计算机图形学常用算法实现11 扫描线z-buffer算法

图形学作业要到deadline了,赶紧写一个
这个算法比之前的算法的工作量都要大,但是只要思路清晰,也不是很难。
1.创建各种需要的数据结构类

//点的类
class Point
{
public:
	float x;
	float y;
	float z;
	Point();
	~Point();
};
//y表
class YTable
{
public:
	int m_IndexOfPolygon;
	float m_Ymax;
	YTable * next;
	YTable();
	YTable(int IndexOfPolygon,float Ymax);
	~YTable();
};
//边表
class ET
{
public:
	float m_Ymax;
	float m_Yminx;
	float m_Yminz;
	float m_DeltaX;
	ET *next;
	ET();
	~ET();
};
//活性边对表
class AET
{
public:
	float m_XL;
	float m_DeltaXL;
	float m_Lmax;
	float m_XR;
	float m_DeltaXR;
	float m_Rmax;
	float m_ZL;
	int m_PolygonIndex;
	float m_DeltaZA;
	float m_DettaZB;
	AET *next;
	AET();
	~AET();
};

2.定义我们的扫描线算法的主类

class ScanLine
{
public:
	Point pt[MAX_POINT];//存储所有点的信息
	int polygon[MAX_POINT][3];//我们的图形是由三角形组成的,保存三角形的顶点编号
	int currentPoint;//当前的点的数量
	int currentPolygon;//当前三角形的数量
	int m_Ymin;//最大的y值
	int m_Ymax;//最小的y值
	int m_Map[MAX_WIDTH][MAX_LENGTH];//帧缓存
	int m_ZB[MAX_WIDTH];//深度缓存
	Point color[MAX_POINT];
	ScanLine();
	~ScanLine();
	YTable *m_YTable[MAX_WIDTH];//多边形y表
	YTable *m_APT;//活化多边形表
	ET *m_ET[MAX_POINT][MAX_LENGTH];//边表
	AET *m_AET;//活化边对表
	void Draw();
	void InitData();//初始化信息,在这里读取我们的点和多边形
	void LoadObj();

private:
	void CreatYTable();//创建y表
	void FindYminAndYmax();//设置m_Ymin和m_Ymax的值
	void CalculateNormal(int cntOfPolygon,float normal[]);
};

3.接下来就是按顺序执行我们的算法流程,首先读取obj文件到点和多边形里面
这里我的obj的读法比较简单,只考虑了点和面,发现和纹理等我都没有考虑。
值得注意的是,我们需要的坐标范围是1024*768
因此,当obj文件中的文件坐标过于小或者存在负的时候,需要自行对坐标进行方法以及平移处理
下面是放大100倍的情况,用于绘制后面的球,完整代码是不放大的情况,用来绘制海豚

