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