C++实现数字媒体三维图像渲染

C++实现数字媒体三维图像渲染

必备环境

  • glut.h 头文件
  • glut32.lib 对象文件库
  • glut32.dll 动态连接库

程序说明

C++实现了用glut画物体对象的功能。并附带放大缩小,旋转,平移和在不同视角观察的功能。渲染方式的选择是Gouraud的渲染方法。程序开始的宏定义可以设置是否输出矩阵信息,用于调试,调试完毕后可以关闭输出信息,大大提高程序的运行速度。

操作说明

重要说明

define MAX_MODEL 20
程序最多支持创建20个对象,如需要创建更多的对象,请调高这个参数
define MAX_MODEL_NUM 4000
程序最多支持对象拥有4000个点和4000个面,如需要读入更复杂的对象,请调高这个参数
define MAX_POINT_IN_FACE 10
程序最多支持对象一个面中包含10个点,如需要更多的点,请调高这个参数(一般一个面采用3个点或4个点)
define MAX_LIGHT 4
程序最多支持设置4个点光源的设置,如需更多的点光源,请调高这个参数
define MAX_WIN_SIZE 1000
程序最多支持1000*1000的分辨率,如需更高的分辨率支持,请调高这个参数(默认正方矩阵)

指令说明

  • reset :把变换矩阵重置为单位矩阵
  • scale :把变换矩阵进行相应的放大缩小
  • rotate : 把变换矩阵进行相应的旋转
  • translate : 把变换矩阵进行相应的平移
  • object : 根据变换矩阵创建一个对象
  • obverser : 设置摄像机的位置和对焦的焦点
  • viewport : 设置投影区域的变换矩阵
  • display : 显示所有的对象
  • clearData :清空所有的对象数据
  • clearScreen :清空屏幕
  • ambient : 设置ambient的Ka系数
  • background : 设置窗口的背景颜色
  • light : 设置一个点光源
  • end : 结束程序

函数说明

void initial()
输出程序信息,并提示如何输入

void scale(float sx, float sy, float sz)
改变变换矩阵进行相应放大缩小

void rotate(float Xdegree, float Ydegree, float Zdegree)
改变变换矩阵进行相应的角度旋转

void translate(float tx, float ty, float tz)
改变变换矩阵进行相应的平移变换

void reset()
重置变换矩阵为单位矩阵

void viewport(float vxl, float vxr, float vyb, float vyt)
根据参数设置投影区域的变化矩阵WVM

void clearData()
清除全部对象的数据

void clearScreen()
清空整个视窗屏幕

void displayFunc(void)
视窗初始化和恢复的时候调用的函数

void ReadInput(bool& IsExit)
从标准输入输出中读取指令

void Matrix_Multi_Matrix(float a[][CTM_SIZE], float b[][CTM_SIZE], float c[][CTM_SIZE])
矩阵乘法,c = a * b

template void update_Matrix(T resource[][MTM_SIZE], T destination[][MTM_SIZE])
更新矩阵

void drawDot(int x, int y)
在视窗坐标系中绘制一个点

void DrawLine(int x0, int x1, int y0, int y1)
各个方向均可使用,绘制一条直线

void drawLine0(int x0, int x1, int y0, int y1)
绘制直线函数,决定调用哪一个直线函数

void drawLine1(int x0, int x1, int y0, int y1, bool xy_interchange)
绘制一号区域和五号区域的直线

void drawLine2(int x0, int x1, int y0, int y1, bool xy_interchange)
绘制二号区域和六号区域的直线

void drawLine3(int x0, int x1, int y0, int y1, bool xy_interchange)
绘制三号区域和七号区域的直线

void drawLine4(int x0, int x1, int y0, int y1, bool xy_interchange)
绘制四号区域和八号区域的直线

void ReadFile(bool& IsExit)
从文件中批量读取指令

void redraw()
重绘整个视窗,恢复显示的时候调用

template void printMatrix(T* matrix, int row, int col, string str)
打印矩阵函数,debug时使用

void object(string objectname)
创建从文件中一个对象并存储

void observer(float PX, float PY, float PZ, float CX, float CY, float CZ, float Tilt, float zNear, float zFar, float hFOV);
设置摄像机的位置和观察的焦点

void Eye_Transform(float PX, float PY, float PZ, float CX, float CY, float CZ, float Tilt)
设置从World_Space到Eye_Space的变化矩阵EM

void Project_Transform(float zNear, float zFar, float hFOV)
设置从Eye_Space到Project_Space的变化矩阵PM

void Cross_Multi(float destination[], float a[], float b[])
三维向量的叉乘运算

void UnitizeVector(float vector[])
单位化一个向量

void setWinSize(int winWidth, int winHeight)
设置程序窗口的大小

void setAmbient(float value)
设置Ambient的Ka系数

void setBackground(float backgroundr, float backgroundg, float backgroundb)
设置程序窗口的背景颜色

**void setLight(int ID, float Ip, float X, float Y, float _Z)**
设置一个点光源

float getColor(int objectIndex, int faceIndex, int pointIndex, char whichColor)
计算并返回一个对象中某一个面的一个点的颜色
现在为未完成版本,是简易版,完整版应当如同注释中的所写,只是关键参数未知。

void getNormalVector(float* destination, int objectIndex, int faceIndex)
计算得到一个对象中一个面的法向量

float AbsDot_Multi(float a[], float b[])
两个三维向量的点乘,返回其绝对值

void drawFace(const vector & colorPointVector, int min_y, int max_y)
绘制一个面

float interpolation(float p1, float p2, float q1, float q2, float q)
插值运算

void drawColorDot(int x, int y, float c_r, float c_g, float c_b)
屏幕绘制一个特定颜色的点

bool is_onLine(int x, int y, int x1, int y1, int x2, int y2)
判断一个点是否在一条线上

void sortColorPointVector(vector & colorPointVector)
对一个容量为3的点容器进行排序,分为top,left,right三个点

void wordsToTA()
特定环境下所需要的函数

程序截图

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完整代码

#include <iostream>
#include <fstream>
#include <stdlib.h>
#include <cmath>
#include <string>
#include <vector>
#include <queue>
#include <algorithm>
#include <iomanip>
#include "glut.h"
using namespace std;

#pragma region Data

#define PRINT 0
#define PRINT_VERTEX 0

typedef float wvmtype;
#define MTM_SIZE 4
#define PI 3.14159265
#define MAX_MODEL 20
#define MAX_MODEL_NUM 4000
#define MAX_LINE 100
#define MAX_POINT_IN_FACE 10
#define MAX_LIGHT 4
#define MAX_WIN_SIZE 1000
#define INF_FAR 999.0

struct ASCModel_struct{
	int num_vertex;
	int num_face;
	float vertex[MAX_MODEL_NUM][MTM_SIZE];
	int face[MAX_MODEL_NUM][MAX_POINT_IN_FACE];
	float R, G, B;
	float Kd, Ks, N;
}ASCModel[MAX_MODEL];

struct Light_struct{
	bool enable;
	float Ip;
	float X, Y, Z;
	Light_struct(){
		enable = false;
	}
}Light[MAX_LIGHT];

struct line_data{
	int x, y;
	line_data* next;
	line_data(int _x = -1, int _y = -1){
		x = _x;
		y = _y;
		next = NULL;
	}
};

struct PointWithColor{
	int y;
	float x,z;
	float r, g, b;
	PointWithColor() :x(-1), y(-1){}
	friend bool operator<(const PointWithColor& p1, const PointWithColor& p2){
		return (p1.x > p2.x);
	}
};

struct Buffer_struct{
	float z;
	float r, g, b;
	Buffer_struct(){}
	Buffer_struct(float _z, float _r, float _g, float _b){
		z = _z;
		r = _r;
		g = _g;
		b = _b;
	}
}Buffer[MAX_WIN_SIZE][MAX_WIN_SIZE];

struct line_structure{
	int x0, x1, y0, y1;
};
enum scanLineState{none, odd, even};

float ModelingTransformMatrix[MTM_SIZE][MTM_SIZE] 
	= { { 1, 0, 0, 0 }, 
		{ 0, 1, 0, 0 }, 
		{ 0, 0, 1, 0 }, 
		{ 0, 0, 0, 1 } };
float Eye_Matirx[MTM_SIZE][MTM_SIZE];
float Project_Matrix[MTM_SIZE][MTM_SIZE];
float EyeX, EyeY, EyeZ;
float WzNear, WzFar, WhFOV;
wvmtype WVM[MTM_SIZE][MTM_SIZE];

line_structure line[MAX_LINE];
line_data line_start[MAX_LINE];
line_data* lcp;
line_data* temp;
int num_ASCModel = 0;
int num_line = 0;

float ambient_Ka = 0.0;
float ambient_Ia = 1.0;
float background_r = 0.0;
float background_g = 0.0;
float background_b = 0.0;
float r = 0.0;
float g = 1.0;
float b = 1.0;
const float alpha = 0.0;

ifstream fin;
bool IsExit = false;
string Inputfile;
int height, width;