if (cnt == 0)
	pt[currentPoint].x = (atof(strTemp))*100+1024/2;
else if (cnt == 1)
	pt[currentPoint].y = (atof(strTemp))*100+768/2;
void ScanLine::LoadObj()
{
	FILE *fp;
	int index;
	printf("请输入绘制的图形序号1:茶壶 2:海豚 3:球 4:花环\n");
	scanf("%d", &index);
	if(index == 1)
		fp = fopen("teapot.obj","r");
	else if(index ==2)
		fp = fopen("dolphins.obj", "r");
	else if (index == 3)
		fp = fopen("sphere.obj", "r");
	else if (index == 4)
		fp = fopen("torus.obj", "r");
	char str[100];
	char strTemp[100];
	int cnt;
	int indexOfstrTemp;
	if (!fp)
		printf("ERROR");
	else
	{
		while (fgets(str, 999, fp) != NULL)
		{
			cnt = 0;
			indexOfstrTemp = 0;
			if (str[0] == 'v'&&str[1]!='n'&&str[1]!='t')
			{
				int i = 2;
				if (str[i] == ' ')
					i = 3;
				for (; ;i++)
					if (str[i] == ' '|| str[i]=='\0')
					{
						strTemp[indexOfstrTemp] = '\0';
						indexOfstrTemp = 0;
						if (cnt == 0)
							pt[currentPoint].x = (atof(strTemp))+1024/2;
						else if (cnt == 1)
							pt[currentPoint].y = (atof(strTemp))+768/2;
						else
						{
							pt[currentPoint].z = atof(strTemp);
							currentPoint++;
						}
						cnt = (cnt + 1) % 3;		
						if (str[i] == '\0')
							break;
					}
					else
					{
						strTemp[indexOfstrTemp++] = str[i];
					}
			}
			else if (str[0] == 'f')
			{
				for (int i = 0; i < strlen(str); i++)
					if (str[i] == ' ')
						cnt++;
				if (cnt == 3)
				{
					cnt = 0;
					for (int i = 2; ; i++)
						if (str[i] == ' ' || str[i] == '\0'||str[i]=='\\')
						{
							if(str[i]=='\\')
								for (; str[i] != '\0'&&str[i] != ' '; i++);
							strTemp[indexOfstrTemp] = '\0';
							indexOfstrTemp = 0;
							polygon[currentPolygon][cnt] = atof(strTemp)-1;
							if (cnt == 2)
								currentPolygon++;
							cnt = (cnt + 1) % 3;
							if (str[i] == '\0')
								break;
						}
						else
						{
							strTemp[indexOfstrTemp++] = str[i];
						}
				}
				else if (cnt == 4)
				{
					cnt = 0;
					for (int i = 2; ; i++)
						if (str[i] == ' ' || str[i] == '\0')
						{
							strTemp[indexOfstrTemp] = '\0';
							indexOfstrTemp = 0;
							if (cnt == 3)
							{
								polygon[currentPolygon][0] = polygon[currentPolygon-1][0];
								polygon[currentPolygon][1] = polygon[currentPolygon-1][2];
								polygon[currentPolygon][2] = atof(strTemp)-1;
								currentPolygon++;
							}
							polygon[currentPolygon][cnt] = atof(strTemp)-1;
							if (cnt == 2)
								currentPolygon++;
							cnt++;
							if (str[i] == '\0')
								break;
						}
						else
						{
							strTemp[indexOfstrTemp++] = str[i];
						}
				}
			}
		}
	}
}

4.给我们的三角形随机颜色

void ScanLine::InitData()
{
	srand((int)time(NULL));
	for (int i = 0; i < currentPolygon; i++)
	{
		color[i].x = rand() % 1024 / 1024.0;
		color[i].y = rand() % 1024 / 1024.0;
		color[i].z = rand() % 1024 / 1024.0;
	}
}

5.开始绘图函数
这里要初始化y表,然后找到最大和最小的y值

void ScanLine::CreatYTable()
{
	float ymin = 99999;
	float ymax = 0;
	for (int i = 0; i < currentPolygon; i++)
	{
		//找到最低的顶点坐标
		ymin = 99999;
		ymax = 0; 
		for (int j = 0; j < 3; j++)
		{
			if (ymin > pt[polygon[i][j]].y)
				ymin = pt[polygon[i][j]].y;
			if (ymax < pt[polygon[i][j]].y)
				ymax = pt[polygon[i][j]].y;
		}
		//插入Y表
		int y = ceil(ymin);
		//如果在首位的话,直接插入
		if (m_YTable[y] == nullptr)
		{
			m_YTable[y] = new YTable();
			m_YTable[y]->m_IndexOfPolygon = i;
			m_YTable[y]->m_Ymax = ymax;
			m_YTable[y]->next = nullptr;
		}
		//不在首位,则需要找到最后一位,然后插入到那个位置
		else
		{
			YTable *YTableTemp = m_YTable[y];
			while (YTableTemp->next != nullptr)
				YTableTemp = YTableTemp->next;
			YTable *YTableTemp1 = new YTable();
			YTableTemp1->m_IndexOfPolygon = i;
			YTableTemp1->m_Ymax = ymax;
			YTableTemp1->next = nullptr;
			YTableTemp->next = YTableTemp1;
		}
	}
}
void ScanLine::FindYminAndYmax()
{
	m_Ymax = 0;
	m_Ymin = 999999;
	for (int i = 0; i < currentPoint; i++)
	{
		if (m_Ymax < pt[i].y)
			m_Ymax = ceil(pt[i].y);
		if (m_Ymin > pt[i].y)
			m_Ymin = ceil(pt[i].y);
	}
}

