protected IEnumerator CreateNewGraph(int vertexCount) { processRunning = true; CCell newCell = null; CVertex newNode = null; Vector3 mPos = mazePos.position; Vector3 gPos = graphPos.position; int count = 0; for (int row = 0; row < mazeSize; row++) { mPos = new Vector3(mazePos.position.x, mazePos.position.y - row * cellOffset); gPos = new Vector3(graphPos.position.x, graphPos.position.y - row * nodeOffset); for (int col = 0; col < mazeSize; col++) { mPos = new Vector3(mazePos.position.x + col * cellOffset, mPos.y); gPos = new Vector3(graphPos.position.x + col * nodeOffset, gPos.y); newCell = Instantiate(cellPrefab, mPos, cellPrefab.transform.rotation).GetComponent <CCell>(); newNode = Instantiate(nodePrefab, gPos, nodePrefab.transform.rotation).GetComponent <CVertex>(); newNode.Init(count.ToString()); newCell.Init(row, col); graph.InsertVertex(newCell); mazeGameO.Add(newCell); graphGameO.Add(newNode); count++; yield return(animationWait); } } // reset position of drawing reference points mazePos.position = transform.position; graphPos.position = transform.position; StartCoroutine(GenerateMaze()); }
/// <summary> /// 绘制三角形 /// </summary> /// <param name="p1"></param> /// <param name="p2"></param> /// <param name="p3"></param> /// <param name="mvp"></param> private void DrawTriangle(CVertex p1, CVertex p2, CVertex p3, CMatrix4x4 m, CMatrix4x4 v, CMatrix4x4 p) { //--------------------几何阶段--------------------------- //变换到齐次裁剪空 SetMVPTransform(m, v, p, p1); SetMVPTransform(m, v, p, p2); SetMVPTransform(m, v, p, p3); ////裁剪 if (Clip(p1) == false || Clip(p2) == false || Clip(p3) == false) { return; } //背面消隐 //if (BackFaceCulling(p1, p2, p3) == false) //{ // return; //} //变换到屏幕坐标 TransformToScreen(p1); VectorMatrixTestCase.showVector3(p1.point); TransformToScreen(p2); VectorMatrixTestCase.showVector3(p2.point); TransformToScreen(p3); VectorMatrixTestCase.showVector3(p3.point); //--------------------光栅化阶段--------------------------- //todo test //_frameBuff.SetPixel((int)p1.point.x, (int)p1.point.y, System.Drawing.Color.White); //_frameBuff.SetPixel((int)p2.point.x, (int)p2.point.y, System.Drawing.Color.White); //_frameBuff.SetPixel((int)p3.point.x, (int)p3.point.y, System.Drawing.Color.White); TriangleRasterization(p1, p2, p3); }
/// <summary> /// 平底,p1为上顶点,p2,p3 /// </summary> /// <param name="p1"></param> /// <param name="p2"></param> /// <param name="p3"></param> private void DrawTriangleBottom(CVertex p1, CVertex p2, CVertex p3) { for (float y = p1.point.y; y <= p2.point.y; y++) { int yIndex = (int)(System.Math.Round(y, MidpointRounding.AwayFromZero)); if (yIndex >= 0 && yIndex < this.MaximumSize.Height) { float xl = (y - p1.point.y) * (p2.point.x - p1.point.x) / (p2.point.y - p1.point.y) + p1.point.x; float xr = (y - p1.point.y) * (p3.point.x - p1.point.x) / (p3.point.y - p1.point.y) + p1.point.x; float dy = y - p1.point.y; float t = dy / (p2.point.y - p1.point.y); //插值生成左右顶点 CVertex new1 = new CVertex(); new1.point.x = xl; new1.point.y = y; MathUntil.ScreenSpaceLerpVertex(ref new1, p1, p2, t); // CVertex new2 = new CVertex(); new2.point.x = xr; new2.point.y = y; MathUntil.ScreenSpaceLerpVertex(ref new2, p1, p3, t); //扫描线填充 if (new1.point.x < new2.point.x) { ScanlineFill(new1, new2, yIndex); } else { ScanlineFill(new2, new1, yIndex); } } } }