#pragma endregion

#pragma region FunctionDefinition

void initial();
void displayFunc(void);
void ReadFile(bool& IsExit);
template<class T> void printMatrix(T* matrix, int row, int col, string str);
void Matrix_Multi_Matrix(float a[][MTM_SIZE], float b[][MTM_SIZE], float c[][MTM_SIZE]);
template<class T> void update_Matrix(T resource[][MTM_SIZE], T destination[][MTM_SIZE]);
void redraw();
void clearData();
void clearScreen();
void object(string objectname, float _R, float _G, float _B, float _Kd, float _Ks, float _N);
void reset();
void scale(float sx, float sy, float sz);
void rotate(float Xdegree, float Ydegree, float Zdegree);
void translate(float tx, float ty, float tz);
void observer(float PX, float PY, float PZ, float CX, float CY, float CZ, 
			  float Tilt, float zNear, float zFar, float hFOV);
void Eye_Transform(float PX, float PY, float PZ, float CX, float CY, float CZ, float Tilt);
void Project_Transform(float zNear, float zFar, float hFOV);
void viewport(float vxl, float vxr, float vyb, float vyt);
void display();
void Cross_Multi(float destination[], float a[], float b[]);
void UnitizeVector(float vector[]);
void drawDot(int x, int y);
void DrawLine(int x0, int x1, int y0, int y1);
void drawLine0(int x0, int x1, int y0, int y1);
void drawLine1(int x0, int x1, int y0, int y1, bool xy_interchange);
void drawLine2(int x0, int x1, int y0, int y1, bool xy_interchange);
void drawLine3(int x0, int x1, int y0, int y1, bool xy_interchange);
void drawLine4(int x0, int x1, int y0, int y1, bool xy_interchange);
void setWinSize(int winWidth, int winHeight);
void setAmbient(float value);
void setBackground(float _background_r, float _background_g, float _background_b);
void setLight(int _ID, float _Ip, float _X, float _Y, float _Z);
float getColor(int objectIndex, int faceIndex, int pointIndex, char whichColor);
void getNormalVector(float* destination, int objectIndex, int faceIndex);
float AbsDot_Multi(float a[], float b[]);
void drawFace(const vector<PointWithColor>& colorPointVector, int min_y, int max_y);
float interpolation(float p1, float p2, float q1, float q2, float q);
void drawColorDot(int x, int y, float c_r, float c_g, float c_b);
bool is_onLine(int x, int y, int x1, int y1, int x2, int y2);
void sortColorPointVector(vector<PointWithColor>& colorPointVector);
void wordsToTA();

#pragma endregion

#pragma region FunctionImplement

// Print a Matrix
template<class T>
void printMatrix(T* matrix, int row, int col, string str){
	cout << endl;
	cout << "Matrix <<< " << str << " >>> = " << endl;
	for(int i = 0; i < row; i++){
		cout << "\t[";
		for(int j = 0; j < col; j++){
			cout.setf(ios::fixed);
			cout << setw(5) << setprecision(2) << matrix[i][j] << ", ";
		}
		cout << " ]" << endl;
	}
}

// Two 4 * 4 Matrixs Multiplication
void Matrix_Multi_Matrix(float a[][MTM_SIZE], float b[][MTM_SIZE], float c[][MTM_SIZE]){
	float temp[MTM_SIZE][MTM_SIZE];
	
	float multi_sum = 0;
	for(int i = 0; i < MTM_SIZE; i++){
		for(int j = 0; j < MTM_SIZE; j++){
			multi_sum = 0;
			for(int k = 0; k < MTM_SIZE; k++){
				multi_sum += b[k][j] * a[i][k];
			}
			temp[i][j] = multi_sum;
		}
	}

	// Fix to avoid input of Matrix_A is input of Matrix C
	for(int i = 0; i < MTM_SIZE; i++){
		for(int j = 0; j < MTM_SIZE; j++){
			c[i][j] = temp[i][j];
		}
	}
}

// update the current_matrix
template<class T> 
void update_Matrix(T resource[][MTM_SIZE], T destination[][MTM_SIZE]){
	for(int i = 0; i < MTM_SIZE; i++){
		for(int j = 0; j < MTM_SIZE; j++){
			destination[i][j] = resource[i][j];
		}
	}
}

// draw a dot at location with integer coordinates (x,y)
void drawDot(int x, int y){
	glBegin(GL_POINTS);
	// set the color of dot
	glColor3f(r, g, b);
	// invert height because the opengl origin is at top-left instead of bottom-left
	//glVertex2i(x, height - y);
	glVertex2i(x, y);

	glEnd();
}

// Draw a line in any direction
void DrawLine(int x0, int x1, int y0, int y1) {
	int max_dis = abs(x1 - x0);
	max_dis = max_dis > abs(y0 - y1) ? max_dis : abs(y0 - y1);
	//lcp = temp;
	if(max_dis != 0) {
		for(int i = 0; i < max_dis; ++i) {
			int new_p_x = x0 + i * (x1 - x0) / max_dis;
			int new_p_y = y0 + i * (y1 - y0) / max_dis;
			drawDot(new_p_x, new_p_y);
			//lcp->next = new line_data(new_p_x, new_p_y);
			//lcp = lcp->next;
		}
	}
	glFlush();
	return;
}

// Judge to call which drawLine function to draw a line
void drawLine0(int x0, int x1, int y0, int y1){
	int dx = x1 - x0;
	int dy = y1 - y0;
	if(dx >= 0 && dy > 0 && abs(dx) < abs(dy)){
		drawLine1(x0, x1, y0, y1, false);
	}
	else if(dx > 0 && dy >= 0 && abs(dx) >= abs(dy)){
		drawLine2(x0, x1, y0, y1, false);
	}
	else if(dx > 0 && dy <= 0 && abs(dx) > abs(dy)){
		drawLine3(x0, x1, y0, y1, false);
	}
	else if(dx >= 0 && dy < 0 && abs(dx) <= abs(dy)){
		drawLine4(x0, x1, y0, y1, false);
	}
	else if(dx <= 0 && dy < 0 && abs(dx) < abs(dy)){
		drawLine1(x0, x1, y0, y1, true);
	}
	else if(dx < 0 && dy <= 0 && abs(dx) >= abs(dy)){
		drawLine2(x0, x1, y0, y1, true);
	}
	else if(dx < 0 && dy >= 0 && abs(dx) > abs(dy)){
		drawLine3(x0, x1, y0, y1, true);
	}
	else{
		drawLine4(x0, x1, y0, y1, true);
	}
	//num_line++;
}

// Draw line for dx>0 and dy>0
void drawLine1(int x0, int x1, int y0, int y1, bool xy_interchange){
	if(xy_interchange){
		int change = x0;	x0 = x1;	x1 = change;
		change = y0;	y0 = y1;	y1 = change;
	}
	int x = x1;
	int y = y1;
	int a = y1 - y0;
	int b = -(x1 - x0);
	int d = -a - 2 * b;
	int IncE = -2 * b;
	int IncNE = -2 * a - 2 * b;
	//line_start[num_line] = line_data(x, y);
	//lcp = &line_start[num_line];
	while(y >= y0){
		lcp->next = new line_data(x, y);
		lcp = lcp->next;
		drawDot(x, y);
		if(d <= 0){
			y--;
			d += IncE;
		}
		else{
			x--;
			y--;
			d += IncNE;
		}
	}
	glFlush();
	return;
}

// Draw line for dx>0 and dy<0
void drawLine2(int x0, int x1, int y0, int y1, bool xy_interchange){
	if(xy_interchange){
		int change = x0;	x0 = x1;	x1 = change;
		change = y0;	y0 = y1;	y1 = change;
	}
	int x = x0;
	int y = y0;
	int a = y1 - y0;
	int b = -(x1 - x0);
	int d = 2 * a + b;
	int IncE = 2 * a;
	int IncNE = 2 * a + 2 * b;
	//line_start[num_line] = line_data(x, y);
	//lcp = &line_start[num_line];
	while(x <= x1){
		lcp->next = new line_data(x, y);
		lcp = lcp->next;
		drawDot(x, y);
		if(d <= 0){
			x++;
			d += IncE;
		}
		else{
			x++;
			y++;
			d += IncNE;
		}
	}
	glFlush();
	return;
}

// Draw line for dx<0 and dy>0
void drawLine3(int x0, int x1, int y0, int y1, bool xy_interchange){
	if(xy_interchange){
		int change = x0;	x0 = x1;	x1 = change;
		change = y0;	y0 = y1;	y1 = change;
	}
	int x = x0;
	int y = y0;
	int a = y0 - y1;
	int b = -(x1 - x0);
	int d = 2 * a + b;
	int IncE = 2 * a;
	int IncNE = 2 * a + 2 * b;
	//line_start[num_line] = line_data(x, y);
	//lcp = &line_start[num_line];
	while(x <= x1){
		lcp->next = new line_data(x, y);
		lcp = lcp->next;
		drawDot(x, y);
		if(d <= 0){
			x++;
			d += IncE;
		}
		else{
			x++;
			y--;
			d += IncNE;
		}
	}
	glFlush();
	return;
}

// Draw line for dx<0 and dy<0
void drawLine4(int x0, int x1, int y0, int y1, bool xy_interchange){
	if(xy_interchange){
		int change = x0;	x0 = x1;	x1 = change;
		change = y0;	y0 = y1;	y1 = change;
	}
	int x = x0;
	int y = y0;
	int a = y1 - y0;
	int b = -(x1 - x0);
	int d = a - 2 * b;
	int IncE = -2 * b;
	int IncNE = 2 * a - 2 * b;
	//line_start[num_line] = line_data(x, y);
	//lcp = &line_start[num_line];
	while(y >= y1){
		lcp->next = new line_data(x, y);
		lcp = lcp->next;
		drawDot(x, y);
		if(d <= 0){
			y--;
			d += IncE;
		}
		else{
			x++;
			y--;
			d += IncNE;
		}
	}
	glFlush();
	return;
}

