📄 btriangle.cpp
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/////////////////////////////////////////////////////////////////////////////////
//
// BTriangle.cpp: implementation of the CBTriangle class.
#include "stdafx.h"
#include "BTriangle.h"
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CBTriangle::CBTriangle()
{}
CBTriangle::~CBTriangle(){}
void CBTriangle::DealEdge(int x1, int y1, int x2, int y2, float z1, float z2, FLOATCOLORRGBA clr1, FLOATCOLORRGBA clr2, CColorBuffer* pCB, CZBuffer* pZB, int* pnCoord, FLOATCOLORRGBA* pColor, float* pfDepth, DWORD dwFeature)
{
//各数组的长度应该是y坐标差的绝对值加1,
ASSERT(pnCoord);
ASSERT(pColor);
ASSERT(pfDepth);
//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.
if(y1 == y2)
{
pnCoord[0] = x1;
pColor[0] = clr1;
pfDepth[0] = z1;
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;
float fPlotA = clr1.alpha;
//颜色增量
float fIncR = (clr2.red - fPlotR) / nInc;
float fIncG = (clr2.green - fPlotG) / nInc;
float fIncB = (clr2.blue - fPlotB) / nInc;
float fIncA = (clr2.alpha - fPlotA) / nInc;
//水平边界段起点和终点
FLOATCOLORRGBA clrStart = {fPlotR,fPlotG,fPlotB,fPlotA};
FLOATCOLORRGBA clrEnd = clrStart;
//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的 z 坐标,当前点的 z 坐标
//以及 z 坐标增量
float fStartZ = z1, fEndZ = z1, z = z1, fIncZ = (z2 - z1) / nInc;
//根据深度值绘制第一个点
//缓冲区中的深度
float zInBuffer = pZB->GetDepth(x1,y1);
//如果当前点的z坐标小于深度缓冲区中的相同位置z的坐标
if(z < zInBuffer)
{
//在颜色缓冲区中绘制第一个点
pCB->SetPixel(x1, y1, fPlotR, fPlotG, fPlotB, fPlotA);
//重置深度缓冲区的值
pZB->SetDepth(x1, y1, z);
}
//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;
clrEnd.alpha = fPlotA;
//水平边界段终点的深度(沿边进行插值计算而获得)
fEndZ = z;
}
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;
clrEnd.alpha = fPlotA;
//水平边界段终点的深度(沿边进行插值计算而获得)
fEndZ = z;
}
}//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;
fPlotA += fIncA;
z += fIncZ;
if(i < (nInc - 1))
{
//根据深度值绘制第一个点
zInBuffer = pZB->GetDepth(x,y);
//如果当前点的z坐标小于深度缓冲区中的相同位置z的坐标
if(z < zInBuffer)
{
//在颜色缓冲区中绘制第一个点
pCB->SetPixel(x, y, fPlotR, fPlotG, fPlotB, fPlotA);
//重置深度缓冲区的值
pZB->SetDepth(x, y, z);
}
}
}
//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;
pColor[nIndex] = clrStart;
pfDepth[nIndex] = fStartZ;
}
else
{
pnCoord[nIndex] = nEndX;
pColor[nIndex] = clrEnd;
pfDepth[nIndex] = fEndZ;
}
}//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;
pColor[nIndex] = clrEnd;
pfDepth[nIndex] = fEndZ;
}
else
{
pnCoord[nIndex] = nStartX;
pColor[nIndex] = clrStart;
pfDepth[nIndex] = fStartZ;
}
}//end else
nIndex++;
//下一个起点
nStartX = x;
//下一个起点的 z 坐标
fStartZ = z;
//下一个起点的颜色
clrStart.red = fPlotR;
clrStart.green = fPlotG;
clrStart.blue = fPlotB;
clrStart.alpha = fPlotA;
}
}
//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;
pColor[nIndex] = clrStart;
pfDepth[nIndex] = fStartZ;
}
else
{
pnCoord[nIndex] = x2;
pColor[nIndex] = clr2;
pfDepth[nIndex] = z2;
}
}//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;
pColor[nIndex] = clr2;
pfDepth[nIndex] = z2;
}
else
{
pnCoord[nIndex] = nStartX;
pColor[nIndex] = clrStart;
