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Copy pathmain.cpp
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168 lines (150 loc) · 6.19 KB
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#include <vector>
#include <iostream>
#include <algorithm>
#include "tgaimage.h"
#include "model.h"
#include "geometry.h"
#include "our_gl.h"
Model *model = NULL;
const int width = 800;
const int height = 800;
Vec3f light_dir(0,1,1);
Vec3f eye(1,0.5,1.5);
Vec3f center(0,0,0);
Vec3f up(0,1,0);
//Gouradud Shader
struct GouraudShader : public IShader {
//vertex shader will write data into varying_intensity
//fragment shader read data from varying_intensity
Vec3f varying_intensity;
mat<2, 3, float> varying_uv;
//input (face index,point index)
virtual Vec4f vertex(int iface, int nthvert) {
// Read the corresponding vertices of the model according to the face number and vertex number, and expand them to 4 dimensions
Vec4f gl_Vertex = embed<4>(model->vert(iface, nthvert));
varying_uv.set_col(nthvert, model->uv(iface, nthvert));
// tranform
mat<4, 4, float> uniform_M = Projection * ModelView;
mat<4, 4, float> uniform_MIT = ModelView.invert_transpose();
gl_Vertex = Viewport* uniform_M *gl_Vertex;
// Calculating light intensity(point's normal * light_dir)
Vec3f normal = proj<3>(embed<4>(model->normal(iface, nthvert))).normalize();
varying_intensity[nthvert] = std::max(0.f, model->normal(iface, nthvert) *light_dir); // get diffuse lighting intensity
return gl_Vertex;
}
// 根据传入的coordinates,color,varying_intensity计算出当前像素的颜色
virtual bool fragment(Vec3f bar, TGAColor &color) {
Vec2f uv = varying_uv * bar;
TGAColor c = model->diffuse(uv);
float intensity = varying_intensity*bar;
color = c*intensity;
return false;
}
};
// The light intensity within a certain threshold is given as a replacement
struct ToonShader : public IShader {
mat<3, 3, float> varying_tri;
Vec3f varying_ity;
virtual ~ToonShader() {}
virtual Vec4f vertex(int iface, int nthvert) {
Vec4f gl_Vertex = embed<4>(model->vert(iface, nthvert));
gl_Vertex = Projection * ModelView * gl_Vertex;
varying_tri.set_col(nthvert, proj<3>(gl_Vertex / gl_Vertex[3]));
varying_ity[nthvert] = model->normal(iface, nthvert) * light_dir;
gl_Vertex = Viewport * gl_Vertex;
return gl_Vertex;
}
virtual bool fragment(Vec3f bar, TGAColor& color) {
float intensity = varying_ity * bar;
if (intensity > .85) intensity = 1;
else if (intensity > .60) intensity = .80;
else if (intensity > .45) intensity = .60;
else if (intensity > .30) intensity = .45;
else if (intensity > .15) intensity = .30;
color = TGAColor(255, 155, 0) * intensity;
return false;
}
};
// No interpolation of the normal vector, which is derived from the fork product of the triangle sides
struct FlatShader : public IShader {
// 3 points' data
mat<3, 3, float> varying_tri;
virtual ~FlatShader() {}
virtual Vec4f vertex(int iface, int nthvert) {
Vec4f gl_Vertex = embed<4>(model->vert(iface, nthvert));
gl_Vertex = Projection * ModelView * gl_Vertex;
varying_tri.set_col(nthvert, proj<3>(gl_Vertex / gl_Vertex[3]));
gl_Vertex = Viewport * gl_Vertex;
return gl_Vertex;
}
virtual bool fragment(Vec3f bar, TGAColor& color) {
Vec3f n = cross(varying_tri.col(1) - varying_tri.col(0), varying_tri.col(2) - varying_tri.col(0)).normalize();
float intensity = n * light_dir;
color = TGAColor(255, 255, 255) * intensity;
return false;
}
};
//Phong shader
struct PhongShader : public IShader {
mat<2, 3, float> varying_uv; // same as above
mat<4, 4, float> uniform_M = Projection * ModelView;
mat<4, 4, float> uniform_MIT = ModelView.invert_transpose();
virtual Vec4f vertex(int iface, int nthvert) {
varying_uv.set_col(nthvert, model->uv(iface, nthvert));
Vec4f gl_Vertex = embed<4>(model->vert(iface, nthvert)); // read the vertex from .obj file
return Viewport * Projection * ModelView * gl_Vertex; // transform it to screen coordinates
}
virtual bool fragment(Vec3f bar, TGAColor& color) {
Vec2f uv = varying_uv * bar;
Vec3f n = proj<3>(uniform_MIT * embed<4>(model->normal(uv))).normalize();
Vec3f l = proj<3>(uniform_M * embed<4>(light_dir)).normalize();
Vec3f r = (n * (n * l * 2.f) - l).normalize(); // reflected light
float spec = pow(std::max(r.z, 0.0f), model->specular(uv));
float diff = std::max(0.f, n * l);
TGAColor c = model->diffuse(uv);
color = c;
for (int i = 0; i < 3; i++) color[i] = std::min<float>(5 + c[i] * (diff + .6 * spec), 255);
return false;
}
};
int main(int argc, char** argv) {
//load model
if (2==argc) {
model = new Model(argv[1]);
} else {
model = new Model("obj/african_head.obj");
}
//init Transformation matrix, projection matrix, view matrix
lookat(eye, center, up);
projection(-1.f/(eye-center).norm());
viewport(width / 8, height / 8, width * 3 / 4, height * 3 / 4);
light_dir.normalize();
//init image and Zbuffer
TGAImage image (width, height, TGAImage::RGB);
TGAImage zbuffer(width, height, TGAImage::GRAYSCALE);
// 实例化
//GouraudShader shader;
// 实例化
//PhongShader shader;
// 实例化
ToonShader shader;
// 以模型面作为循环控制量
for (int i=0; i<model->nfaces(); i++) {
Vec4f screen_coords[3];
for (int j=0; j<3; j++) {
// Reading model vertices through vertex shader
// 变换顶点坐标到屏幕坐标(视角矩阵*投影矩阵*变换矩阵*v) ***其实并不是真正的屏幕坐标,因为没有除以最后一个分量
// Calculation of light intensity
screen_coords[j] = shader.vertex(i, j);
}
// A triangle rasterization is completed after traversing 3 vertices
// Draw triangles, triangle internal coloring of triangles by slice shader
triangle(screen_coords, shader, image, zbuffer);
}
image. flip_vertically();
zbuffer.flip_vertically();
image. write_tga_file("output.tga");
zbuffer.write_tga_file("zbuffer.tga");
delete model;
return 0;
}