// Reset the ModelingTransformMatrix to default
void reset(){
	for(int i = 0; i < MTM_SIZE; i++){
		for(int j = 0; j < MTM_SIZE; j++){
			if(i == j)
				ModelingTransformMatrix[i][j] = 1.0;
			else
				ModelingTransformMatrix[i][j] = 0;
		}
	}
#if PRINT
	printMatrix(ModelingTransformMatrix, 4, 4, "ModelingTransformMatrix");
#endif
}

// Multiply ModelingTransformMatrix by scaling matrix
void scale(float sx, float sy, float sz){
	float scaling_matrix[MTM_SIZE][MTM_SIZE] 
		= { { sx, 0, 0, 0 }, 
			{ 0, sy, 0, 0 }, 
			{ 0, 0, sz, 0 }, 
			{ 0, 0, 0, 1 } };

	float new_matrix[MTM_SIZE][MTM_SIZE];

	Matrix_Multi_Matrix(scaling_matrix, ModelingTransformMatrix, new_matrix);

	update_Matrix(new_matrix, ModelingTransformMatrix);
#if PRINT
	printMatrix(ModelingTransformMatrix, 4, 4, "ModelingTransformMatrix");
#endif
}

// Multiply ModelingTransformMatrix by rotate matrix
void rotate(float Xdegree, float Ydegree, float Zdegree){
	float new_matrix[MTM_SIZE][MTM_SIZE];

	if(Xdegree != 0){
		float rad = Xdegree * PI / 180.0;
		float rotation_matrix[MTM_SIZE][MTM_SIZE] 
			= { { 1, 0, 0, 0 }, 
				{ 0, cos(rad), -sin(rad), 0 }, 
				{ 0, sin(rad), cos(rad), 0 }, 
				{ 0, 0, 0, 1 } };

		Matrix_Multi_Matrix(rotation_matrix, ModelingTransformMatrix, new_matrix);
		update_Matrix(new_matrix, ModelingTransformMatrix);
#if PRINT
		printMatrix(ModelingTransformMatrix, 4, 4, "ModelingTransformMatrix");
#endif
	}

	if(Ydegree != 0){
		float rad = Ydegree * PI / 180.0;
		float rotation_matrix[MTM_SIZE][MTM_SIZE]
			= { { cos(rad), 0, sin(rad), 0 },
				{ 0, 1, 0, 0 },
				{ -sin(rad), 0, cos(rad), 0 },
				{ 0, 0, 0, 1 } };

		Matrix_Multi_Matrix(rotation_matrix, ModelingTransformMatrix, new_matrix);
		update_Matrix(new_matrix, ModelingTransformMatrix);
#if PRINT
		printMatrix(ModelingTransformMatrix, 4, 4, "ModelingTransformMatrix");
#endif
	}

	if(Zdegree != 0){
		float rad = Zdegree * PI / 180.0;
		float rotation_matrix[MTM_SIZE][MTM_SIZE]
			= { { cos(rad), -sin(rad), 0, 0 },
				{ sin(rad), cos(rad), 0, 0 },
				{ 0, 0, 1, 0 },
				{ 0, 0, 0, 1 } };

		Matrix_Multi_Matrix(rotation_matrix, ModelingTransformMatrix, new_matrix);
		update_Matrix(new_matrix, ModelingTransformMatrix);
#if PRINT
		printMatrix(ModelingTransformMatrix, 4, 4, "ModelingTransformMatrix");
#endif
	}
}

// Multiply ModelingTransformMatrix by translate matrix
void translate(float tx, float ty, float tz){
	float translate_matrix[MTM_SIZE][MTM_SIZE] 
		= { { 1, 0, 0, tx }, 
			{ 0, 1, 0, ty }, 
			{ 0, 0, 1, tz }, 
			{ 0, 0, 0, 1 } };

	float new_matrix[MTM_SIZE][MTM_SIZE];

	Matrix_Multi_Matrix(translate_matrix, ModelingTransformMatrix, new_matrix);

	update_Matrix(new_matrix, ModelingTransformMatrix);
#if PRINT
	printMatrix(ModelingTransformMatrix, 4, 4, "ModelingTransformMatrix");
#endif
}

// Read a ASCModel from file
void object(string objectname, float _R, float _G, float _B, float _Kd, float _Ks, float _N){
	ifstream fin(objectname);
	if(fin.is_open()){
		cout << "\topen the " << objectname << " successfully" << endl;
	}
	else{
		cout << "\tCan't open the " << objectname << endl;
		return;
	}
	// get number of vertex and face first
	fin >> ASCModel[num_ASCModel].num_vertex;
	fin >> ASCModel[num_ASCModel].num_face;
	// read vertex one by one
	for(int i = 0; i<ASCModel[num_ASCModel].num_vertex; i++) {
		for(int j = 0; j < 3; j++){
			fin >> ASCModel[num_ASCModel].vertex[i][j];
		}
		ASCModel[num_ASCModel].vertex[i][3] = 1;//fix to multiplication
	}

	// read face one by one
	for(int i = 0; i<ASCModel[num_ASCModel].num_face; i++) {
		fin >> ASCModel[num_ASCModel].face[i][0];
		for(int j = 1; j <= ASCModel[num_ASCModel].face[i][0]; j++){
			fin >> ASCModel[num_ASCModel].face[i][j];
		}
	}
	
	// Convert Object-Space to World-Space
	float multi_sum = 0;
	float WorldSpace[MTM_SIZE];
	for(int i = 0; i < ASCModel[num_ASCModel].num_vertex; i++){
		for(int j = 0; j < MTM_SIZE; j++){
			multi_sum = 0;
			for(int k = 0; k < MTM_SIZE; k++){
				multi_sum += ASCModel[num_ASCModel].vertex[i][k]
					* ModelingTransformMatrix[j][k];
			}
			WorldSpace[j] = multi_sum;
		}
		// Update(cover) the Object-Space
		for(int j = 0; j < MTM_SIZE; j++){
			ASCModel[num_ASCModel].vertex[i][j] = WorldSpace[j];
		}
	}

	ASCModel[num_ASCModel].R = _R;
	ASCModel[num_ASCModel].G = _G;
	ASCModel[num_ASCModel].B = _B;
	ASCModel[num_ASCModel].Kd = _Kd;
	ASCModel[num_ASCModel].Ks = _Ks;
	ASCModel[num_ASCModel].N = _N;

	num_ASCModel++;
}

// Set the observer
void observer(float PX, float PY, float PZ, float CX, float CY, float CZ,
	float Tilt, float zNear, float zFar, float hFOV){

	Eye_Transform(PX, PY, PZ, CX, CY, CZ, Tilt);
	
	Project_Transform(zNear, zFar, hFOV);

	EyeX = PX;
	EyeY = PY;
	EyeZ = PZ;

	WzNear = zNear;
	WzFar = zFar;
	WhFOV = hFOV;
}

// Set up Eye_Transform_Matrix
void Eye_Transform(float PX, float PY, float PZ, float CX, float CY, float CZ, float Tilt){
	float Eye_Translation_Matrix[MTM_SIZE][MTM_SIZE]
		= { { 1, 0, 0, -PX },
			{ 0, 1, 0, -PY },
			{ 0, 0, 1, -PZ },
			{ 0, 0, 0, 1 } };
#if PRINT
	printMatrix(Eye_Translation_Matrix, 4, 4, "Eye_Translation_Matrix");
#endif
	float Eye_Mirror_Matrix[MTM_SIZE][MTM_SIZE]
		= { { -1, 0, 0, 0 },
			{ 0, 1, 0, 0 },
			{ 0, 0, 1, 0 },
			{ 0, 0, 0, 1 } };
#if PRINT
	printMatrix(Eye_Mirror_Matrix, 4, 4, "Eye_Mirror_Matrix");
#endif

	float TiltDegree = Tilt * PI / 180.0;
	float Eye_Tilt_Matrix[MTM_SIZE][MTM_SIZE]
		= { { cos(TiltDegree), sin(TiltDegree), 0, 0 },
			{ -sin(TiltDegree), cos(TiltDegree), 0, 0 },
			{ 0, 0, 1, 0 },
			{ 0, 0, 0, 1 } };
#if PRINT
	printMatrix(Eye_Tilt_Matrix, 4, 4, "Eye_Tilt_Matrix");
#endif

	float view_vector[3] = { CX - PX, CY - PY, CZ - PZ };
	float top_vector[3] = { 0, 1, 0 };

	float vector3[3];
	memcpy(vector3, view_vector, sizeof(view_vector));
	UnitizeVector(vector3);
	float vector1[3];
	Cross_Multi(vector1, top_vector, view_vector);
	UnitizeVector(vector1);
	float vector2[3];
	Cross_Multi(vector2, vector3, vector1);
	UnitizeVector(vector2);

	float GRM[MTM_SIZE][MTM_SIZE] 
		= { { vector1[0], vector1[1], vector1[2], 0 }, 
			{ vector2[0], vector2[1], vector2[2], 0 }, 
			{ vector3[0], vector3[1], vector3[2], 0 }, 
			{ 0, 0, 0, 1 } };
#if PRINT
	printMatrix(GRM, 4, 4, "GRM");
#endif

	float new_Eye_Matrix[MTM_SIZE][MTM_SIZE] 
		= { { 1, 0, 0, 0 }, 
			{ 0, 1, 0, 0 }, 
			{ 0, 0, 1, 0 }, 
			{ 0, 0, 0, 1 } };
	Matrix_Multi_Matrix(Eye_Translation_Matrix, new_Eye_Matrix, new_Eye_Matrix);
	Matrix_Multi_Matrix(GRM, new_Eye_Matrix, new_Eye_Matrix);
	Matrix_Multi_Matrix(Eye_Mirror_Matrix, new_Eye_Matrix, new_Eye_Matrix);
	Matrix_Multi_Matrix(Eye_Tilt_Matrix, new_Eye_Matrix, new_Eye_Matrix);
	update_Matrix(new_Eye_Matrix, Eye_Matirx);
#if PRINT
	printMatrix(Eye_Matirx, 4, 4, "Eye_Matrix");
#endif
}