/// <summary> /// 检查是否裁剪这个顶点,简单的cvv裁剪,在透视除法之前 /// </summary> /// <returns>是否通关剪裁</returns> private bool Clip(CVertex v) { //cvv为 x-1,1 y-1,1 z0,1 if (v.point.x >= -v.point.w && v.point.x <= v.point.w && v.point.y >= -v.point.w && v.point.y <= v.point.w && v.point.z >= 0f && v.point.z <= v.point.w) { return(true); } return(false); }
/// <summary> /// 背面消隐 /// </summary> /// <returns>是否通关背面消隐测试</returns> private bool BackFaceCulling(CVertex p1, CVertex p2, CVertex p3) { CVector3D v1 = p2.point - p1.point; CVector3D v2 = p3.point - p2.point; CVector3D normal = CVector3D.Cross(v1, v2); CVector3D viewDir = new CVector3D(0, 0, 1);//由于在剪裁空间,视线一点是这个方向 if (CVector3D.Dot(normal, viewDir) > 0) { return(true); } return(false); }
/// <summary> /// 扫描线填充 /// </summary> /// <param name="left">左端点,值已经经过插值</param> /// <param name="right">右端点,值已经经过插值</param> private void ScanlineFill(CVertex left, CVertex right, int yIndex) { float dx = right.point.x - left.point.x; for (float x = left.point.x; x <= right.point.x; x++) { int xIndex = (int)(System.Math.Round(x, MidpointRounding.AwayFromZero)); if (xIndex >= 0 && xIndex < this.MaximumSize.Width) { float lerpFactor = 0; if (dx != 0) { lerpFactor = (x - left.point.x) / dx; } //1/z’与x’和y'是线性关系的 float onePreZ = MathUntil.Lerp(left.onePerZ, right.onePerZ, lerpFactor); if (onePreZ >= _zBuff[yIndex, xIndex]) //使用1/z进行深度测试 { //通过测试 float w = 1 / onePreZ; _zBuff[yIndex, xIndex] = onePreZ; //uv 插值,求纹理颜色 float u = MathUntil.Lerp(left.u, right.u, lerpFactor) * w * (_texture.Width - 1); float v = MathUntil.Lerp(left.v, right.v, lerpFactor) * w * (_texture.Height - 1); int uIndex = (int)(u + 0.5f); int vIndex = (int)(v + 0.5f); uIndex = MathUntil.Range(uIndex, 0, _texture.Width - 1); vIndex = MathUntil.Range(vIndex, 0, _texture.Height - 1); //uv坐标系采用dx风格 System.Drawing.Color textrueColor = _texture.GetPixel(vIndex, uIndex); //插值顶点颜色 float r = MathUntil.Lerp(left.color.r, right.color.r, lerpFactor) * w * 255; float g = MathUntil.Lerp(left.color.g, right.color.g, lerpFactor) * w * 255; float b = MathUntil.Lerp(left.color.b, right.color.b, lerpFactor) * w * 255; //更新渲染模式渲染 if (RenderMode.Textured == _currentMode) { _frameBuff.SetPixel(xIndex, yIndex, textrueColor); } else if (RenderMode.VertexColor == _currentMode) { _frameBuff.SetPixel(xIndex, yIndex, System.Drawing.Color.FromArgb((int)r, (int)g, (int)b)); } } } } }
/// <summary> /// 绘制平面 /// </summary> /// <param name="vIndex1">顶点索引</param> /// <param name="vIndex2">顶点索引</param> /// <param name="vIndex3">顶点索引</param> /// <param name="vIndex4">顶点索引</param> /// <param name="mvp">mvp矩阵</param> private void DrawPanel(int vIndex1, int vIndex2, int vIndex3, int vIndex4, CMatrix4x4 m, CMatrix4x4 v, CMatrix4x4 p) { CVertex p1 = new CVertex(mesh[vIndex1]); CVertex p2 = new CVertex(mesh[vIndex2]); CVertex p3 = new CVertex(mesh[vIndex3]); // DrawTriangle(p1, p2, p3, m, v, p); p1 = new CVertex(mesh[vIndex1]); p3 = new CVertex(mesh[vIndex3]); CVertex p4 = new CVertex(mesh[vIndex4]); DrawTriangle(p3, p4, p1, m, v, p); }
