Merge branch 'refs/heads/lab2/master' into lab1/qt

# Conflicts:
#	CMakeLists.txt
#	src/painter.cpp
#	src/shaders.cpp
This commit is contained in:
Andrew Golovashevich 2024-11-13 13:35:52 +03:00
commit f285b093cc
4 changed files with 200 additions and 2 deletions

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@ -61,4 +61,79 @@ void draw_line(Frame *frame, int x1, int y1, int x2, int y2, COLOR color) {
frame->set_pixel(x, y, color);
}
}
}
}
void fill_triangle(Frame *f, int x0, int y0, int x1, int y1, int x2, int y2, Shader const *shader) {
// Отсортируем точки таким образом, чтобы выполнилось условие: y0 < y1 < y2
if (y1 < y0) {
std::swap(y1, y0);
std::swap(x1, x0);
}
if (y2 < y1) {
std::swap(y2, y1);
std::swap(x2, x1);
}
if (y1 < y0) {
std::swap(y1, y0);
std::swap(x1, x0);
}
// Определяем номера строк пикселей, в которых располагаются точки треугольника
int Y0 = (int) (y0 + 0.5f);
int Y1 = (int) (y1 + 0.5f);
int Y2 = (int) (y2 + 0.5f);
// Отсечение невидимой части треугольника
if (Y0 < 0) Y0 = 0;
else if (Y0 >= f->height) Y0 = f->height;
if (Y1 < 0) Y1 = 0;
else if (Y1 >= f->height) Y1 = f->height;
if (Y2 < 0) Y2 = 0;
else if (Y2 >= f->height) Y2 = f->height;
// Рисование верхней части треугольника
for (float y = Y0 + 0.5f; y < Y1; y++) {
int X0 = (int) ((y - y0) / (y1 - y0) * (x1 - x0) + x0 + 0.5f);
int X1 = (int) ((y - y0) / (y2 - y0) * (x2 - x0) + x0 + 0.5f);
if (X0 > X1) std::swap(X0, X1);
if (X0 < 0) X0 = 0;
if (X1 > f->width) X1 = f->width;
for (int x = X0; x < X1; x++) {
f->set_pixel(x, y, shader->get_color(x + 0.5f, y));
}
}
// Рисование нижней части треугольника
for (float y = Y1 + 0.5f; y < Y2; y++) {
int X0 = (int) ((y - y1) / (y2 - y1) * (x2 - x1) + x1 + 0.5f);
int X1 = (int) ((y - y0) / (y2 - y0) * (x2 - x0) + x0 + 0.5f);
if (X0 > X1) std::swap(X0, X1);
if (X0 < 0) X0 = 0;
if (X1 > f->width) X1 = f->width;
for (int x = X0; x < X1; x++) {
f->set_pixel(x, y, shader->get_color(x + 0.5f, y));
}
}
}
COLOR ColorFromHSV(double hue, double saturation, double value) {
int hi = int(floor(hue / 60)) % 6;
double f = hue / 60 - floor(hue / 60);
value = value * 255;
const auto v = (unsigned char) (value);
const auto p = (unsigned char) (value * (1 - saturation));
const auto q = (unsigned char) (value * (1 - f * saturation));
const auto t = (unsigned char) (value * (1 - (1 - f) * saturation));
switch (hi) {
case 0:
return COLOR{v, t, p};
case 1:
return COLOR{q, v, p};
case 2:
return COLOR{p, v, t};
case 3:
return COLOR{p, q, v};
case 4:
return COLOR{t, p, v};
default:
return COLOR{v, p, q};
}
}

