| import typing as t |
| from functools import partial |
|
|
| import numpy as np |
| from copy import deepcopy |
| from .canvas import Canvas |
|
|
| from . import speedup |
|
|
|
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| |
|
|
|
|
| class Vec2d: |
| __slots__ = "x", "y", "arr" |
|
|
| def __init__(self, *args): |
| if len(args) == 1 and isinstance(args[0], Vec3d): |
| self.arr = Vec3d.narr |
| else: |
| assert len(args) == 2 |
| self.arr = list(args) |
|
|
| self.x, self.y = [d if isinstance(d, int) else int(d + 0.5) for d in self.arr] |
|
|
| def __repr__(self): |
| return f"Vec2d({self.x}, {self.y})" |
|
|
| def __truediv__(self, other): |
| return (self.y - other.y) / (self.x - other.x) |
|
|
| def __eq__(self, other): |
| return self.x == other.x and self.y == other.y |
|
|
|
|
| def draw_line( |
| v1: Vec2d, v2: Vec2d, canvas: Canvas, color: t.Union[tuple, str] = "white" |
| ): |
| """ |
| Draw a line with a specified color |
| |
| https://en.wikipedia.org/wiki/Bresenham%27s_line_algorithm |
| """ |
| v1, v2 = deepcopy(v1), deepcopy(v2) |
| if v1 == v2: |
| canvas.draw((v1.x, v1.y), color=color) |
| return |
|
|
| steep = abs(v1.y - v2.y) > abs(v1.x - v2.x) |
| if steep: |
| v1.x, v1.y = v1.y, v1.x |
| v2.x, v2.y = v2.y, v2.x |
| v1, v2 = (v1, v2) if v1.x < v2.x else (v2, v1) |
| slope = abs((v1.y - v2.y) / (v1.x - v2.x)) |
| y = v1.y |
| error: float = 0 |
| incr = 1 if v1.y < v2.y else -1 |
| dots = [] |
| for x in range(int(v1.x), int(v2.x + 0.5)): |
| dots.append((int(y), x) if steep else (x, int(y))) |
| error += slope |
| if abs(error) >= 0.5: |
| y += incr |
| error -= 1 |
|
|
| canvas.draw(dots, color=color) |
|
|
|
|
| def draw_triangle(v1, v2, v3, canvas, color, wireframe=False): |
| """ |
| Draw a triangle with 3 ordered vertices |
| |
| http://www.sunshine2k.de/coding/java/TriangleRasterization/TriangleRasterization.html |
| """ |
| _draw_line = partial(draw_line, canvas=canvas, color=color) |
|
|
| if wireframe: |
| _draw_line(v1, v2) |
| _draw_line(v2, v3) |
| _draw_line(v1, v3) |
| return |
|
|
| def sort_vertices_asc_by_y(vertices): |
| return sorted(vertices, key=lambda v: v.y) |
|
|
| def fill_bottom_flat_triangle(v1, v2, v3): |
| invslope1 = (v2.x - v1.x) / (v2.y - v1.y) |
| invslope2 = (v3.x - v1.x) / (v3.y - v1.y) |
|
|
| x1 = x2 = v1.x |
| y = v1.y |
|
|
| while y <= v2.y: |
| _draw_line(Vec2d(x1, y), Vec2d(x2, y)) |
| x1 += invslope1 |
| x2 += invslope2 |
| y += 1 |
|
|
| def fill_top_flat_triangle(v1, v2, v3): |
| invslope1 = (v3.x - v1.x) / (v3.y - v1.y) |
| invslope2 = (v3.x - v2.x) / (v3.y - v2.y) |
|
|
| x1 = x2 = v3.x |
| y = v3.y |
|
|
| while y > v2.y: |
| _draw_line(Vec2d(x1, y), Vec2d(x2, y)) |
| x1 -= invslope1 |
| x2 -= invslope2 |
| y -= 1 |
|
|
| v1, v2, v3 = sort_vertices_asc_by_y((v1, v2, v3)) |
|
|
| |
| if v1.y == v2.y == v3.y: |
| pass |
| elif v2.y == v3.y: |
| fill_bottom_flat_triangle(v1, v2, v3) |
| elif v1.y == v2.y: |
| fill_top_flat_triangle(v1, v2, v3) |
| else: |
| v4 = Vec2d(int(v1.x + (v2.y - v1.y) / (v3.y - v1.y) * (v3.x - v1.x)), v2.y) |
| fill_bottom_flat_triangle(v1, v2, v4) |
| fill_top_flat_triangle(v2, v4, v3) |
|
|
|
|
| |
|
|
|
|
| class Vec3d: |
| __slots__ = "x", "y", "z", "arr" |
|
|
| def __init__(self, *args): |
| |
| if len(args) == 1 and isinstance(args[0], Vec4d): |
