Games101--Assignment2
Posted flyerbird
tags:
篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了Games101--Assignment2相关的知识,希望对你有一定的参考价值。
Gams101的Assignment2的要求如下:
修改函数rasterize_triangle(const Triangle& t)。
该函数的内部工作流程如下:
- 创建三角形的2 维bounding box。
- 遍历此bounding box 内的所有像素(使用其整数索引)。然后,使用像素中心的屏幕空间坐标来检查中心点是否在三角形内。
- 如果在内部,则将其位置处的插值深度值(interpolated depth value) 与深度缓冲区(depth buffer) 中的相应值进行比较。
- 如果当前点更靠近相机,请设置像素颜色并更新深度缓冲区(depth buffer)。
需要修改的函数如下:
? rasterize_triangle(): 执行三角形栅格化算法
? static bool insideTriangle(): 测试点是否在三角形内。
判断点是否在三角形内,只要用叉积来判断方向即可。
static bool insideTriangle(float x, float y, const Vector3f* _v)
{
// TODO : Implement this function to check if the point (x, y) is inside the triangle represented by _v[0], _v[1], _v[2]
float a=_v[0].x(),b=_v[0].y(),c=_v[1].x(),d=_v[1].y(),e=_v[2].x(),f=_v[2].y();
float t1=(c-a)*(y-b)-(d-b)*(x-a);
float t2=(e-c)*(y-d)-(f-d)*(x-c);
float t3=(a-e)*(y-f)-(b-f)*(x-e);
bool x1=true?t1>0.0:false,x2=true?t2>0.0:false,x3=true?t3>0.0:false;
bool ret=false;
if((x1 &x2&x3) || (!x1)&(!x2)&(!x3)) ret=true;
return ret;
}
rasterize_triangle(),使用MSAA,用的是4x4的supersampling。
//Screen space rasterization
void rst::rasterizer::rasterize_triangle(const Triangle& t) {
auto v = t.toVector4();
// TODO : Find out the bounding box of current triangle.
// iterate through the pixel and find if the current pixel is inside the triangle
int left=MIN(v[0].x(),MIN(v[1].x(),v[2].x()))-1;
int right=MAX(v[0].x(),MAX(v[1].x(),v[2].x()))+1;
int bottom=MIN(v[0].y(),MIN(v[1].y(),v[2].y()))-1;
int top=MAX(v[0].y(),MIN(v[1].y(),v[2].y()))+1;
//4x4 SuperSampling
float dir[16][2]={
{0.125,0.125},
{0.125,0.375},
{0.125,0.625},
{0.125,0.875},
{0.375,0.125},
{0.375,0.375},
{0.375,0.625},
{0.375,0.875},
{0.625,0.125},
{0.625,0.375},
{0.625,0.625},
{0.625,0.875},
{0.875,0.125},
{0.875,0.375},
{0.875,0.625},
{0.875,0.875},
};
for(int x=left;x<=right;x++){
for(int y=bottom;y<=top;y++){
float min_dep=0x7f7ffff;
int count=0;
for(int i=0;i<16;i++){
if(insideTriangle(x+dir[i][0],y+dir[i][1],t.v)){
count++;
std::tuple<float, float, float> alpha= computeBarycentric2D(x, y, t.v);
float w_reciprocal = 1.0/(std::get<0>(alpha) / v[0].w() + std::get<1>(alpha) / v[1].w() + std::get<2>(alpha) / v[2].w());
float z_interpolated = std::get<0>(alpha)* v[0].z() / v[0].w() + std::get<1>(alpha) * v[1].z() / v[1].w() + std::get<2>(alpha) * v[2].z() / v[2].w();
z_interpolated *= w_reciprocal;
min_dep=MIN(min_dep,z_interpolated);
}
}
if(count==0)continue;
if(min_dep < depth_buf[get_index(x,y)]){
depth_buf[get_index(x,y)]=min_dep;
set_pixel(Vector3f(x,y,min_dep),t.getColor()*count/16.0);
}
}
}
// If so, use the following code to get the interpolated z value.
//auto tpp = computeBarycentric2D(x, y, t.v);
//float alpha, beta, gamma;
//std::tie(alpha, beta, gamma)=tpp;
//float w_reciprocal = 1.0/(alpha / v[0].w() + beta / v[1].w() + gamma / v[2].w());
//float z_interpolated = alpha * v[0].z() / v[0].w() + beta * v[1].z() / v[1].w() + gamma * v[2].z() / v[2].w();
//z_interpolated *= w_reciprocal;
// TODO : set the current pixel (use the set_pixel function) to the color of the triangle (use getColor function) if it should be painted.
}
如果不用MSAA,则代码如下:
//Screen space rasterization
void rst::rasterizer::rasterize_triangle(const Triangle& t) {
auto v = t.toVector4();
// TODO : Find out the bounding box of current triangle.
// iterate through the pixel and find if the current pixel is inside the triangle
int left=MIN(v[0].x(),MIN(v[1].x(),v[2].x()))-1;
int right=MAX(v[0].x(),MAX(v[1].x(),v[2].x()))+1;
int bottom=MIN(v[0].y(),MIN(v[1].y(),v[2].y()))-1;
int top=MAX(v[0].y(),MIN(v[1].y(),v[2].y()))+1;
for(int x=left;x<=right;x++)
{
for(int y=bottom;y<=top;y++)
{
if(insideTriangle(x,y,t.v))
{
std::tuple<float, float, float> alpha= computeBarycentric2D(x, y, t.v);
float w_reciprocal = 1.0/(std::get<0>(alpha) / v[0].w() + std::get<1>(alpha) / v[1].w() + std::get<2>(alpha) / v[2].w());
float z_interpolated = std::get<0>(alpha)* v[0].z() / v[0].w() + std::get<1>(alpha) * v[1].z() / v[1].w() + std::get<2>(alpha) * v[2].z() / v[2].w();
z_interpolated *= w_reciprocal;
if(z_interpolated<depth_buf[get_index(x,y)])
{
depth_buf[get_index(x,y)]=z_interpolated;
set_pixel(Vector3f(x,y,z_interpolated),t.getColor());
}
}
}
}
// If so, use the following code to get the interpolated z value.
//auto tpp = computeBarycentric2D(x, y, t.v);
//float alpha, beta, gamma;
//std::tie(alpha, beta, gamma)=tpp;
//float w_reciprocal = 1.0/(alpha / v[0].w() + beta / v[1].w() + gamma / v[2].w());
//float z_interpolated = alpha * v[0].z() / v[0].w() + beta * v[1].z() / v[1].w() + gamma * v[2].z() / v[2].w();
//z_interpolated *= w_reciprocal;
// TODO : set the current pixel (use the set_pixel function) to the color of the triangle (use getColor function) if it should be painted.
}
两者对比结果如下:
without_MSAA | with_MSAA |
---|---|
以上是关于Games101--Assignment2的主要内容,如果未能解决你的问题,请参考以下文章
Google Play Games Android 登录出现错误代码 4
https://www.googleapis.com/games/v1/players/1123xxxxxx11712506520 和其他播放服务错误的意外响应代码 403
Android Studio ~ games.applications.played Api 错误,Apk 发布后分数不会提交