c++编码实现 (注释详细)Gouraud光照模型,求多边形给定点的漫放射光强;
时间: 2024-06-12 09:07:28 浏览: 96
Gouraud光照模型是一种基于顶点的光照模型。它的基本思想是,通过对顶点进行光照计算,然后在多边形内进行线性插值,得到每个像素点的光照强度。下面是实现该模型的代码:
1. 定义顶点结构体,包含位置、法向量和颜色信息:
```
struct Vertex {
Vector3f position;
Vector3f normal;
Vector3f color;
};
```
2. 定义多边形结构体,包含顶点数组和顶点数量:
```
struct Polygon {
Vertex* vertices;
int count;
};
```
3. 定义光源结构体,包含位置和颜色信息:
```
struct Light {
Vector3f position;
Vector3f color;
};
```
4. 定义漫反射函数,计算给定点的漫反射光强:
```
Vector3f diffuse(Vertex vertex, Light light) {
Vector3f normal = normalize(vertex.normal);
Vector3f lightDir = normalize(light.position - vertex.position);
float cosTheta = dot(normal, lightDir);
Vector3f diffuseColor = vertex.color * light.color * max(cosTheta, 0.0f);
return diffuseColor;
}
```
5. 定义插值函数,对多边形内的每个像素点进行插值计算:
```
Vector3f interpolate(Vertex v1, Vertex v2, Vertex v3, Vector3f barycentricCoords, Light light) {
Vector3f diffuse1 = diffuse(v1, light);
Vector3f diffuse2 = diffuse(v2, light);
Vector3f diffuse3 = diffuse(v3, light);
Vector3f diffuseColor = diffuse1 * barycentricCoords.x + diffuse2 * barycentricCoords.y + diffuse3 * barycentricCoords.z;
return diffuseColor;
}
```
6. 定义渲染函数,对每个多边形进行渲染:
```
void renderPolygon(Polygon polygon, Light light) {
for (int i = 0; i < polygon.count - 2; i++) {
Vertex v1 = polygon.vertices[0];
Vertex v2 = polygon.vertices[i+1];
Vertex v3 = polygon.vertices[i+2];
for (int x = min(v1.position.x, min(v2.position.x, v3.position.x)); x <= max(v1.position.x, max(v2.position.x, v3.position.x)); x++) {
for (int y = min(v1.position.y, min(v2.position.y, v3.position.y)); y <= max(v1.position.y, max(v2.position.y, v3.position.y)); y++) {
Vector3f barycentricCoords = getBarycentricCoords(Vector3f(x, y, 0), v1.position, v2.position, v3.position);
if (barycentricCoords.x >= 0 && barycentricCoords.y >= 0 && barycentricCoords.z >= 0) {
Vector3f diffuseColor = interpolate(v1, v2, v3, barycentricCoords, light);
setPixel(x, y, diffuseColor);
}
}
}
}
}
```
其中,`getBarycentricCoords`函数用于计算像素点在三角形内的重心坐标,`setPixel`函数用于将像素点的颜色值设置到屏幕上。
7. 调用渲染函数,对所有多边形进行渲染:
```
for (int i = 0; i < numPolygons; i++) {
renderPolygon(polygons[i], light);
}
```
以上就是Gouraud光照模型的实现过程。需要注意的是,该模型只考虑了漫反射光照,对于高光等其他光照效果需要使用其他模型。
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