Example #1
0
        public void DrawTriangleBottom(Vectex v1, Vectex v2, Vectex v3)
        {
            //先确定好形状
            if (v1.pos.x > v2.pos.x)
            {
                Vectex p;
                p  = Vectex.Colone(v1);
                v1 = Vectex.Colone(v2);
                v2 = Vectex.Colone(p);
            }

            float y, dy, dy2, t;
            int   yIndex, stepy;

            stepy = -1;
            dy    = v1.pos.y - v3.pos.y;

            y      = v1.pos.y;
            yIndex = (int)y;

            for (; yIndex > v3.pos.y; yIndex += stepy)
            {
                //求该y值处的左右顶点
                dy2 = yIndex - v3.pos.y;
                t   = dy2 / dy;
                Vectex left, right;
                left  = NewMath.Interp(v3, v1, t);
                right = NewMath.Interp(v3, v2, t);
                DrawScanline(left, right, yIndex);
            }
        }
Example #2
0
        //光栅化开始
        public void Rasterization(Vectex v1, Vectex v2, Vectex v3)
        {
            //保护?
            if (v1.pos.y == v2.pos.y && v1.pos.y == v3.pos.y)
            {
                return;
            }
            //交换v1,v2,v3使纵向1<2<3
            if (v1.pos.y > v2.pos.y)
            {
                Vectex v = Vectex.Colone(v2);
                v2 = Vectex.Colone(v1);
                v1 = Vectex.Colone(v);
            }
            if (v1.pos.y > v3.pos.y)
            {
                Vectex v = Vectex.Colone(v3);
                v3 = Vectex.Colone(v1);
                v1 = Vectex.Colone(v);
            }
            if (v2.pos.y > v3.pos.y)
            {
                Vectex v = Vectex.Colone(v3);
                v3 = Vectex.Colone(v2);
                v2 = Vectex.Colone(v);
            }

            //初步分析
            if (v1.pos.y == v2.pos.y)
            {
                DrawTriangleTop(v1, v2, v3);
            }
            else if (v2.pos.y == v3.pos.y)
            {
                DrawTriangleBottom(v2, v3, v1);
            }
            else//分割三角形
            {
                //重点在于找到13边上的中间点 作为新顶点
                Vectex newMiddle = new Vectex();
                float  x1        = v1.pos.x;
                float  y1        = v1.pos.y;
                float  dx        = v3.pos.x - v1.pos.x;
                float  dy        = v3.pos.y - v1.pos.y;
                //确定纵坐标
                float y = v2.pos.y;
                //进行插值
                float dy2 = y - v1.pos.y;
                float t   = dy2 / dy;
                newMiddle = NewMath.Interp(v1, v3, t);
                //来吧
                DrawTriangleBottom(newMiddle, v2, v1);
                DrawTriangleTop(newMiddle, v2, v3);
            }
        }
Example #3
0
        //颜色转换
        public static System.Drawing.Color SystemColor(Color a)
        {
            a.r = NewMath.Round(a.r, 0, 1);
            a.g = NewMath.Round(a.g, 0, 1);
            a.b = NewMath.Round(a.b, 0, 1);
            float _r = a.r * 255f;
            float _g = a.g * 255f;
            float _b = a.b * 255f;

            return(System.Drawing.Color.FromArgb((int)_r, (int)_g, (int)_b));
        }
Example #4
0
        //光照相关
        public void SetLightingColor(Vectex v1)
        {
            //将顶点转换到世界空间中
            Vectex v = Vectex.Colone(v1);
            //求世界空间中的法向量
            Vector3 n = v.nomal * device.ts.world.Inverse().Transpose();
            //光线向量
            Vector3 l = device.light.lightPosition - v.pos;
            //公式 c=cr(ca+cl*n*l)
            float t = NewMath.Round(Vector3.Dot(n, l), 0, 1);
            Color c = device.light.diffuse * (device.light.ambient + device.light.sourse * t);

            c = NewMath.Round(c, 0, 1);