// Set up Project_Transform_Matrix
void Project_Transform(float zNear, float zFar, float hFOV){
	float PM4_3 = tan(hFOV * PI / 180.0);
	float PM3_3 = (zFar / (zFar - zNear)) * PM4_3;
	float PM3_4 = ((zNear * zFar) / (zNear - zFar)) * PM4_3;
	float new_Project_Matrix[MTM_SIZE][MTM_SIZE] 
		= { { 1, 0, 0, 0 }, 
			{ 0, 1, 0, 0 }, 
			{ 0, 0, PM3_3, PM3_4 }, 
			{ 0, 0, PM4_3, 0 } };
	update_Matrix(new_Project_Matrix, Project_Matrix);
}

// Multiplication Cross for 3-dimensionality
void Cross_Multi(float destination[], float a[], float b[]){
	destination[0] = a[1] * b[2] - a[2] * b[1];
	destination[1] = a[2] * b[0] - a[0] * b[2];
	destination[2] = a[0] * b[1] - a[1] * b[0];
}

// Unitize a 3-dimensionality Vector
void UnitizeVector(float vector[]){
	float diver = sqrt(vector[0] * vector[0] +
					   vector[1] * vector[1] +
					   vector[2] * vector[2]);
	for(int i = 0; i < 3; i++){
		vector[i] /= diver;
	}
}

// Set the view border
void viewport(float vxl, float vxr, float vyb, float vyt){
	float Vlength = vxr - vxl;
	float Vheight = vyt - vyb;
	Project_Matrix[1][1] = Vlength / Vheight;// Set Ar
#if PRINT
	printMatrix(Project_Matrix, 4, 4, "Project_Matrix");
#endif

	float wxl, wxr, wyb, wyt;
	wxl = wyb = -1.0;
	wxr = wyt = 1.0;
	wvmtype scaling_x = (wvmtype)((vxr - vxl) / (wxr - wxl));
	wvmtype scaling_y = (wvmtype)((vyt - vyb) / (wyt - wyb));
	wvmtype shift_x = (wvmtype)(vxl - scaling_x * wxl);
	wvmtype shift_y = (wvmtype)(vyb - scaling_y * wyb);
	wvmtype new_WVM_Matrix[MTM_SIZE][MTM_SIZE]
		= { { scaling_x, 0, shift_x, 0 }, 
			{ 0, scaling_y, shift_y, 0 }, 
			{ 0, 0, 1, 0 }, 
			{ 0, 0, 0, 1 } };
	update_Matrix(new_WVM_Matrix, WVM);
#if PRINT
	printMatrix(WVM, 4, 4, "WVM Matrix");
#endif
}

// Show all the object in final
void display(){
	viewport(0, width, 0, height);

	wordsToTA();

	initial();
	//clearScreen();
	//clearData();

	vector<PointWithColor> colorPointVector;
	PointWithColor newColorPoint;

	float multi_sum = 0;
	float Matrix[MTM_SIZE];
	ASCModel_struct Cur_ASCModel;
	for(int index = 0; index < num_ASCModel; index++){
		Cur_ASCModel = ASCModel[index];
		/*line_start[num_line] = line_data(-1, -1);
		lcp = &line_start[num_line];*/
#if PRINT
		cout << "World-Space:" << endl;
		cout << Cur_ASCModel.vertex[PRINT_VERTEX][0] << " "
			<< Cur_ASCModel.vertex[PRINT_VERTEX][1] << " "
			<< Cur_ASCModel.vertex[PRINT_VERTEX][2] << " "
			<< Cur_ASCModel.vertex[PRINT_VERTEX][3] << " " << endl;
#endif
		// Convert World-Space to Eye-Space
		for(int i = 0; i < ASCModel[index].num_vertex; i++){
			for(int j = 0; j < MTM_SIZE; j++){
				multi_sum = 0;
				for(int k = 0; k < MTM_SIZE; k++){
					multi_sum += Cur_ASCModel.vertex[i][k]
						* Eye_Matirx[j][k];
				}
				Matrix[j] = multi_sum;
			}
			// Update(cover) the Object-Space
			for(int j = 0; j < MTM_SIZE; j++){
				Cur_ASCModel.vertex[i][j] = Matrix[j];
			}
		}
#if PRINT
		cout << "Eye-Space:" << endl;
		cout << Cur_ASCModel.vertex[PRINT_VERTEX][0] << " "
			<< Cur_ASCModel.vertex[PRINT_VERTEX][1] << " "
			<< Cur_ASCModel.vertex[PRINT_VERTEX][2] << " "
			<< Cur_ASCModel.vertex[PRINT_VERTEX][3] << " " << endl;
#endif
		// Convert Eye-Space to Project-Space
		for(int i = 0; i < ASCModel[index].num_vertex; i++){
			for(int j = 0; j < MTM_SIZE; j++){
				multi_sum = 0;
				for(int k = 0; k < MTM_SIZE; k++){
					multi_sum += Cur_ASCModel.vertex[i][k]
						* Project_Matrix[j][k];
				}
				Matrix[j] = multi_sum;
			}
			// Update(cover) the Object-Space
			for(int j = 0; j < MTM_SIZE; j++){
				Cur_ASCModel.vertex[i][j] = Matrix[j] / Matrix[3];
			}
			//Cur_ASCModel.vertex[i][2] = 1;//Fix to three-dimensional homogeneous
		}
#if PRINT
		cout << "Project-Space:" << endl;
		cout << Cur_ASCModel.vertex[PRINT_VERTEX][0] << " "
			<< Cur_ASCModel.vertex[PRINT_VERTEX][1] << " "
			<< Cur_ASCModel.vertex[PRINT_VERTEX][2] << " "
			<< Cur_ASCModel.vertex[PRINT_VERTEX][3] << " " << endl;
#endif
		// Convert Project-Space to Screen-Space
		for(int i = 0; i < ASCModel[index].num_vertex; i++){
			for(int j = 0; j < MTM_SIZE; j++){
				multi_sum = 0;
				for(int k = 0; k < MTM_SIZE; k++){
					multi_sum += Cur_ASCModel.vertex[i][k]
						* WVM[j][k];
				}
				Matrix[j] = multi_sum;
			}
			// Update(cover) the Object-Space
			for(int j = 0; j < MTM_SIZE; j++){
				Cur_ASCModel.vertex[i][j] = Matrix[j];
			}
		}
#if PRINT
		cout << "Screen-Space:" << endl;
		cout << Cur_ASCModel.vertex[PRINT_VERTEX][0] << " "
			<< Cur_ASCModel.vertex[PRINT_VERTEX][1] << " "
			<< Cur_ASCModel.vertex[PRINT_VERTEX][2] << " "
			<< Cur_ASCModel.vertex[PRINT_VERTEX][3] << " " << endl;
#endif
		// Display
		for(int i = 0; i < Cur_ASCModel.num_face; i++){
			colorPointVector.clear();
			int min_y = INT_MAX;
			int max_y = INT_MIN;
			for(int j = 1; j <= Cur_ASCModel.face[i][0]; j++){
				newColorPoint.x = Cur_ASCModel.vertex[Cur_ASCModel.face[i][j] - 1][0];
				newColorPoint.y = Cur_ASCModel.vertex[Cur_ASCModel.face[i][j] - 1][1];
				if(newColorPoint.y < min_y)
					min_y = newColorPoint.y;
				if(newColorPoint.y > max_y)
					max_y = newColorPoint.y;
				newColorPoint.z = Cur_ASCModel.vertex[Cur_ASCModel.face[i][j] - 1][2];
				newColorPoint.r = getColor(index, i, Cur_ASCModel.face[i][j] - 1, 'r');
				newColorPoint.g = getColor(index, i, Cur_ASCModel.face[i][j] - 1, 'g');
				newColorPoint.b = getColor(index, i, Cur_ASCModel.face[i][j] - 1, 'b');
				colorPointVector.push_back(newColorPoint);
			}
			//sortColorPointVector(colorPointVector);
			drawFace(colorPointVector, min_y, max_y);
			//system("pause");
		}
		//num_line++;
	}
	
	for(int i = 0; i < height; i++){
		for(int j = 0; j < width; j++){
			drawColorDot(j, i, Buffer[i][j].r, Buffer[i][j].g, Buffer[i][j].b);
		}
	}
	glFlush();
}