/// <summary> /// 从齐次剪裁坐标系转到屏幕坐标 /// </summary> private void TransformToScreen(CVertex v) { if (v.point.w != 0) { //先进行透视除法,转到cvv v.point.x *= 1 / v.point.w; v.point.y *= 1 / v.point.w; v.point.z *= 1 / v.point.w; v.point.w = 1; //cvv到屏幕坐标 v.point.x = (v.point.x + 1) * 0.5f * this.MaximumSize.Width; v.point.y = (1 - v.point.y) * 0.5f * this.MaximumSize.Height; } }
/// <summary> /// 进行mvp矩阵变换,将顶点变换到齐次裁剪空间 /// </summary> private void SetMVPTransform(CMatrix4x4 m, CMatrix4x4 v, CMatrix4x4 p, CVertex vertex) { vertex.point = vertex.point * m; VectorMatrixTestCase.showVector3(vertex.point); vertex.point = vertex.point * v; VectorMatrixTestCase.showVector3(vertex.point); vertex.point = vertex.point * p; VectorMatrixTestCase.showVector3(vertex.point); //得到齐次裁剪空间的点 v.point.w 中保存着原来的z(具体是z还是-z要看使用的投影矩阵,我们使用投影矩阵是让w中保存着z) //onePerZ 保存1/z,方便之后对1/z关于x’、y’插值得到1/z’ vertex.onePerZ = 1 / vertex.point.w; //校正的推论: s/z、t/z和x’、y’也是线性关系。而我们之前知道1/z和x’、y’是线性关系。则我们得出新的思路:对1/z关于x’、y’插值得到1/z’,然后对s/z、t/z关于x’、y’进行插值得到s’/z’、t’/z’,然后用s’/z’和t’/z’分别除以1/z’,就得到了插值s’和t’ //这里将需要插值的信息都乘以1/z 得到 s/z和t/z等,方便光栅化阶段进行插值 vertex.u *= vertex.onePerZ; vertex.v *= vertex.onePerZ; // vertex.color.r *= vertex.onePerZ; vertex.color.g *= vertex.onePerZ; vertex.color.b *= vertex.onePerZ; }
/// <summary> /// 光栅化三角形 /// </summary> /// <param name="p1"></param> /// <param name="p2"></param> /// <param name="p3"></param> private void TriangleRasterization(CVertex p1, CVertex p2, CVertex p3) { if (p1.point.y == p2.point.y) { if (p1.point.y < p3.point.y) {//平顶 DrawTriangleTop(p1, p2, p3); } else {//平底 DrawTriangleBottom(p3, p1, p2); } } else if (p1.point.y == p3.point.y) { if (p1.point.y < p2.point.y) {//平顶 DrawTriangleTop(p1, p3, p2); } else {//平底 DrawTriangleBottom(p2, p1, p1); } } else if (p2.point.y == p3.point.y) { if (p2.point.y < p1.point.y) {//平顶 DrawTriangleTop(p2, p3, p1); } else {//平底 DrawTriangleBottom(p1, p2, p3); } } else {//分割三角形 CVertex top = null; CVertex bottom = null; CVertex middle = null; if (p1.point.y > p2.point.y && p2.point.y > p3.point.y) { top = p3; middle = p2; bottom = p1; } else if (p3.point.y > p2.point.y && p2.point.y > p1.point.y) { top = p1; middle = p2; bottom = p3; } else if (p2.point.y > p1.point.y && p1.point.y > p3.point.y) { top = p3; middle = p1; bottom = p2; } else if (p3.point.y > p1.point.y && p1.point.y > p2.point.y) { top = p2; middle = p1; bottom = p3; } else if (p1.point.y > p3.point.y && p3.point.y > p2.point.y) { top = p2; middle = p3; bottom = p1; } else if (p2.point.y > p3.point.y && p3.point.y > p1.point.y) { top = p1; middle = p3; bottom = p2; } //插值求中间点x float middlex = (middle.point.y - top.point.y) * (bottom.point.x - top.point.x) / (bottom.point.y - top.point.y) + top.point.x; float dy = middle.point.y - top.point.y; float t = dy / (bottom.point.y - top.point.y); //插值生成左右顶点 CVertex newMiddle = new CVertex(); newMiddle.point.x = middlex; newMiddle.point.y = middle.point.y; MathUntil.ScreenSpaceLerpVertex(ref newMiddle, top, bottom, t); //平底 DrawTriangleBottom(top, newMiddle, middle); //平顶 DrawTriangleTop(newMiddle, middle, bottom); } }