            v1.lightcolor = c;
        }
Example #5
0
 public Color(System.Drawing.Color a)
 {
     this.r = NewMath.Round((float)a.R / 255f, 0, 1);
     this.g = NewMath.Round((float)a.G / 255f, 0, 1);
     this.b = NewMath.Round((float)a.B / 255f, 0, 1);
 }
Example #6
0
        //扫描填色
        public void DrawScanline(Vectex v1, Vectex v2, int yIndex)
        {
            float x1 = v1.pos.x;
            float x2 = v2.pos.x;
            float dx = v2.pos.x - v1.pos.x;
            float x  = x1;
            //扫描密度,可以减小
            float stepx  = 0.5f;
            int   xIndex = (int)(x + 0.5f);

            for (; x <= x2 && xIndex <= x2; x += stepx)
            {
                //插值当前点
                Vectex p;
                float  t = (x - x1) / dx;
                p = NewMath.Interp(v1, v2, t);
                //画点坐标
                xIndex = (int)(x + 0.5f);
                if (xIndex >= device.width || xIndex <= 0 || yIndex <= 0 || yIndex >= device.height)
                {
                    return;
                }

                if (p.rhw >= device.zBuffer[xIndex, yIndex])
                {
                    device.zBuffer[xIndex, yIndex] = p.rhw;
                    float w = 1 / p.rhw;


                    if (device.lightMode == LightMode.ON)
                    {
                        Color lighlingColor = new Color(1, 1, 1);
                        lighlingColor = w * p.lightcolor;
                        if (device.renderState == RenderState.COLOR)
                        {
                            Color vertColor = new Color(1, 1, 1);
                            vertColor = w * p.color;
                            Color newColor = NewMath.Round(0.7f * vertColor + 0.3f * lighlingColor, 0, 1);
                            device.frameBuffer.SetPixel(xIndex, yIndex, Color.SystemColor(newColor));
                        }
                        if (device.renderState == RenderState.TEXTURE)
                        {
                            int uIndex;
                            int vIndex;
                            //目前只有点插值
                            int u = (int)(p.uvs.u * w * device.texWidth + 0.5f);
                            int v = (int)(p.uvs.v * w * device.texHeight + 0.5f);
                            uIndex = (int)NewMath.Round(u, 0, device.texWidth - 1);
                            vIndex = (int)NewMath.Round(v, 0, device.texHeight - 1);
                            //获取颜色
                            Color texColor = new Color(1, 1, 1);
                            texColor = new Color(device.textureBuffer.GetPixel(uIndex, vIndex));
                            Color newColor = NewMath.Round(0.7f * texColor + 0.3f * lighlingColor, 0, 1);
                            //画像素点
                            device.frameBuffer.SetPixel(xIndex, yIndex, Color.SystemColor(newColor));
                        }
                    }
                    else
                    {
                        if (device.renderState == RenderState.COLOR)
                        {
                            //用顶点颜色插值
                            Color vertColor = new Color(1, 1, 1);
                            vertColor = w * p.color;
                            device.frameBuffer.SetPixel(xIndex, yIndex, Color.SystemColor(vertColor));
                        }
                        if (device.renderState == RenderState.TEXTURE)
                        {
                            int uIndex;
                            int vIndex;
                            //目前只有点插值
                            int u = (int)(p.uvs.u * w * device.texWidth + 0.5f);
                            int v = (int)(p.uvs.v * w * device.texHeight + 0.5f);
                            uIndex = (int)NewMath.Round(u, 0, device.texWidth - 1);
                            vIndex = (int)NewMath.Round(v, 0, device.texHeight - 1);
                            //获取颜色
                            Color texColor = new Color(1, 1, 1);
                            texColor = new Color(device.textureBuffer.GetPixel(uIndex, vIndex));
                            //画像素点
                            device.frameBuffer.SetPixel(xIndex, yIndex, Color.SystemColor(texColor));
                        }
                    }
                }
            }
        }