// Draw a Face with the point in vector
void drawFace(const vector<PointWithColor>& colorPointVector, int min_y, int max_y){
	// 自己的运算方法,首先存储边框,然后插值运算所有
	vector< priority_queue<PointWithColor> > vecPriQue;
	for(int i = min_y; i <= max_y; i++){
		priority_queue<PointWithColor> empty;
		vecPriQue.push_back(empty);
	}
	for(int i = 0; i < colorPointVector.size(); i++){
		int i_next = (i + 1 == colorPointVector.size()) ? 0 : i + 1;
		//int a = abs(colorPointVector[i].x - colorPointVector[i_next].x);
		int b = abs(colorPointVector[i].y - colorPointVector[i_next].y);
		//int max_dis = a > b ? a : b;
		int max_dis = b;
		//cout << a << "  " << b << "  " << max_dis << endl;
		if(max_dis != 0){
			PointWithColor newColorPoint;
			for(int j = 0; j < max_dis; j++){
				newColorPoint.x = colorPointVector[i].x + j
					* (colorPointVector[i_next].x - colorPointVector[i].x) / max_dis;
				newColorPoint.y = colorPointVector[i].y + j
					* (colorPointVector[i_next].y - colorPointVector[i].y) / max_dis;
				//cout << newColorPoint.x << "   " << newColorPoint.y << endl;
				newColorPoint.z = interpolation(colorPointVector[i].z, colorPointVector[i_next].z,
					colorPointVector[i].y, colorPointVector[i_next].y, newColorPoint.y);
				//cout << newColorPoint.z << endl;
				newColorPoint.r = interpolation(colorPointVector[i].r, colorPointVector[i_next].r, 
					colorPointVector[i].y, colorPointVector[i_next].y, newColorPoint.y);
				newColorPoint.g = interpolation(colorPointVector[i].g, colorPointVector[i_next].g,
					colorPointVector[i].y, colorPointVector[i_next].y, newColorPoint.y);
				newColorPoint.b = interpolation(colorPointVector[i].b, colorPointVector[i_next].b,
					colorPointVector[i].y, colorPointVector[i_next].y, newColorPoint.y);
				vecPriQue[newColorPoint.y - min_y].push(newColorPoint);
				//drawColorDot(newColorPoint.x, newColorPoint.y, newColorPoint.r, newColorPoint.g, newColorPoint.b);
			}
		}
		else{
			vecPriQue[colorPointVector[i].y - min_y].push(colorPointVector[i]);
			vecPriQue[colorPointVector[i_next].y - min_y].push(colorPointVector[i_next]);
		}
	}
	for(int i = 0; i < vecPriQue.size(); i++){
		if(!vecPriQue[i].empty()){
			PointWithColor left = vecPriQue[i].top();
			while(vecPriQue[i].size() > 1)
				vecPriQue[i].pop();
			PointWithColor right = vecPriQue[i].top();
			vecPriQue[i].pop();
			if(right.x - left.x == 0){
				if(left.z < Buffer[left.y][(int)left.x].z){
					Buffer[left.y][(int)left.x].z = left.z;
					Buffer[left.y][(int)left.x].r = left.r;
					Buffer[left.y][(int)left.x].g = left.g;
					Buffer[left.y][(int)left.x].b = left.b;
				}
				continue;
			}
			
			int step_x = left.x - 1;
			float step_z = (right.z - left.z) / (right.x - left.x);		float depth_z = left.z - step_z;
			float step_r = (right.r - left.r) / (right.x - left.x);		float cur_r = left.r - step_r;
			float step_g = (right.g - left.g) / (right.x - left.x);		float cur_g = left.g - step_g;
			float step_b = (right.b - left.b) / (right.x - left.x);		float cur_b = left.b - step_b;
			
			int steps = right.x - left.x;
			for(int j = 0; j <= steps; j++){
				step_x++;
				depth_z += step_z;
				cur_r += step_r;	cur_g += step_g;	cur_b += step_b;
				if(depth_z < Buffer[left.y][step_x].z){
					//cout << depth_z << endl;
					Buffer[left.y][step_x].z = depth_z;
					Buffer[left.y][step_x].r = cur_r;
					Buffer[left.y][step_x].g = cur_g;
					Buffer[left.y][step_x].b = cur_b;
					//drawColorDot(step_x, left.y, cur_r, cur_g, cur_b);
					//drawColorDot(step_x, left.y, colorPointVector[0].r, colorPointVector[0].g, colorPointVector[0].b);
					//glFlush();
				}
			}
		}
	}
}
//void drawFace(const vector<PointWithColor>& colorPointVector, int min_y, int max_y){
//	//老师发方法,必须判断top left right,且中间扫描过程可能改变
//	for(int y = max_y; y >= min_y; y--){
//		PointWithColor left, right;
//		// Get point left
//		left.y = y;
//		left.x = interpolation(colorPointVector[0].x, colorPointVector[1].x, 
//			colorPointVector[0].y, colorPointVector[1].y, y);
//		left.z = interpolation(colorPointVector[0].z, colorPointVector[1].z,
//			colorPointVector[0].y, colorPointVector[1].y, y);
//		left.r = interpolation(colorPointVector[0].r, colorPointVector[1].r,
//			colorPointVector[0].y, colorPointVector[1].y, y);
//		left.g = interpolation(colorPointVector[0].g, colorPointVector[1].g,
//			colorPointVector[0].y, colorPointVector[1].y, y);
//		left.b = interpolation(colorPointVector[0].b, colorPointVector[1].b,
//			colorPointVector[0].y, colorPointVector[1].y, y);
//		// Get point right
//		right.y = y;
//		right.x = interpolation(colorPointVector[0].x, colorPointVector[2].x,
//			colorPointVector[0].y, colorPointVector[2].y, y);
//		right.z = interpolation(colorPointVector[0].z, colorPointVector[2].z,
//			colorPointVector[0].y, colorPointVector[2].y, y);
//		right.r = interpolation(colorPointVector[0].r, colorPointVector[2].r,
//			colorPointVector[0].y, colorPointVector[2].y, y);
//		right.g = interpolation(colorPointVector[0].g, colorPointVector[2].g,
//			colorPointVector[0].y, colorPointVector[2].y, y);
//		right.b = interpolation(colorPointVector[0].b, colorPointVector[2].b,
//			colorPointVector[0].y, colorPointVector[2].y, y);
//		// one point in a line
//		if(left.x == right.x && left.y == right.y){
//			for(unsigned int i = 0; i < colorPointVector.size(); i++){
//				if(left.x == colorPointVector[i].x && left.y == colorPointVector[i].y){
//					if(colorPointVector[i].z < Buffer[left.y][left.x].z){
//						Buffer[left.y][left.x].z = colorPointVector[i].z;
//						Buffer[left.y][left.x].r = colorPointVector[i].r;
//						Buffer[left.y][left.x].g = colorPointVector[i].g;
//						Buffer[left.y][left.x].b = colorPointVector[i].b;
//					}
//					break;
//				}
//			}
//			continue;
//		}
//		// two point in a line
//		int step_x = left.x - 1;
//		int step_z = (right.z - left.z) / (right.x - left.x);		int depth_z = left.z - step_z;
//		float step_r = (right.r - left.r) / (right.x - left.x);		float cur_r = left.r - step_r;
//		float step_g = (right.g - left.g) / (right.x - left.x);		float cur_g = left.g - step_g;
//		float step_b = (right.b - left.b) / (right.x - left.x);		float cur_b = left.b - step_b;
//
//		int steps = right.x - left.x;
//		for(int j = 0; j <= steps; j++){
//			step_x++;
//			depth_z += step_z;
//			cur_r += step_r;	cur_g += step_g;	cur_b += step_b;
//			if(depth_z < Buffer[left.y][step_x].z){
//				Buffer[left.y][step_x].z = depth_z;
//				Buffer[left.y][step_x].r = cur_r;
//				Buffer[left.y][step_x].g = cur_g;
//				Buffer[left.y][step_x].b = cur_b;
//				drawColorDot(step_x, left.y, cur_r, cur_g, cur_b);
//				//drawColorDot(step_x, left.y, colorPointVector[0].r, colorPointVector[0].g, colorPointVector[0].b);
//			}
//		}
//	}
//	glFlush();
//}
//void drawFace(const vector<PointWithColor>& colorPointVector, int min_y, int max_y){
//	// 自己的运算方法,首先存储边框,然后取中点
//	vector< priority_queue<PointWithColor> > vecPriQue;
//	for(int i = min_y; i <= max_y; i++){
//		priority_queue<PointWithColor> empty;
//		vecPriQue.push_back(empty);
//	}
//	float sum_r = 0, sum_g = 0, sum_b = 0;
//	for(int i = 0; i < colorPointVector.size(); i++){
//		sum_r += colorPointVector[i].r;
//		sum_g += colorPointVector[i].g;
//		sum_b += colorPointVector[i].b;
//		int i_next = (i + 1 == colorPointVector.size()) ? 0 : i + 1;
//		int b = abs(colorPointVector[i].y - colorPointVector[i_next].y);
//		int max_dis = b;
//		if(max_dis != 0){
//			PointWithColor newColorPoint;
//			for(int j = 0; j < max_dis; j++){
//				newColorPoint.x = colorPointVector[i].x + j
//					* (colorPointVector[i_next].x - colorPointVector[i].x) / max_dis;
//				newColorPoint.y = colorPointVector[i].y + j
//					* (colorPointVector[i_next].y - colorPointVector[i].y) / max_dis;
//				newColorPoint.z = interpolation(colorPointVector[i].z, colorPointVector[i_next].z,
//					colorPointVector[i].y, colorPointVector[i_next].y, newColorPoint.y);
//				vecPriQue[newColorPoint.y - min_y].push(newColorPoint);
//				//drawColorDot(newColorPoint.x, newColorPoint.y, newColorPoint.r, newColorPoint.g, newColorPoint.b);
//			}
//		}
//	}
//	sum_r /= colorPointVector.size();
//	sum_g /= colorPointVector.size();
//	sum_b /= colorPointVector.size();
//	for(int i = 0; i < vecPriQue.size(); i++){
//		if(!vecPriQue[i].empty()){
//			PointWithColor left = vecPriQue[i].top();
//			while(vecPriQue[i].size() > 1)
//				vecPriQue[i].pop();
//			PointWithColor right = vecPriQue[i].top();
//			vecPriQue[i].pop();
//			if(right.x - left.x == 0){
//				if(left.z < Buffer[left.y][(int)left.x].z){
//					Buffer[left.y][(int)left.x].z = left.z;
//					Buffer[left.y][(int)left.x].r = sum_r;
//					Buffer[left.y][(int)left.x].g = sum_g;
//					Buffer[left.y][(int)left.x].b = sum_b;
//				}
//				continue;
//			}
//
//			int step_x = left.x - 1;
//			float step_z = (right.z - left.z) / (right.x - left.x);		float depth_z = left.z - step_z;
//
//			int steps = right.x - left.x;
//			for(int j = 0; j <= steps; j++){
//				step_x++;
//				depth_z += step_z;
//				if(depth_z < Buffer[left.y][step_x].z){
//					//cout << depth_z << endl;
//					Buffer[left.y][step_x].z = depth_z;
//					Buffer[left.y][step_x].r = sum_r;
//					Buffer[left.y][step_x].g = sum_g;
//					Buffer[left.y][step_x].b = sum_b;
//					drawColorDot(step_x, left.y, sum_r, sum_g, sum_b);
//					glFlush();
//				}
//			}
//		}
//	}
//}