pfDepth[nIndex] = fStartZ;
}
}//end else
}//end if(nIndex < (ABS(y2 - y1) + 1))
}
void CBTriangle::Scan(int x1, int x2, int nScanLine, float z1, float z2, FLOATCOLORRGBA clr1, FLOATCOLORRGBA clr2, CColorBuffer* pCB, CZBuffer* pZB)
{
//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;
//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;
float fIncA = (clr2.alpha - clr1.alpha) / nFillPixels;
//当前颜色
float fRed = clr1.red + fIncR;
float fGreen = clr1.green + fIncG;
float fBlue = clr1.blue + fIncB;
float fAlpha = clr1.alpha + fIncA;
//填充方向
int nDirection = (x1 < x2) ? 1 : -1;
//当前x坐标
int x = x1 + nDirection;
//当前 z 坐标, z坐标增量,
//注意 我们并没有采用平面系数法计算深度
float z = z1, fIncZ = (z2 - z1) / nFillPixels;
z += fIncZ;
nFillPixels--;
//开始填充
for(int i = 0; i < nFillPixels ; i++)
{
float zInBuffer = pZB->GetDepth(x,nScanLine);
//如果当前点的z坐标小于深度缓冲区中的相同位置z的坐标
if(z < zInBuffer)
{
//在颜色缓冲区中绘制第一个点
pCB->SetPixel(x, nScanLine, fRed, fGreen, fBlue, fAlpha);
//重置深度缓冲区的值
pZB->SetDepth(x, nScanLine, z);
}
//增量计算
x += nDirection;
z += fIncZ;
fRed += fIncR;
fGreen += fIncG;
fBlue += fIncB;
fAlpha += fIncA;
}
}
//扫描转换三角形
void CBTriangle::Draw(POINT pt1, POINT pt2, POINT pt3, float z1, float z2, float z3, FLOATCOLORRGBA clr1, FLOATCOLORRGBA clr2, FLOATCOLORRGBA clr3, CColorBuffer* pCB, CZBuffer* pZB)
{
ASSERT(pCB);
ASSERT(pZB);
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(pt1.x, pt2.x, pt1.y, z1, z2, clr1, clr2, pCB, pZB);
Scan(pt1.x, pt3.x, pt1.y, z1, z3, clr1, clr3, pCB, pZB);
}
//pt2位于中间
else if((pt1.x - pt2.x) * (pt3.x - pt2.x) <= 0)
{
Scan(pt2.x, pt1.x, pt1.y, z2, z1, clr2, clr1, pCB, pZB);
Scan(pt2.x, pt3.x, pt1.y, z2, z3, clr2, clr3, pCB, pZB);
}
//pt3位于中间
else
{
Scan(pt3.x, pt1.x, pt1.y, z3, z1, clr3, clr1, pCB, pZB);
Scan(pt3.x, pt2.x, pt1.y, z3, z2, clr3, clr2, pCB, pZB);
}
//增加三个端点
float zInBuffer = pZB->GetDepth(pt1.x, pt1.y);
//如果当前点的z坐标小于深度缓冲区中的相同位置z的坐标
if(z1 < zInBuffer)
{
//在颜色缓冲区中绘制第一个点
pCB->SetPixel(pt1.x, pt1.y, clr1.red, clr1.green, clr1.blue, clr1.alpha);
//重置深度缓冲区的值
pZB->SetDepth(pt1.x, pt1.y, z1);
}
//
zInBuffer = pZB->GetDepth(pt2.x, pt2.y);
//如果当前点的z坐标小于深度缓冲区中的相同位置z的坐标
if(z2 < zInBuffer)
{
//在颜色缓冲区中绘制第一个点
pCB->SetPixel(pt2.x, pt2.y, clr2.red, clr2.green, clr2.blue, clr2.alpha);
//重置深度缓冲区的值
pZB->SetDepth(pt2.x, pt2.y, z2);
}
zInBuffer = pZB->GetDepth(pt3.x, pt3.y);
//如果当前点的z坐标小于深度缓冲区中的相同位置z的坐标
if(z3 < zInBuffer)
{
//在颜色缓冲区中绘制第一个点
pCB->SetPixel(pt3.x, pt3.y, clr3.red, clr3.green, clr3.blue, clr3.alpha);
//重置深度缓冲区的值
pZB->SetDepth(pt3.x, pt3.y, z3);
}
return;
}
/////////////////////////////////////////////////////////////////////////////////////////////////
POINT point1 = pt1, point2 = pt2, point3 = pt3;
FLOATCOLORRGBA color1 = clr1, color2 = clr2, color3 = clr3;
float fz1 = z1, fz2 = z2, fz3 = z3;
//point1记录y坐标最小者
if(point1.y > point2.y)
{
point1 = pt2;
point2 = pt1;
color1 = clr2;
color2 = clr1;
fz1 = z2;
fz2 = z1;
}
if(point1.y > point3.y)
{
POINT ptTemp = point1;
FLOATCOLORRGBA clrTemp = color1;
float zTemp = fz1;
point1 = point3;
color1 = color3;
fz1 = fz3;
