Gouraud算法是一种用于计算三角形表面上每个顶点颜色的算法,以产生平滑的表面着色效果。它的实现步骤如下:

  1. 对于每个三角形,计算每个顶点的颜色值。假设每个顶点已经有了一个法向量和一个颜色值,可以使用Phong光照模型计算每个顶点的颜色值。具体来说,可以使用以下公式计算每个顶点的颜色值:

color = ambient + diffuse + specular

其中,ambient是环境光照颜色,diffuse是漫反射颜色,specular是镜面反射颜色。

  1. 对于每个三角形,通过插值计算出三角形内每个像素的颜色值。具体来说,可以对每个像素的深度值进行插值,然后使用下面的公式计算每个像素的颜色值:

color = (1 - u - v) * color1 + u * color2 + v * color3

其中,color1、color2和color3是三角形的三个顶点的颜色值,u和v是像素在三角形内的插值系数。

  1. 在渲染三角形时,通过对每个像素进行颜色插值,产生平滑的表面着色效果。

下面是一个简单的C++实现示例:

#include <iostream>
#include <cmath>

using namespace std;

struct Vector3 {
    double x, y, z;

    Vector3() {}
    Vector3(double x, double y, double z) : x(x), y(y), z(z) {}

    Vector3 operator+(const Vector3& v) const {
        return Vector3(x + v.x, y + v.y, z + v.z);
    }

    Vector3 operator-(const Vector3& v) const {
        return Vector3(x - v.x, y - v.y, z - v.z);
    }

    Vector3 operator*(double scalar) const {
        return Vector3(x * scalar, y * scalar, z * scalar);
    }

    double length() const {
        return sqrt(x * x + y * y + z * z);
    }

    Vector3 normalize() const {
        double len = length();
        return Vector3(x / len, y / len, z / len);
    }

    double dot(const Vector3& v) const {
        return x * v.x + y * v.y + z * v.z;
    }

    Vector3 cross(const Vector3& v) const {
        return Vector3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x);
    }
};

struct Color {
    double r, g, b;

    Color() {}
    Color(double r, double g, double b) : r(r), g(g), b(b) {}

    Color operator+(const Color& c) const {
        return Color(r + c.r, g + c.g, b + c.b);
    }

    Color operator*(double scalar) const {
        return Color(r * scalar, g * scalar, b * scalar);
    }
};

struct Vertex {
    Vector3 position;
    Vector3 normal;
    Color color;
};

struct Triangle {
    Vertex v1, v2, v3;
};

struct Pixel {
    int x, y;
    double z;
    Color color;
};

Color calculateAmbientColor(const Color& materialColor, const Color& lightColor, double ambientIntensity) {
    return materialColor * lightColor * ambientIntensity;
}

Color calculateDiffuseColor(const Color& materialColor, const Color& lightColor, const Vector3& lightDirection, const Vector3& normal) {
    double dotProduct = max(0.0, lightDirection.dot(normal));
    return materialColor * lightColor * dotProduct;
}

Color calculateSpecularColor(const Color& lightColor, const Vector3& lightDirection, const Vector3& viewDirection, const Vector3& normal, double shininess) {
    Vector3 reflectionDirection = (normal * 2.0 * lightDirection.dot(normal)) - lightDirection;
    double dotProduct = max(0.0, reflectionDirection.dot(viewDirection));
    return lightColor * pow(dotProduct, shininess);
}

Color calculateVertexColor(const Vertex& vertex, const Vector3& lightDirection, const Vector3& viewDirection, const Color& lightColor, double ambientIntensity, double shininess) {
    Color ambient = calculateAmbientColor(vertex.color, lightColor, ambientIntensity);
    Color diffuse = calculateDiffuseColor(vertex.color, lightColor, lightDirection, vertex.normal);
    Color specular = calculateSpecularColor(lightColor, lightDirection, viewDirection, vertex.normal, shininess);
    return ambient + diffuse + specular;
}

void calculateTriangleVerticesColor(const Triangle& triangle, const Vector3& lightDirection, const Vector3& viewDirection, const Color& lightColor, double ambientIntensity, double shininess, Color& color1, Color& color2, Color& color3) {
    color1 = calculateVertexColor(triangle.v1, lightDirection, viewDirection, lightColor, ambientIntensity, shininess);
    color2 = calculateVertexColor(triangle.v2, lightDirection, viewDirection, lightColor, ambientIntensity, shininess);
    color3 = calculateVertexColor(triangle.v3, lightDirection, viewDirection, lightColor, ambientIntensity, shininess);
}