6.下面就是完整的绘图函数
基本上就是按照以下步骤来的
创建y表
找到y的最大值最小值
初始化帧缓存
循环每一条扫描线
初始化深度缓存
新建APT,ET,AET
遍历AET绘图
删除到达顶点的APT,AET
更新AET

void ScanLine::Draw()
{
	//建立Y表
	CreatYTable();
	//找到最大的y和最小的y值,减小扫描线的数量
	FindYminAndYmax();
	//初始化背景颜色
	memset(m_Map, 0, sizeof(m_Map));
	//遍历所有的扫描线
	for (int i = m_Ymin; i <= m_Ymax; i++)
	{
		//初始化深度缓存
		fill(m_ZB, m_ZB + MAX_WIDTH, -99999);
		//如果y表中有扫描线i对应的扫描线,则将其加入到APT中
		if (m_YTable[i] != nullptr)
		{
			YTable *headOfYtable = m_YTable[i];
			YTable *headOfAPT = m_APT;
			if(headOfAPT!=nullptr)
				while (headOfAPT->next != nullptr)
					headOfAPT = headOfAPT->next;
			//将y表中多边形依次插入到APT中,并为其建立边表
			while (headOfYtable != nullptr)
			{
				YTable *YTableTemp = new YTable(headOfYtable->m_IndexOfPolygon, headOfYtable->m_Ymax);
				YTableTemp->next = nullptr;
				if (m_APT == nullptr)
				{
					m_APT = YTableTemp;
					headOfAPT = m_APT;
				}
				else
				{
					headOfAPT->next = YTableTemp;
					headOfAPT = headOfAPT->next;
				}
				//对于刚加入的多边形,生成其边表
				for (int j = 0; j < 3; j++)
				{
					//三角形,三条边进行遍历
					if (ceil(pt[polygon[headOfYtable->m_IndexOfPolygon][j]].y) < ceil(pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j+1)%3]].y))
					{
						ET *newET = new ET();
						newET->next = nullptr;
						newET->m_Ymax = pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].y;
						newET->m_Yminx = pt[polygon[headOfYtable->m_IndexOfPolygon][j]].x;
						newET->m_Yminz = pt[polygon[headOfYtable->m_IndexOfPolygon][j]].z;
						newET->m_DeltaX = (pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].x - pt[polygon[headOfYtable->m_IndexOfPolygon][j]].x) / ceil((pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].y) - ceil(pt[polygon[headOfYtable->m_IndexOfPolygon][j]].y));
						if(m_ET[headOfYtable->m_IndexOfPolygon][(int)ceil(pt[polygon[headOfYtable->m_IndexOfPolygon][j]].y)]==nullptr)
							m_ET[headOfYtable->m_IndexOfPolygon][(int)ceil(pt[polygon[headOfYtable->m_IndexOfPolygon][j]].y)] = newET;
						else
							m_ET[headOfYtable->m_IndexOfPolygon][(int)ceil(pt[polygon[headOfYtable->m_IndexOfPolygon][j]].y)]->next = newET;					
					}
					else if(ceil(pt[polygon[headOfYtable->m_IndexOfPolygon][j]].y) > ceil(pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].y))
					{
						ET *headOfET = m_ET[headOfYtable->m_IndexOfPolygon][(int)ceil(pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].y)];
						ET *newET = new ET();
						newET->next = nullptr;
						newET->m_Ymax = pt[polygon[headOfYtable->m_IndexOfPolygon][j]].y;
						newET->m_Yminx = pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].x;
						newET->m_Yminz = pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].z;
						newET->m_DeltaX = (pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].x - pt[polygon[headOfYtable->m_IndexOfPolygon][j]].x) / ceil((pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].y) - ceil(pt[polygon[headOfYtable->m_IndexOfPolygon][j]].y));
						if (m_ET[headOfYtable->m_IndexOfPolygon][(int)ceil(pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].y)] == nullptr)
							m_ET[headOfYtable->m_IndexOfPolygon][(int)ceil(pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].y)] = newET;
						else
							m_ET[headOfYtable->m_IndexOfPolygon][(int)ceil(pt[polygon[(headOfYtable->m_IndexOfPolygon)][(j + 1) % 3]].y)]->next = newET;
					}
				}
				headOfYtable = headOfYtable->next;
			}
			//遍历APT中的多边形,将其边表中对应的边对加入活化边对表AET
			headOfAPT = m_APT;
			while (headOfAPT != nullptr)
			{
				if (m_ET[headOfAPT->m_IndexOfPolygon][i] != nullptr)
				{
					//因为我们只考虑三角形,多边形没考虑,这里只需要考虑一个边和两个边的时候
					if (m_ET[headOfAPT->m_IndexOfPolygon][i]->next != nullptr)
					{
						ET edge1;
						ET edge2;
						AET *newAET = new AET();
						//确定左边的边是哪一个
