GAMES101 作业1
请用来检验答案是否正确
思路
根据Games101第四讲的内容来写即可,核心的部分还是M(p) = M(o) * M(p->o),具体的推动过程课程内讲的很详细,点赞~
这里有一点需要注意的是,get_projection_matrix传入的参数是“距离值”,因此是正的,但计算过程中需要考虑方向,而在右手坐标系下我们推导过程默认相机看向方向是-Z,因此这里需要对传入值进行取负操作。
Code
#include "Triangle.hpp"
#include "rasterizer.hpp"
#include <eigen3/Eigen/Eigen>
#include <iostream>
#include <opencv2/opencv.hpp>
constexpr double MY_PI = 3.1415926;
Eigen::Matrix4f get_view_matrix(Eigen::Vector3f eye_pos)
{
Eigen::Matrix4f view = Eigen::Matrix4f::Identity();
Eigen::Matrix4f translate;
translate << 1, 0, 0, -eye_pos[0], 0, 1, 0, -eye_pos[1], 0, 0, 1,
-eye_pos[2], 0, 0, 0, 1;
view = translate * view;
return view;
}
Eigen::Matrix4f get_model_matrix(float rotation_angle)
{
Eigen::Matrix4f model = Eigen::Matrix4f::Identity();
// TODO: Implement this function
// Create the model matrix for rotating the triangle around the Z axis.
// Then return it.
float a = rotation_angle * MY_PI / 180;
model << cos(a), -sin(a), 0, 0,
sin(a), cos(a), 0, 0,
0, 0, 1, 0,
0, 0, 0, 1;
return model;
}
Eigen::Matrix4f get_projection_matrix(float eye_fov, float aspect_ratio,
float zNear, float zFar)
{
// Students will implement this function
Eigen::Matrix4f projection = Eigen::Matrix4f::Identity();
// TODO: Implement this function
// Create the projection matrix for the given parameters.
// Then return it.
float fov = eye_fov * MY_PI / 180;
// 右手坐标系 看向方向z为负
float n = -zNear;
float f = -zFar;
float t = tan(0.5 * fov) * abs(n);
float r = aspect_ratio * t;
float l = -r;
float b = -t;
// 正交投影-平移
Eigen::Matrix4f orthT = Eigen::Matrix4f::Identity();
orthT << 1, 0, 0, -(r + l) / 2,
0, 1, 0, -(t + b) / 2,
0, 0, 1, -(n + f) / 2,
0, 0, 0, 1;
// 正交投影-缩放
Eigen::Matrix4f orthS = Eigen::Matrix4f::Identity();
orthS << 2 / (r - l), 0, 0, 0,
0, 2 / (t - b), 0, 0,
0, 0, 2 / (n - f), 0,
0, 0, 0, 1;
// 透视模型 挤压到 正交模型
Eigen::Matrix4f p2o = Eigen::Matrix4f::Identity();
p2o << n, 0, 0, 0,
0, n, 0, 0,
0, 0, n + f, -n * f,
0, 0, 1, 0;
// Mo * Mp2o 最后得到Mp
projection = orthS * orthT * p2o;
return projection;
}
int main(int argc, const char **argv)
{
float angle = 0;
bool command_line = false;
std::string filename = "output.png";
if (argc >= 3)
{
command_line = true;
angle = std::stof(argv[2]); // -r by default
if (argc == 4)
{
filename = std::string(argv[3]);
}
else
return 0;
}
rst::rasterizer r(700, 700);
Eigen::Vector3f eye_pos = {0, 0, 5};
std::vector<Eigen::Vector3f> pos{{2, 0, -2}, {0, 2, -2}, {-2, 0, -2}};
std::vector<Eigen::Vector3i> ind{{0, 1, 2}};
auto pos_id = r.load_positions(pos);
auto ind_id = r.load_indices(ind);
int key = 0;
int frame_count = 0;
if (command_line)
{
r.clear(rst::Buffers::Color | rst::Buffers::Depth);
r.set_model(get_model_matrix(angle));
r.set_view(get_view_matrix(eye_pos));
r.set_projection(get_projection_matrix(45, 1, 0.1, 50));
r.draw(pos_id, ind_id, rst::Primitive::Triangle);
cv::Mat image(700, 700, CV_32FC3, r.frame_buffer().data());
image.convertTo(image, CV_8UC3, 1.0f);
cv::imwrite(filename, image);
return 0;
}
while (key != 27)
{
r.clear(rst::Buffers::Color | rst::Buffers::Depth);
r.set_model(get_model_matrix(angle));
r.set_view(get_view_matrix(eye_pos));
r.set_projection(get_projection_matrix(45, 1, 0.1, 50));
r.draw(pos_id, ind_id, rst::Primitive::Triangle);
cv::Mat image(700, 700, CV_32FC3, r.frame_buffer().data());
image.convertTo(image, CV_8UC3, 1.0f);
cv::imshow("image", image);
key = cv::waitKey(10);
std::cout << "frame count: " << frame_count++ << '\n';
if (key == 'a')
{
angle += 10;
}
else if (key == 'd')
{
angle -= 10;
}
}
return 0;
}