void rasterizeTriangle(const Triangle& triangle, int width, int height, double* depthBuffer, Pixel* pixelBuffer) {
    Color color1, color2, color3;
    Vector3 lightDirection(0.0, 0.0, -1.0);
    Vector3 viewDirection(0.0, 0.0, 1.0);
    Color lightColor(1.0, 1.0, 1.0);
    double ambientIntensity = 0.1;
    double shininess = 32.0;

    calculateTriangleVerticesColor(triangle, lightDirection, viewDirection, lightColor, ambientIntensity, shininess, color1, color2, color3);

    Vector3 v1 = triangle.v1.position;
    Vector3 v2 = triangle.v2.position;
    Vector3 v3 = triangle.v3.position;

    if (v1.y == v2.y && v1.y == v3.y) {
        return;
    }

    if (v1.y > v2.y) {
        swap(v1, v2);
        swap(color1, color2);
    }

    if (v1.y > v3.y) {
        swap(v1, v3);
        swap(color1, color3);
    }

    if (v2.y > v3.y) {
        swap(v2, v3);
        swap(color2, color3);
    }

    double totalHeight = v3.y - v1.y;

    for (int i = 0; i < totalHeight; i++) {
        bool secondHalf = i > v2.y - v1.y || v2.y == v1.y;
        double segmentHeight = secondHalf ? v3.y - v2.y : v2.y - v1.y;
        double alpha = (double)i / totalHeight;
        double beta = (double)(i - (secondHalf ? v2.y - v1.y : 0)) / segmentHeight;

        Vector3 A = v1 + (v3 - v1) * alpha;
        Vector3 B = secondHalf ? v2 + (v3 - v2) * beta : v1 + (v2 - v1) * beta;
        if (A.x > B.x) {
            swap(A, B);
        }

        for (int j = A.x; j <= B.x; j++) {
            double phi = B.x == A.x ? 1.0 : (double)(j - A.x) / (double)(B.x - A.x);
            Vector3 P = A + (B - A) * phi;

            int index = j + i * width;

            if (P.z < depthBuffer[index]) {
                depthBuffer[index] = P.z;

                Color color = secondHalf ? color3 * phi + color2 * (1.0 - phi) : color1 * (1.0 - phi) + color2 * phi;

                Pixel pixel;
                pixel.x = j;
                pixel.y = i;
                pixel.z = P.z;
                pixel.color = color;
                pixelBuffer[index] = pixel;
            }
        }
    }
}

int main() {
    int width = 800;
    int height = 600;

    double* depthBuffer = new double[width * height];
    Pixel* pixelBuffer = new Pixel[width * height];

    for (int i = 0; i < width * height; i++) {
        depthBuffer[i] = 1.0;
    }

    Triangle triangle;
    triangle.v1.position = Vector3(200.0, 200.0, 0.0);
    triangle.v2.position = Vector3(400.0, 400.0, 0.0);
    triangle.v3.position = Vector3(600.0, 200.0, 0.0);

    triangle.v1.normal = Vector3(0.0, 0.0, 1.0);
    triangle.v2.normal = Vector3(0.0, 0.0, 1.0);
    triangle.v3.normal = Vector3(0.0, 0.0, 1.0);

    triangle.v1.color = Color(1.0, 0.0, 0.0);
    triangle.v2.color = Color(0.0, 1.0, 0.0);
    triangle.v3.color = Color(0.0, 0.0, 1.0);

    rasterizeTriangle(triangle, width, height, depthBuffer, pixelBuffer);

    for (int i = 0; i < width * height; i++) {
        if (depthBuffer[i] < 1.0) {
            cout << '(' << pixelBuffer[i].x << ', ' << pixelBuffer[i].y << '): ' << pixelBuffer[i].color.r << ', ' << pixelBuffer[i].color.g << ', ' << pixelBuffer[i].color.b << endl;
        }
    }

    delete[] depthBuffer;
    delete[] pixelBuffer;

    return 0;
}
C++实现Gouraud着色算法 - 平滑三角形表面渲染

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