Пример #1
0
        private ScanLine CalculateStepPerRow(Vertex left, Vertex right, int row)
        {
            ScanLine ret   = new ScanLine();
            double   width = right.point.x - left.point.x;

            ret.x          = (int)(left.point.x + 0.5);
            ret.y          = row;
            ret.width      = (int)(right.point.x + 0.5) - ret.x;
            ret.leftvertex = left;
            if (left.point.x >= right.point.x)
            {
                ret.width = 0;
            }

            //计算步长
            double rate = 1.0 / width;

            ret.step.point.x    = (right.point.x - left.point.x) * rate;
            ret.step.point.y    = (right.point.y - left.point.y) * rate;
            ret.step.point.z    = (right.point.z - left.point.z) * rate;
            ret.step.point.t    = (right.point.t - left.point.t) * rate;
            ret.step.uv.u       = (right.uv.u - left.uv.u) * rate;
            ret.step.uv.v       = (right.uv.v - left.uv.v) * rate;
            ret.step.color.r    = (right.color.r - left.color.r) * rate;
            ret.step.color.g    = (right.color.g - left.color.g) * rate;
            ret.step.color.b    = (right.color.b - left.color.b) * rate;
            ret.step.normal.x   = (right.normal.x - left.normal.x) * rate;
            ret.step.normal.y   = (right.normal.y - left.normal.y) * rate;
            ret.step.normal.z   = (right.normal.z - left.normal.z) * rate;
            ret.step.WorldPos.x = (right.WorldPos.x - left.WorldPos.x) * rate;
            ret.step.WorldPos.y = (right.WorldPos.y - left.WorldPos.y) * rate;
            ret.step.WorldPos.z = (right.WorldPos.z - left.WorldPos.z) * rate;

            return(ret);
        }
Пример #2
0
        private void StartRenderLine(ScanLine scanline)
        {
            int x     = scanline.x;
            int width = scanline.width;

            if ((x + width) < 0)
            {
                return;
            }
            for (; width > 0; x++, width--)//逐像素计算,直到扫描完width长度的点
            {
                if (x >= 0 && x < BitMapWidth)
                {
                    //深度缓存
                    if (scanline.leftvertex.point.t < DepthBuffer[scanline.y, x])
                    {
                        DepthBuffer[scanline.y, x] = scanline.leftvertex.point.t;

                        double u = scanline.leftvertex.uv.u;
                        double v = scanline.leftvertex.uv.v;

                        MyColor mycolor = ReadTexture(u, v); //根据uv读取颜色   非立方体纹理映射
                        //MyColor mycolor = CubeMap(scanline.leftvertex.WorldPos, this.mesh.CubeCenter);

                        a2v FS = new a2v(scanline.leftvertex.WorldPos,
                                         scanline.leftvertex.normal,
                                         this.MyCamera.eye);
                        mycolor = Light.LightMode_BlinnPhong(FS, mycolor, IsTexture, IsPointLighting, MyLight);

                        Color color = mycolor.ConvertToColor();
                        MyBitMap.SetPixel(x, scanline.y, color);  //设置对应像素点颜色
                    }
                }
                scanline.leftvertex.NextStep(scanline.step);
                if (x > BitMapWidth)
                {
                    break;
                }
            }
        }
Пример #3
0
        private void StartRenderTrapezoid(RenderTriangle r)
        {
            int top, bottom;

            top    = (int)(r.topline + 0.5);
            bottom = (int)(r.downline + 0.5);
            for (int row = top; row < bottom; row++)
            {
                if (row >= 0 && row < this.BitMapHeight)
                {
                    Vertex left, right;
                    DoubleLinedInterp(r, (double)row + 0.5f, out left, out right);
                    //DoubleLinedInterp(r, (double)row, out left, out right);
                    ScanLine s = CalculateStepPerRow(left, right, row);
                    StartRenderLine(s);
                }
                if (row >= this.BitMapHeight)
                {
                    break;
                }
            }
        }