point3 = ptTemp;
color3 = clrTemp;
fz3 = zTemp;
}
//point2记录y坐标最大者
if(point2.y < point3.y)
{
POINT ptTemp = point2;
FLOATCOLORRGBA clrTemp = color2;
float zTemp = fz2;
point2 = point3;
color2 = color3;
fz2 = fz3;
point3 = ptTemp;
color3 = clrTemp;
fz3 = zTemp;
}
//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,这里支持透明计算,因而颜色用三个分量
FLOATCOLORRGBA* pClrEdge12 = new FLOATCOLORRGBA[nDy12];
FLOATCOLORRGBA* pClrEdge13 = new FLOATCOLORRGBA[nDy13];
FLOATCOLORRGBA* pClrEdge32 = new FLOATCOLORRGBA[nDy32];
//记录边界深度
float* pfzEdge12 = new float[nDy12];
float* pfzEdge13 = new float[nDy13];
float* pfzEdge32 = new float[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(point1.x, point1.y, point2.x, point2.y, fz1, fz2, color1, color2, pCB, pZB, pnEdge12, pClrEdge12, pfzEdge12);
DealEdge(point1.x, point1.y, point3.x, point3.y, fz1, fz3, color1, color3, pCB, pZB, pnEdge13, pClrEdge13, pfzEdge13, G3D_TRIANGLE_ON_LINE_LEFT);
DealEdge(point3.x, point3.y, point2.x, point2.y, fz3, fz2, color3, color2, pCB, pZB, pnEdge32, pClrEdge32, pfzEdge32, G3D_TRIANGLE_ON_LINE_LEFT);
}
else
{
DealEdge(point1.x, point1.y, point2.x, point2.y, fz1, fz2, color1, color2, pCB, pZB, pnEdge12, pClrEdge12, pfzEdge12, G3D_TRIANGLE_ON_LINE_LEFT);
DealEdge(point1.x, point1.y, point3.x, point3.y, fz1, fz3, color1, color3, pCB, pZB, pnEdge13, pClrEdge13, pfzEdge13);
DealEdge(point3.x, point3.y, point2.x, point2.y, fz3, fz2, color3, color2, pCB, pZB, pnEdge32, pClrEdge32, pfzEdge32);
}
//绘制最后一个点
//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
float zInBuffer = pZB->GetDepth(point2.x, point2.y);
//如果当前点的z坐标小于深度缓冲区中的相同位置z的坐标
if(fz2 < zInBuffer)
{
//在颜色缓冲区中绘制第一个点
pCB->SetPixel(point2.x, point2.y, color2.red, color2.green, color2.blue, color2.alpha);
//重置深度缓冲区的值
pZB->SetDepth(point2.x, point2.y, fz2);
}
//第三个顶点
if(point3.y == point2.y)
{
zInBuffer = pZB->GetDepth(point3.x, point3.y);
//如果当前点的z坐标小于深度缓冲区中的相同位置z的坐标
if(fz3 < zInBuffer)
{
//在颜色缓冲区中绘制第一个点
pCB->SetPixel(point3.x, point3.y, color3.red, color3.green, color3.blue, color3.alpha);
//重置深度缓冲区的值
pZB->SetDepth(point3.x, point3.y, fz3);
}
}
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];
//一条扫描线的深度变化
float z12 = pfzEdge12[nPlumbScan];
float z13 = pfzEdge13[nPlumbScan];
//颜色
FLOATCOLORRGBA clrEdge12 = pClrEdge12[nPlumbScan];
FLOATCOLORRGBA clrEdge13 = pClrEdge13[nPlumbScan];
//填充
Scan(x12, x13, y, z12, z13, clrEdge12,clrEdge13, pCB, pZB);
nPlumbScan++;
}//end for y
}
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];
//一条扫描线的深度变化
float z12 = pfzEdge12[nPlumbScan];
float z32 = pfzEdge32[nPlumbScan32];
//颜色
FLOATCOLORRGBA clrEdge12 = pClrEdge12[nPlumbScan];
FLOATCOLORRGBA clrEdge32 = pClrEdge32[nPlumbScan32];
//填充
Scan(x12, x32, y, z12, z32, clrEdge12,clrEdge32, pCB, pZB);
nPlumbScan++;
nPlumbScan32++;
}//end for y
delete[] pnEdge12;
delete[] pnEdge13;
delete[] pnEdge32;
delete[] pClrEdge12;
delete[] pClrEdge13;
delete[] pClrEdge32;
delete[] pfzEdge12;
delete[] pfzEdge13;
delete[] pfzEdge32;
}
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