						edge1 = *m_ET[headOfAPT->m_IndexOfPolygon][i];
						edge2 = *m_ET[headOfAPT->m_IndexOfPolygon][i]->next;
						if (edge1.m_Yminx > edge2.m_Yminx)
						{
							ET temp;
							temp = edge1;
							edge1 = edge2;
							edge2 = temp;
						}
						else if(edge1.m_DeltaX > edge2.m_DeltaX)
						{
							ET temp;
							temp = edge1;
							edge1 = edge2;
							edge2 = temp;
						}
						newAET->m_DeltaXL = edge1.m_DeltaX;
						newAET->m_DeltaXR = edge2.m_DeltaX;
						newAET->m_XL = edge1.m_Yminx;
						newAET->m_XR = edge2.m_Yminx;
						newAET->m_ZL = edge1.m_Yminz;
						newAET->m_Lmax = edge1.m_Ymax;
						newAET->m_Rmax = edge2.m_Ymax;
						newAET->m_PolygonIndex = headOfAPT->m_IndexOfPolygon;
						newAET->next = nullptr;
						//计算出多边形的法向量
						float normal[3];
						CalculateNormal(newAET->m_PolygonIndex, normal);
						newAET->m_DeltaZA = -normal[0] / normal[2];
						newAET->m_DettaZB = -normal[1] / normal[2];
						//插入aet
						if (m_AET == nullptr)
							m_AET = newAET;
						else
						{
							AET *headOfAET = m_AET;
							while (headOfAET->next != nullptr)
								headOfAET = headOfAET->next;
							headOfAET->next = newAET;
						}
					}
				}
				headOfAPT = headOfAPT->next;
			}
		}
		//遍历AET画图
		AET *headOfAET = m_AET;
		while (headOfAET != nullptr)
		{
			if(headOfAET->m_XL>=0&&headOfAET->m_XL<=1024&& headOfAET->m_XR>=0&& headOfAET->m_XR<=1024)
				for (int j = ceil(headOfAET->m_XL); j <= ceil(headOfAET->m_XR) && j<=1024; j++)
				{
					if (headOfAET->m_ZL + headOfAET->m_DeltaZA * (j - ceil(headOfAET->m_XL)) > m_ZB[j])
					{
						m_ZB[j] = headOfAET->m_ZL + headOfAET->m_DeltaZA * (j - ceil(headOfAET->m_XL));
						m_Map[j][i] = headOfAET->m_PolygonIndex+1;
					}
				}
			headOfAET = headOfAET->next;
		}
		//删除APT中最大顶点y坐标为i的多边形
		YTable *headOfAPT = m_APT;
		//先删除是首元素的情况
		while (headOfAPT != nullptr &&headOfAPT->m_Ymax <= i)
		{
			m_APT = headOfAPT->next;
			free(headOfAPT);
			headOfAPT = m_APT;
		}
		while (headOfAPT!=nullptr&&headOfAPT->next != nullptr)
		{
			//如果到达顶点,则删除这个多边形
			if (headOfAPT->next->m_Ymax <= i)
			{
				YTable *next = headOfAPT->next;
				headOfAPT->next = next->next;
				free(next);
			}
			else
				headOfAPT = headOfAPT->next;
		}
		//更新AET中的每一条边对
		//删除边对中到达ymax的边
		headOfAET = m_AET;
		//先删除是首元素的情况
		while (headOfAET != nullptr && headOfAET->m_Lmax <= i &&headOfAET->m_Rmax <= i)
		{
			m_AET = headOfAET->next;
			free(headOfAET);
			headOfAET = m_AET;
		}
		//删除后面到达顶点的
		while (headOfAET!=nullptr&&headOfAET->next != nullptr)
		{
			if (headOfAET->next->m_Lmax <= i && headOfAET->next->m_Rmax <= i)
			{
				AET *next = headOfAET->next;
				headOfAET->next = next->next;
				free(next);
			}
			else
				headOfAET = headOfAET->next;
		}
		headOfAET = m_AET;
		//更新后面的值
		while (headOfAET != nullptr)
		{
			//只删除一条边,则需要补一条边
			if (headOfAET->m_Lmax <= i)
			{
				if (m_ET[headOfAET->m_PolygonIndex][i] != nullptr)
				{
					headOfAET->m_Lmax = m_ET[headOfAET->m_PolygonIndex][i]->m_Ymax;
					headOfAET->m_DeltaXL = m_ET[headOfAET->m_PolygonIndex][i]->m_DeltaX;
					headOfAET->m_ZL = m_ET[headOfAET->m_PolygonIndex][i]->m_Yminz;
					headOfAET->m_XL = m_ET[headOfAET->m_PolygonIndex][i]->m_Yminx;
				}
			}
			else if (headOfAET->m_Rmax <= i)
			{
				if (m_ET[headOfAET->m_PolygonIndex][i] != nullptr)
				{
					headOfAET->m_Rmax = m_ET[headOfAET->m_PolygonIndex][i]->m_Ymax;
					headOfAET->m_DeltaXR = m_ET[headOfAET->m_PolygonIndex][i]->m_DeltaX;
					headOfAET->m_XR = m_ET[headOfAET->m_PolygonIndex][i]->m_Yminx;
				}
			}
			//更新
			headOfAET->m_XL += headOfAET->m_DeltaXL;
			headOfAET->m_XR += headOfAET->m_DeltaXR;
			headOfAET->m_ZL += headOfAET->m_DeltaXL*headOfAET->m_DeltaZA + headOfAET->m_DettaZB;
			headOfAET = headOfAET->next;
		}	
	}
}