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@ -114,4 +114,66 @@ void draw_polyline(Frame *frame, COLOR color, point_t ...points) {
draw_polyline_<point_t...>::draw(frame, color, points...);
draw_line(frame, draw_polyline_<point_t...>::last(points...), draw_polyline_<point_t...>::first(points...), color);
}
}
}
class Shader {
public:
[[nodiscard]] virtual COLOR get_color(int x, int y) const = 0;
};
class MonoShader : public Shader {
private:
COLOR color;
public:
explicit MonoShader(COLOR color) : color{color} {}
[[nodiscard]] COLOR get_color(int x, int y) const override {
return this->color;
}
};
class BarycentricInterpolatorShader : public Shader {
private:
int x0, y0, x1, y1, x2, y2, S;
COLOR C0, C1, C2;
public:
BarycentricInterpolatorShader(float _x0, float _y0, float _x1, float _y1, float
_x2, float _y2, COLOR A0, COLOR A1, COLOR A2) :
x0(_x0), y0(_y0), x1(_x1), y1(_y1), x2(_x2), y2(_y2),
S((_y1 - _y2) * (_x0 - _x2) + (_x2 - _x1) * (_y0 - _y2)), C0(A0), C1(A1),
C2(A2) {
}
COLOR get_color(int x, int y) const override {
// Барицентрическая интерполяция
float h0 = ((y1 - y2) * (x - x2) + (x2 - x1) * (y - y2)) / S;
float h1 = ((y2 - y0) * (x - x2) + (x0 - x2) * (y - y2)) / S;
float h2 = 1 - h0 - h1;
float r = h0 * C0.red + h1 * C1.red + h2 * C2.red;
float g = h0 * C0.green + h1 * C1.green + h2 * C2.green;
float b = h0 * C0.blue + h1 * C1.blue + h2 * C2.blue;
float a = h0 * C0.alpha + h1 * C1.alpha + h2 * C2.alpha;
return COLOR(r, g, b, a);
}
};
void fill_triangle(Frame *f, int x0, int y0, int x1, int y1, int x2, int y2, Shader const *shader);
inline void fill_triangle(Frame *f, Point p0, Point p1, Point p2, Shader const *shader) {
fill_triangle(f, p0.x, p0.y, p1.x, p1.y, p2.x, p2.y, shader);
}
inline void fill_triangle(Frame *f, int x0, int y0, int x1, int y1, int x2, int y2, COLOR color) {
MonoShader s{color};
fill_triangle(f, x0, y0, x1, y1, x2, y2, &s);
}
inline void fill_triangle(Frame *f, Point p0, Point p1, Point p2, COLOR color) {
MonoShader s{color};
fill_triangle(f, p0.x, p0.y, p1.x, p1.y, p2.x, p2.y, &s);
}
COLOR ColorFromHSV(double hue, double saturation, double value);

26
src/shaders.cpp Normal file
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@ -0,0 +1,26 @@
#include "frame.hpp"
#include "shaders.hpp"
COLOR BarycentricInterpolator::get_color(int x, int y) const {
// Барицентрическая интерполяция
float h0 = ((y1 - y2) * (x - x2) + (x2 - x1) * (y - y2)) / S;
float h1 = ((y2 - y0) * (x - x2) + (x0 - x2) * (y - y2)) / S;
float h2 = 1 - h0 - h1;
float r = h0 * C0.red + h1 * C1.red + h2 * C2.red;
float g = h0 * C0.green + h1 * C1.green + h2 * C2.green;
float b = h0 * C0.blue + h1 * C1.blue + h2 * C2.blue;
float a = h0 * C0.alpha + h1 * C1.alpha + h2 * C2.alpha;
return COLOR(r, g, b, a);
}
COLOR RadialBrush::get_color(int x, int y) const {
double dx = (double) x - cx, dy = (double) y - cy;
double radius = sqrt(dx * dx + dy * dy);
float h0 = (sin(radius / 10 + angle) + 1.0f) / 2;
float h1 = 1 - h0;
float r = h0 * C0.red + h1 * C1.red;
float g = h0 * C0.green + h1 * C1.green;
float b = h0 * C0.blue + h1 * C1.blue;
return COLOR(r, g, b);
}

35
src/shaders.hpp Normal file
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@ -0,0 +1,35 @@
#pragma once
#include "painter.hpp"
#include "drawing_assets.hpp"
class BarycentricInterpolator : public Shader {
private:
float x0, y0, x1, y1, x2, y2, S;
COLOR C0, C1, C2;
public:
inline BarycentricInterpolator(float _x0, float _y0, float _x1, float _y1, float _x2, float _y2, COLOR A0, COLOR A1, COLOR A2) :
x0(_x0), y0(_y0), x1(_x1), y1(_y1), x2(_x2), y2(_y2),
S((_y1 - _y2) * (_x0 - _x2) + (_x2 - _x1) * (_y0 - _y2)),
C0(A0), C1(A1), C2(A2) {}
inline BarycentricInterpolator(Point p0, Point p1, Point p2, COLOR A0, COLOR A1, COLOR A2) :
BarycentricInterpolator(p0.x, p0.y, p1.x, p1.y, p2.x, p2.y, A0, A1, A2) {}
COLOR get_color(int x, int y) const override;
};
class RadialBrush : public Shader {
private:
float cx, cy;
COLOR C0, C1;
float angle;
public:
RadialBrush(float _x0, float _y0, float _x1, float _y1, COLOR A0, COLOR A1, float _angle) :
cx((_x0 + _x1) / 2.0f), cy((_y0 + _y1) / 2.0f),
C0(A0), C1(A1), angle(_angle) {}
COLOR get_color(int x, int y) const override;
};