// Return the value of interpolation
float interpolation(float p1, float p2, float q1, float q2, float q){
	return ((q - q1) / (q2 - q1) * (p2 - p1) + p1);
}

// glut way to draw a dot with color
void drawColorDot(int x, int y, float c_r, float c_g, float c_b){
	glBegin(GL_POINTS);
	// set the color of dot
	glColor3f(c_r, c_g, c_b);
	// invert height because the opengl origin is at top-left instead of bottom-left
	//glVertex2i(x, height - y);
	glVertex2i(x, y);

	glEnd();
}

// Redrwa the object
void redraw(){
	for(int i = 0; i < height; i++){
		for(int j = 0; j < width; j++){
			drawColorDot(j, i, Buffer[i][j].r, Buffer[i][j].g, Buffer[i][j].b);
		}
	}
	glFlush();
}

// Clear all the objects in store
void clearData(){
	for(int i = 0; i < num_line; i++){
		if(line_start[i].next != NULL){
			lcp = line_start[i].next;
			while(lcp != NULL){
				temp = lcp;
				lcp = lcp->next;
				delete(temp);
			}
		}
	}
	num_line = 0;
}

// Clear the screen
void clearScreen(){
	glClearColor(background_r, background_g, background_b, alpha);
	glClear(GL_COLOR_BUFFER_BIT);
	glFlush();
}

// Read the command from file
void ReadFile(bool& IsExit){
	/*ifstream fin(Inputfile);
	if(fin.is_open()){
		cout << "open the file successfully" << endl;
	}
	else{
		cout << "Can't not open the file" << endl;
		IsExit = true;
		return;
	}*/
	int _ID;
	float sx, sy, sz;
	float Xdegree, Ydegree, Zdegree;
	float tx, ty, tz;
	float vxl, vxr, vyt, vyb;
	float PX, PY, PZ, CX, CY, CZ, Tilt, zNear, zFar, hFOV;
	float AmKa, b_r, b_g, b_b;
	float _R, _G, _B, _Kd, _Ks, _N;
	float _Ip, _X, _Y, _Z;
	string command, comment, objectname;

	/*if(!fin.eof()){
		fin >> width >> height;
		setWinSize(width, height);
	}*/

	while(!fin.eof()){
		fin >> command;
		cout <<"COMMAND -- " << command << " : " << endl;
		if(command == "scale"){
			fin >> sx >> sy >> sz;
			scale(sx, sy, sz);
		}
		else if(command == "rotate"){
			fin >> Xdegree >> Ydegree >>Zdegree;
			rotate(Xdegree, Ydegree, Zdegree);
		}
		else if(command == "translate"){
			fin >> tx >> ty >> tz;
			translate(tx, ty, tz);
		}
		else if(command == "reset"){
			reset();
		}
		else if(command == "object"){
			fin >> objectname;
			fin >> _R >> _G >> _B;
			fin >> _Kd >> _Ks >> _N;
			object(objectname, _R, _G, _B, _Kd, _Ks, _N);
		}
		else if(command == "observer"){
			fin >> PX >> PY >> PZ;
			fin >> CX >> CY >> CZ;
			fin >> Tilt;
			fin >> zNear >> zFar >> hFOV;
			observer(PX, PY, PZ, CX, CY, CZ, Tilt, zNear, zFar, hFOV);
		}
		else if(command == "viewport"){
			fin >> vxl >> vxr >> vyb >> vyt;
			viewport(vxl, vxr, vyb, vyt);
		}
		else if(command == "display"){
			display();
			cout << "\tObjects display successfully" << endl;
		}
		else if(command == "clearData"){
			clearData();
			cout << "Data is cleared" << endl;
		}
		else if(command == "clearScreen"){
			clearScreen();
			cout << "Screen is cleared" << endl;
		}
		else if(command == "ambient"){
			fin >> AmKa;
			setAmbient(AmKa);
		}
		else if(command == "background"){
			fin >> b_r >> b_g >> b_b;
			setBackground(b_r, b_g, b_b);
		}
		else if(command == "light"){
			fin >> _ID;
			fin >> _Ip >> _X >> _Y >> _Z;
			setLight(_ID - 1, _Ip, _X, _Y, _Z);
		}
		else if(command == "end"){
			IsExit = true;
			fin.close();
			return;
		}
		else if(command == "#"){
			getline(fin, comment);
			cout << "\t" << comment << endl;
		}
		cout << endl;
	}
}

// Display function
void displayFunc(void){
	// clear the entire window to the background color
	glClear(GL_COLOR_BUFFER_BIT);
	while(!IsExit){
		glClearColor(background_r, background_g, background_b, alpha);
		ReadFile(IsExit);
		return;
	}

	if(IsExit){
		redraw();
	}
	return;
}

// Change the windows size function
void setWinSize(int winWidth, int winHeight){
	glutInitWindowSize(winWidth, winHeight);      // set window size
	glutInitWindowPosition(500, 100);            // set window position on screen
	glutCreateWindow("Lab4 Window");       // set window title

	// set background color
	glClearColor(background_r, background_g, background_b, alpha);     // set the background to white
	glClear(GL_COLOR_BUFFER_BIT); // clear the buffer

	// misc setup
	glMatrixMode(GL_PROJECTION);  // setup coordinate system
	glLoadIdentity();
	gluOrtho2D(0, winWidth, 0, winHeight);
	glShadeModel(GL_FLAT);
	glFlush();

	return;
}

// Set the Ka of Ambient
void setAmbient(float value){
	ambient_Ka = value;
}

// Set the Background Color
void setBackground(float _background_r, float _background_g, float _background_b){
	background_r = _background_r;
	background_g = _background_g;
	background_b = _background_b;
}

// Create a new Light Object
void setLight(int _ID, float _Ip, float _X, float _Y, float _Z){
	Light[_ID].enable = true;
	Light[_ID].Ip = _Ip;
	Light[_ID].X = _X;
	Light[_ID].Y = _Y;
	Light[_ID].Z = _Z;

	//  Convert to WorldSpace
	/*float multi_sum = 0;
	float WorldSpace[MTM_SIZE];
	float LWPosition[MTM_SIZE] = { _X, _Y, _Z, 1 };
	for(int j = 0; j < MTM_SIZE; j++){
		multi_sum = 0;
		for(int k = 0; k < MTM_SIZE; k++){
			multi_sum += LWPosition[k] * ModelingTransformMatrix[j][k];
		}
		WorldSpace[j] = multi_sum;
	}

	Light[_ID].X = WorldSpace[0];
	Light[_ID].Y = WorldSpace[1];
	Light[_ID].Z = WorldSpace[2];*/
}