7.主函数

#include <GLTools.h>
#include <GLMatrixStack.h>  
#include <GLFrame.h>  
#include <GLFrustum.h>  
#include <GLBatch.h>  
#include <GLGeometryTransform.h>
#define FREEGLUT_STATIC
#include <glut.h>
#pragma comment(lib,"gltools.lib")
#include "ScanLine.h"
ScanLine scanline;
void DisPlayTest()
{
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);//设置混合模式
	glEnable(GL_BLEND);//开启混合
	glEnable(GL_POINT_SMOOTH);//点的抗锯齿
	glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);//最好模式运行平滑 可选GL_FASTEST

	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
	glBegin(GL_POINTS);
	for (int i = 0; i<1024; i++)
		for (int j = 0; j < 768; j++)
		{
			if (scanline.m_Map[i][j] != 0)
			{
				glColor3f(scanline.color[scanline.m_Map[i][j]-1].x,scanline.color[scanline.m_Map[i][j] - 1].y,scanline.color[scanline.m_Map[i][j] - 1].z);
				glVertex2f(i/ 1024.0*2 -1,j/ 768.0*2 -1);
			}
		}
	glEnd();
	glFlush();
}

int main(int argc, char* argv[])
{
	scanline.LoadObj();
	scanline.InitData();
	scanline.Draw();

	glutInit(&argc, argv);
	glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
	glutInitWindowSize(1024, 768);
	glutCreateWindow("GL_POINTS");
	glutDisplayFunc(DisPlayTest);
	glutMainLoop();
	return 0;
}

效果图如下:
在这里插入图片描述
在这里插入图片描述
在这里插入图片描述
在这里插入图片描述

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