| vec4 = args[0] |
| arr_value = (vec4.x, vec4.y, vec4.z) |
| else: |
| assert len(args) == 3 |
| arr_value = args |
| self.arr = np.array(arr_value, dtype=np.float64) |
| self.x, self.y, self.z = self.arr |
|
|
| def __repr__(self): |
| return repr(f"Vec3d({','.join([repr(d) for d in self.arr])})") |
|
|
| def __sub__(self, other): |
| return self.__class__(*[ds - do for ds, do in zip(self.arr, other.arr)]) |
|
|
| def __bool__(self): |
| """ False for zero vector (0, 0, 0) |
| """ |
| return any(self.arr) |
|
|
|
|
| class Mat4d: |
| def __init__(self, narr=None, value=None): |
| self.value = np.matrix(narr) if value is None else value |
|
|
| def __repr__(self): |
| return repr(self.value) |
|
|
| def __mul__(self, other): |
| return self.__class__(value=self.value * other.value) |
|
|
|
|
| class Vec4d(Mat4d): |
| def __init__(self, *narr, value=None): |
| if value is not None: |
| self.value = value |
| elif len(narr) == 1 and isinstance(narr[0], Mat4d): |
| self.value = narr[0].value |
| else: |
| assert len(narr) == 4 |
| self.value = np.matrix([[d] for d in narr]) |
|
|
| self.x, self.y, self.z, self.w = ( |
| self.value[0, 0], |
| self.value[1, 0], |
| self.value[2, 0], |
| self.value[3, 0], |
| ) |
| self.arr = self.value.reshape((1, 4)) |
|
|
|
|
| |
| def normalize(v: Vec3d): |
| return Vec3d(*speedup.normalize(*v.arr)) |
|
|
|
|
| def dot_product(a: Vec3d, b: Vec3d): |
| return speedup.dot_product(*a.arr, *b.arr) |
|
|
|
|
| def cross_product(a: Vec3d, b: Vec3d): |
| return Vec3d(*speedup.cross_product(*a.arr, *b.arr)) |
|
|
| BASE_LIGHT = 0.9 |
| def get_light_intensity(face) -> float: |
| |
| lights = [Vec3d(-2, 4, -10)] |
| |
|
|
| v1, v2, v3 = face |
| up = normalize(cross_product(v2 - v1, v3 - v1)) |
| intensity = BASE_LIGHT |
| for light in lights: |
| intensity += dot_product(up, normalize(light))*0.2 |
| return intensity |
|
|
|
|
| def look_at(eye: Vec3d, target: Vec3d, up: Vec3d = Vec3d(0, -1, 0)) -> Mat4d: |
| """ |
| http://www.songho.ca/opengl/gl_camera.html#lookat |
| |
| Args: |
| eye: 摄像机的世界坐标位置 |
| target: 观察点的位置 |
| up: 就是你想让摄像机立在哪个方向 |
| https://stackoverflow.com/questions/10635947/what-exactly-is-the-up-vector-in-opengls-lookat-function |
| 这里默认使用了 0, -1, 0, 因为 blender 导出来的模型数据似乎有问题,导致y轴总是反的,于是把摄像机的up也翻一下得了。 |
| """ |
| f = normalize(eye - target) |
| l = normalize(cross_product(up, f)) |
| u = cross_product(f, l) |
|
|
| rotate_matrix = Mat4d( |
| [[l.x, l.y, l.z, 0], [u.x, u.y, u.z, 0], [f.x, f.y, f.z, 0], [0, 0, 0, 1.0]] |
| ) |
| translate_matrix = Mat4d( |
| [[1, 0, 0, -eye.x], [0, 1, 0, -eye.y], [0, 0, 1, -eye.z], [0, 0, 0, 1.0]] |
| ) |
|
|
| return Mat4d(value=(rotate_matrix * translate_matrix).value) |
|
|
|
|
| def perspective_project(r, t, n, f, b=None, l=None): |
| """ |
| 目的: |
| 把相机坐标转换成投影在视网膜的范围在(-1, 1)的笛卡尔坐标 |
| |
| 原理: |
| 对于x,y坐标,相似三角形可以算出投影点的x,y |
| 对于z坐标,是假设了near是-1,far是1,然后带进去算的 |
| http://www.songho.ca/opengl/gl_projectionmatrix.html |
| https://www.scratchapixel.com/lessons/3d-basic-rendering/perspective-and-orthographic-projection-matrix/opengl-perspective-projection-matrix |
| |
| 推导出来的矩阵: |
| [ |
| 2n/(r-l) 0 (r+l/r-l) 0 |
| 0 2n/(t-b) (t+b)/(t-b) 0 |
| 0 0 -(f+n)/f-n (-2*f*n)/(f-n) |
| 0 0 -1 0 |
| ] |
| |
| 实际上由于我们用的视网膜(near pane)是个关于远点对称的矩形,所以矩阵简化为: |
| [ |
| n/r 0 0 0 |