// Return the total value of color of a point
//float getColor(int objectIndex, int faceIndex, int pointIndex, char whichColor){
//	// getColor的完全实现版本
//	float sumColor, ambient, diffuse, specular;
//	//float fatt = 1.0;//Maybe Wrong
//	if(whichColor == 'r' || whichColor == 'R'){
//		//ambient = ambient_Ka * background_r * ASCModel[objectIndex].R;
//		ambient = ambient_Ka * ASCModel[objectIndex].R;
//
//		diffuse = 0;
//		specular = 0;
//
//		float normalVector[3];
//		getNormalVector(normalVector, objectIndex, faceIndex);
//		UnitizeVector(normalVector);
//
//		for(int i = 1; i <= 4; i++){
//			if(Light[i].enable){
//				float lightVector[3];
//				lightVector[0] = Light[i].X - ASCModel[objectIndex].vertex[pointIndex][0];
//				lightVector[1] = Light[i].Y - ASCModel[objectIndex].vertex[pointIndex][1];
//				lightVector[2] = Light[i].Z - ASCModel[objectIndex].vertex[pointIndex][2];
//				UnitizeVector(lightVector);
//				float NdotL = AbsDot_Multi(normalVector, lightVector);
//				float reflectVector[3];
//				reflectVector[0] = 2 * NdotL * normalVector[0] - lightVector[0];
//				reflectVector[1] = 2 * NdotL * normalVector[1] - lightVector[1];
//				reflectVector[2] = 2 * NdotL * normalVector[2] - lightVector[2];
//				UnitizeVector(reflectVector);
//				float viewVector[3];
//				viewVector[0] = EyeX - ASCModel[objectIndex].vertex[pointIndex][0];
//				viewVector[1] = EyeY - ASCModel[objectIndex].vertex[pointIndex][1];
//				viewVector[2] = EyeZ - ASCModel[objectIndex].vertex[pointIndex][2];
//				UnitizeVector(viewVector);
//				/*float distance = sqrt(lightVector[0] * lightVector[0]
//				+ lightVector[1] * lightVector[1]
//				+ lightVector[2] * lightVector[2]);*/
//				//float fatt = 1.0 / (0.1 + 0.1 * distance + 0.1 * distance * distance); // Maybe Wrong
//				//diffuse += fatt * ASCModel[objectIndex].Kd * Light[i].Ip * AbsDot_Multi(normalVector, lightVector);
//				diffuse += ASCModel[objectIndex].Kd * AbsDot_Multi(normalVector, lightVector);
//
//				//float halfWayVector[3];
//				//// halfWayVector = lightVector + viewVector
//				//halfWayVector[0] = lightVector[0] + (EyeX - ASCModel[objectIndex].vertex[pointIndex][0]);
//				//halfWayVector[1] = lightVector[1] + (EyeY - ASCModel[objectIndex].vertex[pointIndex][1]);
//				//halfWayVector[2] = lightVector[2] + (EyeZ - ASCModel[objectIndex].vertex[pointIndex][2]);
//				//UnitizeVector(halfWayVector);
//				//float specular_last = pow(AbsDot_Multi(halfWayVector, normalVector), ASCModel[objectIndex].N);
//				float specular_last = pow(AbsDot_Multi(reflectVector, viewVector), ASCModel[objectIndex].N);
//				//specular += fatt * ASCModel[objectIndex].Ks * Light[i].Ip * specular_last;
//				specular += ASCModel[objectIndex].Ks * specular_last;
//			}
//		}
//		diffuse *= ASCModel[objectIndex].R;
//	}
//	else if(whichColor == 'g' || whichColor == 'G'){
//		//ambient = ambient_Ka * background_r * ASCModel[objectIndex].G;
//		ambient = ambient_Ka * ASCModel[objectIndex].G;
//
//		diffuse = 0;
//		specular = 0;
//
//		float normalVector[3];
//		getNormalVector(normalVector, objectIndex, faceIndex);
//		UnitizeVector(normalVector);
//
//		for(int i = 1; i <= 4; i++){
//			if(Light[i].enable){
//				float lightVector[3];
//				lightVector[0] = Light[i].X - ASCModel[objectIndex].vertex[pointIndex][0];
//				lightVector[1] = Light[i].Y - ASCModel[objectIndex].vertex[pointIndex][1];
//				lightVector[2] = Light[i].Z - ASCModel[objectIndex].vertex[pointIndex][2];
//				UnitizeVector(lightVector);
//				float NdotL = AbsDot_Multi(normalVector, lightVector);
//				float reflectVector[3];
//				reflectVector[0] = 2 * NdotL * normalVector[0] - lightVector[0];
//				reflectVector[1] = 2 * NdotL * normalVector[1] - lightVector[1];
//				reflectVector[2] = 2 * NdotL * normalVector[2] - lightVector[2];
//				UnitizeVector(reflectVector);
//				float viewVector[3];
//				viewVector[0] = EyeX - ASCModel[objectIndex].vertex[pointIndex][0];
//				viewVector[1] = EyeY - ASCModel[objectIndex].vertex[pointIndex][1];
//				viewVector[2] = EyeZ - ASCModel[objectIndex].vertex[pointIndex][2];
//				UnitizeVector(viewVector);
//				/*float distance = sqrt(lightVector[0] * lightVector[0]
//				+ lightVector[1] * lightVector[1]
//				+ lightVector[2] * lightVector[2]);*/
//				//float fatt = 1.0 / (0.1 + 0.1 * distance + 0.1 * distance * distance); // Maybe Wrong
//				//diffuse += fatt * ASCModel[objectIndex].Kd * Light[i].Ip * AbsDot_Multi(normalVector, lightVector);
//				diffuse += ASCModel[objectIndex].Kd * AbsDot_Multi(normalVector, lightVector);
//
//				//float halfWayVector[3];
//				//// halfWayVector = lightVector + viewVector
//				//halfWayVector[0] = lightVector[0] + (EyeX - ASCModel[objectIndex].vertex[pointIndex][0]);
//				//halfWayVector[1] = lightVector[1] + (EyeY - ASCModel[objectIndex].vertex[pointIndex][1]);
//				//halfWayVector[2] = lightVector[2] + (EyeZ - ASCModel[objectIndex].vertex[pointIndex][2]);
//				//UnitizeVector(halfWayVector);
//				//float specular_last = pow(AbsDot_Multi(halfWayVector, normalVector), ASCModel[objectIndex].N);
//				float specular_last = pow(AbsDot_Multi(reflectVector, viewVector), ASCModel[objectIndex].N);
//				//specular += fatt * ASCModel[objectIndex].Ks * Light[i].Ip * specular_last;
//				specular += ASCModel[objectIndex].Ks * specular_last;
//			}
//		}
//		diffuse *= ASCModel[objectIndex].G;
//	}
//	else if(whichColor == 'b' || whichColor == 'B'){
//		//ambient = ambient_Ka * background_r * ASCModel[objectIndex].B;
//		ambient = ambient_Ka * ASCModel[objectIndex].B;
//
//		diffuse = 0;
//		specular = 0;
//
//		float normalVector[3];
//		getNormalVector(normalVector, objectIndex, faceIndex);
//		UnitizeVector(normalVector);
//
//		for(int i = 1; i <= 4; i++){
//			if(Light[i].enable){
//				float lightVector[3];
//				lightVector[0] = Light[i].X - ASCModel[objectIndex].vertex[pointIndex][0];
//				lightVector[1] = Light[i].Y - ASCModel[objectIndex].vertex[pointIndex][1];
//				lightVector[2] = Light[i].Z - ASCModel[objectIndex].vertex[pointIndex][2];
//				UnitizeVector(lightVector);
//				float NdotL = AbsDot_Multi(normalVector, lightVector);
//				float reflectVector[3];
//				reflectVector[0] = 2 * NdotL * normalVector[0] - lightVector[0];
//				reflectVector[1] = 2 * NdotL * normalVector[1] - lightVector[1];
//				reflectVector[2] = 2 * NdotL * normalVector[2] - lightVector[2];
//				UnitizeVector(reflectVector);
//				float viewVector[3];
//				viewVector[0] = EyeX - ASCModel[objectIndex].vertex[pointIndex][0];
//				viewVector[1] = EyeY - ASCModel[objectIndex].vertex[pointIndex][1];
//				viewVector[2] = EyeZ - ASCModel[objectIndex].vertex[pointIndex][2];
//				UnitizeVector(viewVector);
//				/*float distance = sqrt(lightVector[0] * lightVector[0]
//				+ lightVector[1] * lightVector[1]
//				+ lightVector[2] * lightVector[2]);*/
//				//float fatt = 1.0 / (0.1 + 0.1 * distance + 0.1 * distance * distance); // Maybe Wrong
//				//diffuse += fatt * ASCModel[objectIndex].Kd * Light[i].Ip * AbsDot_Multi(normalVector, lightVector);
//				diffuse += ASCModel[objectIndex].Kd * AbsDot_Multi(normalVector, lightVector);
//
//				//float halfWayVector[3];
//				//// halfWayVector = lightVector + viewVector
//				//halfWayVector[0] = lightVector[0] + (EyeX - ASCModel[objectIndex].vertex[pointIndex][0]);
//				//halfWayVector[1] = lightVector[1] + (EyeY - ASCModel[objectIndex].vertex[pointIndex][1]);
//				//halfWayVector[2] = lightVector[2] + (EyeZ - ASCModel[objectIndex].vertex[pointIndex][2]);
//				//UnitizeVector(halfWayVector);
//				//float specular_last = pow(AbsDot_Multi(halfWayVector, normalVector), ASCModel[objectIndex].N);
//				float specular_last = pow(AbsDot_Multi(reflectVector, viewVector), ASCModel[objectIndex].N);
//				//specular += fatt * ASCModel[objectIndex].Ks * Light[i].Ip * specular_last;
//				specular += ASCModel[objectIndex].Ks * specular_last;
//			}
//		}
//		diffuse *= ASCModel[objectIndex].B;
//	}
//
//	sumColor = ambient + diffuse + specular;
//	/*if(sumColor > 1)
//		return 1.0;
//	else if(sumColor < 0)
//		return 0;
//	else
//		return sumColor;*/
//	return sumColor;
//}
float getColor(int objectIndex, int faceIndex, int pointIndex, char whichColor){
	// 精简版(其实就是参数不全)
	//cout << objectIndex << " " << faceIndex << " " << pointIndex << endl;
	float sumColor, ambient, diffuse, specular;
	ambient = ambient_Ka;

	diffuse = 0;
	specular = 0;

	float normalVector[3];
	getNormalVector(normalVector, objectIndex, faceIndex);
	UnitizeVector(normalVector);

	for(int i = 0; i < MAX_LIGHT; i++){
		if(Light[i].enable){
			float lightVector[3];
			lightVector[0] = Light[i].X - ASCModel[objectIndex].vertex[pointIndex][0];
			lightVector[1] = Light[i].Y - ASCModel[objectIndex].vertex[pointIndex][1];
			lightVector[2] = Light[i].Z - ASCModel[objectIndex].vertex[pointIndex][2];
			UnitizeVector(lightVector);
			float NdotL = AbsDot_Multi(normalVector, lightVector);
			float reflectVector[3];
			reflectVector[0] = 2 * NdotL * normalVector[0] - lightVector[0];
			reflectVector[1] = 2 * NdotL * normalVector[1] - lightVector[1];
			reflectVector[2] = 2 * NdotL * normalVector[2] - lightVector[2];
			UnitizeVector(reflectVector);
			float viewVector[3];
			viewVector[0] = EyeX - ASCModel[objectIndex].vertex[pointIndex][0];
			viewVector[1] = EyeY - ASCModel[objectIndex].vertex[pointIndex][1];
			viewVector[2] = EyeZ - ASCModel[objectIndex].vertex[pointIndex][2];
			UnitizeVector(viewVector);
			diffuse += ASCModel[objectIndex].Kd * AbsDot_Multi(normalVector, lightVector);

