALSE;
//先检测 y 方向
if(nJudgeY >= 0)
{
bPlot = TRUE;
bRecord = TRUE;
nJudgeY -= nTwoIx;
//将任意走向的直线统一起来
if(nDy > 0)
{
nEndX = x;
y++;
//水平边界段终点的颜色
clrEnd.red = fPlotR;
clrEnd.green = fPlotG;
clrEnd.blue = fPlotB;
}
else if(nDy < 0)
{
nEndX = x;
y--;
//水平边界段终点的颜色
clrEnd.red = fPlotR;
clrEnd.green = fPlotG;
clrEnd.blue = fPlotB;
}
}//end if
//后检测 x 方向
if(nJudgeX >= 0)
{
bPlot = TRUE;
nJudgeX -= nTwoIy;
//将任意走向的直线统一起来
if(nDx > 0)x++;
else if(nDx < 0)x--;
}
if(bPlot)
{
fPlotR += fIncR;
fPlotG += fIncG;
fPlotB += fIncB;
//绘制该点
//保证最后的两个点不绘制,
//这两个点的其中一个为直线的终点, 另外一个点(循环最后的一个点(x, y))完全不是直线上的点
if(i < (nInc - 1))
pDC->SetPixelV(x, y, RGB((BYTE)(fPlotR * 255.0f), (BYTE)(fPlotG * 255.0f), (BYTE)(fPlotB * 255.0f)));
}
//如果当前点在直线上, 则记录当前点
if(bRecord)
{
//取最左边点, 区域在左侧
if(dwFeature == G3D_TRIANGLE_ON_LINE_LEFT)
{
//取x坐标最小者
if(nStartX < nEndX)
{
pnCoord[nIndex] = nStartX;
pClrEdge[nIndex] = clrStart;
}
else
{
pnCoord[nIndex] = nEndX;
pClrEdge[nIndex] = clrEnd;
}
}//end if
//取最右边点, 区域在右侧
else
{
//取x坐标最大者
if(nStartX < nEndX)
{
pnCoord[nIndex] = nEndX;
pClrEdge[nIndex] = clrEnd;
}
else
{
pnCoord[nIndex] = nStartX;
pClrEdge[nIndex] = clrStart;
}
}//end else
nIndex++;
//下一个起点
nStartX = x;
//下一个起点的颜色
clrStart.red = fPlotR;
clrStart.green = fPlotG;
clrStart.blue = fPlotB;
}//end if(bRecord)
}//end for
//当斜率的很小时, y坐标增长缓慢, 这时需要特别处理
if(nIndex < (ABS(y2 - y1) + 1))
{
//取最左边点, 区域在左侧
if(dwFeature == G3D_TRIANGLE_ON_LINE_LEFT)
{
//取x坐标最小者
if(nStartX < x2)
{
pnCoord[nIndex] = nStartX;
pClrEdge[nIndex] = clrStart;
}
else
{
pnCoord[nIndex] = x2;
pClrEdge[nIndex] = clr2;
}
}//end if
//取最右边点, 区域在右侧
else
{
//取x坐标最大者
if(nStartX < x2)
{
pnCoord[nIndex] = x2;
pClrEdge[nIndex] = clr2;
}
else
{
pnCoord[nIndex] = nStartX;
pClrEdge[nIndex] = clrStart;
}
}//end else
}//end if(nIndex < (ABS(y2 - y1) + 1))
}
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