| 0 n/t 0 0 |
| 0 0 -(f+n)/f-n (-2*f*n)/(f-n) |
| 0 0 -1 0 |
| ] |
| |
| Args: |
| r: right, t: top, n: near, f: far, b: bottom, l: left |
| """ |
| return Mat4d( |
| [ |
| [n / r, 0, 0, 0], |
| [0, n / t, 0, 0], |
| [0, 0, -(f + n) / (f - n), (-2 * f * n) / (f - n)], |
| [0, 0, -1, 0], |
| ] |
| ) |
|
|
|
|
| def draw(screen_vertices, world_vertices, model, canvas, wireframe=True): |
| """standard algorithm |
| """ |
| for triangle_indices in model.indices: |
| vertex_group = [screen_vertices[idx - 1] for idx in triangle_indices] |
| face = [Vec3d(world_vertices[idx - 1]) for idx in triangle_indices] |
| if wireframe: |
| draw_triangle(*vertex_group, canvas=canvas, color="black", wireframe=True) |
| else: |
| intensity = get_light_intensity(face) |
| if intensity > 0: |
| draw_triangle( |
| *vertex_group, canvas=canvas, color=(int(intensity * 255),) * 3 |
| ) |
|
|
|
|
| def draw_with_z_buffer(screen_vertices, world_vertices, model, canvas): |
| """ z-buffer algorithm |
| """ |
| intensities = [] |
| triangles = [] |
| for i, triangle_indices in enumerate(model.indices): |
| screen_triangle = [screen_vertices[idx - 1] for idx in triangle_indices] |
| uv_triangle = [model.uv_vertices[idx - 1] for idx in model.uv_indices[i]] |
| world_triangle = [Vec3d(world_vertices[idx - 1]) for idx in triangle_indices] |
| intensities.append(abs(get_light_intensity(world_triangle))) |
| |
| triangles.append( |
| [np.append(screen_triangle[i].arr, uv_triangle[i]) for i in range(3)] |
| ) |
|
|
| faces = speedup.generate_faces( |
| np.array(triangles, dtype=np.float64), model.texture_width, model.texture_height |
| ) |
| for face_dots in faces: |
| for dot in face_dots: |
| intensity = intensities[dot[0]] |
| u, v = dot[3], dot[4] |
| color = model.texture_array[u, v] |
| canvas.draw((dot[1], dot[2]), tuple(int(c * intensity) for c in color[:3])) |
| |
| |
|
|
|
|
| def render(model, height, width, filename, cam_loc, wireframe=False): |
| """ |
| Args: |
| model: the Model object |
| height: cavas height |
| width: cavas width |
| picname: picture file name |
| """ |
| model_matrix = Mat4d([[1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1]]) |
| |
| view_matrix = look_at(Vec3d(cam_loc[0], cam_loc[1], cam_loc[2]), Vec3d(0, 0, 0)) |
| projection_matrix = perspective_project(0.5, 0.5, 3, 1000) |
|
|
| world_vertices = [] |
|
|
| def mvp(v): |
| world_vertex = model_matrix * v |
| world_vertices.append(Vec4d(world_vertex)) |
| return projection_matrix * view_matrix * world_vertex |
|
|
| def ndc(v): |
| """ |
| 各个坐标同时除以 w,得到 NDC 坐标 |
| """ |
| v = v.value |
| w = v[3, 0] |
| x, y, z = v[0, 0] / w, v[1, 0] / w, v[2, 0] / w |
| return Mat4d([[x], [y], [z], [1 / w]]) |
|
|
| def viewport(v): |
| x = y = 0 |
| w, h = width, height |
| n, f = 0.3, 1000 |
| return Vec3d( |
| w * 0.5 * v.value[0, 0] + x + w * 0.5, |
| h * 0.5 * v.value[1, 0] + y + h * 0.5, |
| 0.5 * (f - n) * v.value[2, 0] + 0.5 * (f + n), |
| ) |
|
|
| |
| screen_vertices = [viewport(ndc(mvp(v))) for v in model.vertices] |
|
|
| with Canvas(filename, height, width) as canvas: |
| if wireframe: |
| draw(screen_vertices, world_vertices, model, canvas) |
| else: |
| draw_with_z_buffer(screen_vertices, world_vertices, model, canvas) |
| |
| render_img = canvas.add_white_border().copy() |
| return render_img |