			float specular_last = pow(AbsDot_Multi(reflectVector, viewVector), ASCModel[objectIndex].N);
			specular += ASCModel[objectIndex].Ks * specular_last;
		}
	}

	if(whichColor == 'r')
		sumColor = (ambient + diffuse) * ASCModel[objectIndex].R + specular;
	else if(whichColor == 'g')
		sumColor = (ambient + diffuse) * ASCModel[objectIndex].G + specular;
	else
		sumColor = (ambient + diffuse) * ASCModel[objectIndex].B + specular;

	return sumColor;
}

// Get the normal vector of a face of an object
void getNormalVector(float* destination, int objectIndex, int faceIndex){
	float point1[3];
	float point2[3];
	float point3[3];
	float vector1[3];
	float vector2[3];
	for(int i = 0; i < 3; i++){
		point1[i] = ASCModel[objectIndex].vertex[ASCModel[objectIndex].face[faceIndex][1] - 1][i];
		point2[i] = ASCModel[objectIndex].vertex[ASCModel[objectIndex].face[faceIndex][2] - 1][i];
		point3[i] = ASCModel[objectIndex].vertex[ASCModel[objectIndex].face[faceIndex][3] - 1][i];
		vector1[i] = point2[i] - point1[i];
		vector2[i] = point3[i] - point1[i];
	}
	Cross_Multi(destination, vector1, vector2);
}

// Return the abs value of Multiplication Dot for 3-dimensionality
float AbsDot_Multi(float a[], float b[]){
	float sum = 0;
	for(int i = 0; i < 3; i++){
		sum += a[i] * b[i];
	}
	//return sum;
	return (sum>0) ? sum : -sum; // Maybe Wrong
	//return (sum>0) ? sum : 0; // Maybe Wrong
}

// Judge a dot is on the line or not
bool is_onLine(int x, int y, int x1, int y1, int x2, int y2){
	int lineWidth = 10;
	int ans = (x - x1)*(y2 - y1) - (x2 - x1)*(y - y1);
	if(ans < lineWidth && ans > -lineWidth)
		return true;
	else
		return false;
}

// Sort Result : 0 for top, 1 for left, 2 for right
void sortColorPointVector(vector<PointWithColor>& colorPointVector){
	if(colorPointVector[1].y > colorPointVector[0].y){
		swap(colorPointVector[0], colorPointVector[1]);
	}
	if(colorPointVector[1].y == colorPointVector[0].y && colorPointVector[1].x < colorPointVector[0].x){
		swap(colorPointVector[0], colorPointVector[1]);
	}
	if(colorPointVector[2].y > colorPointVector[0].y){
		swap(colorPointVector[0], colorPointVector[2]);
	}
	if(colorPointVector[2].y == colorPointVector[0].y && colorPointVector[2].x < colorPointVector[0].x){
		swap(colorPointVector[0], colorPointVector[2]);
	}
	if(colorPointVector[2].x < colorPointVector[1].x){
		swap(colorPointVector[1], colorPointVector[2]);
	}
	// Fix
	if(colorPointVector[1].y == colorPointVector[0].y){
		colorPointVector[1].y--;
	}
	if(colorPointVector[2].y == colorPointVector[0].y){
		colorPointVector[2].y--;
	}
	return;
}

// Print some formation and Set the parameter
void initial(){
	Buffer_struct infBuffer(INF_FAR, background_r, background_g, background_b);
	for(int i = 0; i < height; i++){
		for(int j = 0; j < width; j++){
			Buffer[i][j] = infBuffer;
		}
	}
}

// Something wants TA knows
void wordsToTA(){
	cout << "输出比较慢,因为输出了中间过程Flat Shading" << endl;
	cout << "对比前后变化可以看出用了Gouraud Shading的方法" << endl;
	//cout << "用了Gouraud Shading的方法" << endl;
	cout << endl;
}

#pragma endregion

// Main
void main(int argc, char** argv) {
	int winSizeX, winSizeY;

	//Set the programme parameter
	Inputfile = (argc >= 2) ? (string(argv[1])) : "Hw4D.in";
	//Inputfile = (argc >= 2) ? (string(argv[1])) : "Hw4E.in";
	//Inputfile = (argc >= 2) ? (string(argv[1])) : "Hw4F.in";
	//Inputfile = (argc >= 2) ? (string(argv[1])) : "mytest.in";
	/*width = winSizeX = (argc >= 3) ? (atoi(argv[2])) : 800;
	height = winSizeY = (argc >= 4) ? (atoi(argv[3])) : 600;*/
	fin.open(Inputfile);
	if(fin.is_open()){
		cout << "open the file successfully" << endl;
	}
	else{
		cout << "Can't not open the file" << endl;
		IsExit = true;
		return;
	}
	if(!fin.eof()){
		fin >> winSizeX >> winSizeY;
		width = winSizeX;
		height = winSizeY;
	}
	//initial();

	// initialize OpenGL utility toolkit (glut)
	glutInit(&argc, argv);

	// single disply and RGB color mapping
	glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); // set display mode
	glutInitWindowSize(winSizeX, winSizeY);      // set window size
	glutInitWindowPosition(500, 100);                // set window position on screen
	glutCreateWindow("Lab4 Window");       // set window title

	// set up the mouse and keyboard callback functions
	//glutKeyboardFunc(myKeyboard); // register the keyboard action function
	//glutMouseFunc(Mymouse);

	// displayFunc is called whenever there is a need to redisplay the window,
	// e.g., when the window is exposed from under another window or when the window is de-iconified
	glutDisplayFunc(displayFunc); // register the redraw function

	// set background color
	glClearColor(background_r, background_g, background_b, alpha);     // set the background to white
	glClear(GL_COLOR_BUFFER_BIT); // clear the buffer

	// misc setup
	glMatrixMode(GL_PROJECTION);  // setup coordinate system
	glLoadIdentity();
	gluOrtho2D(0, winSizeX, 0, winSizeY);
	glShadeModel(GL_FLAT);
	glFlush();
	glutMainLoop();
}

测试文件

测试文件用到了的asc文件为:

  • teapot.asc
  • skull.asc
  • grid4x4.asc
  • cube.asc
# Hw4D.in
# ##################
600 600

ambient 0.4

object teapot.asc 1.0 0.0 0.0 0.4  0.6  30

observer 10 10 10 0 0 0 0 .1 1000 15

background 0.2 0.5 0.7

light 1 1.0 -2.0 5.0 10.0

light 2 .7 0.0 10.0 0.0

light 3 .6 10.0 10.0 10.0


display

end
# ##################

# Hw4E.in
# ##################
600 600

ambient 0.4

background 0.2 0.3 0.4

observer 0.0 0.0 2 0 0 0 0 .1 1000 40

light 1 0.8 0.0 5.0 5.0


# SKULL

reset
object skull.asc 1.0 0.0 0.0 0.7  0.3  5

# EYE BALLS

reset
scale 0.2 0.2 0.2
translate 0.26 0.08 .28
object cube.asc 0.9 0.9 0.9 0.9 0.1 1

reset
scale 0.2 0.2 0.2
translate -0.26 0.08 .28
object cube.asc 1.0 1.0 1.0 0.9 0.1 1

# PUPILS

reset
scale 0.05 0.05 0.05
translate 0.26 0.08 .46
object cube.asc 0.5 0.5 0.0 0.7  0.3  5

reset
scale 0.05 0.05 0.05
translate -0.26 0.08 .46
object cube.asc 0.5 0.5 0.0 0.7  0.3  5

display


end
# ##################

# Hw4F.in
# ##################
600 600

ambient 0.4

scale 5.0 0.25 0.25
object cube.asc 0.0 1.0 0.0 0.8  0.2  1

reset
scale 0.25 5.0 0.25
object cube.asc 0.0 1.0 0.0 0.8  0.2  1

reset
scale 0.25 0.25 5.0 
object cube.asc 0.0 1.0 0.0 0.8  0.2  1

reset
rotate 180.0 0.0 0.0
translate -1.0 0.0 -1.0
object Grid4x4.asc 1.0 0.0 0.0 0.8  0.2  1

translate 2.0 0.0 0.0
object Grid4x4.asc 1.0 0.0 0.0 0.8  0.2  1

translate 0.0 0.0 2.0
object Grid4x4.asc 1.0 0.0 0.0 0.8  0.2  1

translate -2.0 0.0 0.0
object Grid4x4.asc 1.0 0.0 0.0 0.8  0.2  1

observer 10.0 10.0 10.0 0.0 0.0 0.0 0 .1 1000 10

light 1 0.8 0.0 10.0 0.0

display

end
# ##################

批量测试文件

命名方式如同上一篇所示,cmd大法

3DCG_hw4_quick.exe Hw4D.in

3DCG_hw4_quick.exe Hw4E.in

3DCG_hw4_quick.exe Hw4F.in

彩蛋

网上找到的三维图像渲染的极高级完成版本demo
只有演示没有代码
称之为 这完美的茶壶

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