计算机图形学OpenGL学习实验二——Bresenham画线算法的模拟
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2024-03-17 10:02:10
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- 写在开头:
相关实验是学校开设课程的相关实验,本人所作较为粗浅,若有同校师弟浏览,望看懂借鉴而非照搬全抄。
- 实验目的:
理解Bresenham画线算法
- 实验内容:
用Bresenham画线算法实现水平、垂直、斜率大于1、斜率小于1、斜率为正、斜率为负等各种情况(不能直接调用OpenGL画线函数)。
- 实现效果及步骤(或流程)
实现效果:
绘制了一个大小为40 × 40 网格图(坐标为0~39),用以模拟屏幕像素。以(20,20)为中心,绘制了六条“直线”。这些“直线”模拟了当屏幕像素点被放大至肉眼可见时,Bresenham算法绘制直线时的绘制情况。
实现流程:
首先判断斜率是否小于1,如果是则计算p值(p=2dy –dx),而后选择起点并绘制起点;接着判断斜率正负,如果为正,则x递增1,通过p值判断y值,并且计算相应的p值,否则x递减1。
如果斜率大于1,则将求p值公式x、y互换,并且将x递增或递减的变化过程改为y递增或递减。
具体流程见下图。
- 创新设计和实现方法
创新设计:
使用正方形块模拟屏幕像素点,绘制屏幕网格图,展示Bresenham算法选点的过程。
实现方法:
1.网格的绘制:
设置矩形块为线性填充,使用二维数组blocks[40][40]存储矩形块,取blocks[x][y],即代表取屏幕坐标(x,y)。
相关代码如下:
void initBlocks() {
glPolygonMode(GL_FRONT, GL_LINE);
GLint x = 0, y = 0;
glColor3f(0.0, 0.0, 1.0);
//初始化矩形块坐标
for (int i = 0; i < 40; i++) {
for (int j = 0; j < 40; j++) {
blocks[i][j].point[0] = x;
blocks[i][j].point[1] = y;
y += 10;
}
y = 0;
x += 10;
}
//绘制矩形
for (int i = 0; i < 40; i++) {
for (int j = 0; j < 40; j++) {
glRecti(blocks[i][j].point[0], blocks[i][j].point[1],
blocks[i][j].point[0] + 10, blocks[i][j].point[1] + 10);
}
}
glFlush();
}
2.绘制“像素点”
如果需要绘制点(x,y),那么绘制矩形块blocks[x][y]即可。
相关代码如下:
//选取像素块
void setPixel(GLint x, GLint y) {
glPolygonMode(GL_FRONT, GL_FILL);//设置矩形为填充模式
glColor3f(0.0, 1.0, 0.0);
glRecti(blocks[x][y].point[0], blocks[x][y].point[1],
blocks[x][y].point[0] + 10, blocks[x][y].point[1] + 10);
glFlush();
}
- 源代码
#include <GL/glut.h>
#include <iostream>
void bresenham(GLint x1, GLint y1, GLint x2, GLint y2);
GLsizei winWidth = 400, winHeight = 400;
//“像素块”
struct block {
GLint point[2];
};
block blocks[40][40];
//初始化像素块
void initBlocks() {
glPolygonMode(GL_FRONT, GL_LINE);
GLint x = 0, y = 0;
glColor3f(0.0, 0.0, 1.0);
for (int i = 0; i < 40; i++) {
for (int j = 0; j < 40; j++) {
blocks[i][j].point[0] = x;
blocks[i][j].point[1] = y;
y += 10;
}
y = 0;
x += 10;
}
for (int i = 0; i < 40; i++) {
for (int j = 0; j < 40; j++) {
glRecti(blocks[i][j].point[0], blocks[i][j].point[1],
blocks[i][j].point[0] + 10, blocks[i][j].point[1] + 10);
}
}
//调试用
//for (int i = 0; i < 40; i++) {
// for (int j = 0; j < 40; j++) {
// std::cout << i << "," <<j <<" (" << blocks[i][j].point[0] << ","
// << blocks[i][j].point[1] << ")" << " ";
// }
// std::cout << std::endl;
//}
glFlush();
}
//选取像素块
void setPixel(GLint x, GLint y) {
//glBegin(GL_POINTS);
// glVertex2i(x, y);
//glEnd();
glPolygonMode(GL_FRONT, GL_FILL);
glColor3f(0.0, 1.0, 0.0);
std::cout << "(" << blocks[x][y].point[0] << "," << blocks[x][y].point[1] << ")" << " ";
glRecti(blocks[x][y].point[0], blocks[x][y].point[1],
blocks[x][y].point[0] + 10, blocks[x][y].point[1] + 10);
glFlush();
}
void init(void) {
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glMatrixMode(GL_PROJECTION);
gluOrtho2D(0.0, 200.0, 0.0, 150.0);
}
void displayFcn() {
initBlocks();
glColor3f(0.0, 1.0, 0.0);
bresenham(5,20,35,20);//水平线段
bresenham(20,5,20,35);//垂直线段
bresenham(5, 13, 35, 27);//斜率介于0到1之间的直线
bresenham(5, 27, 35, 13);//斜率介于-1到0之间的直线
bresenham(13, 35, 27, 5);//斜率小于-1的直线
bresenham(27, 35, 13, 5);//斜率大于-1的直线
}
void bresenham(GLint x1, GLint y1, GLint x2, GLint y2) {
GLint dx_sigend = x1 - x2, dy_sigend = y1 - y2;
GLint dx = fabs(dx_sigend), dy = fabs(dy_sigend);
GLint twoDy = 2 * dy, twoDx = 2 * dx;
GLint twoDyMinusDx = 2 * (dy - dx),twoDxMinusDy = 2 * (dx - dy);
GLint p;
GLint x, y;
// 判断斜率是否大于1
if (dy < dx) {
p = twoDy - dx;
//判断斜率正负
if ((dx_sigend < 0 && dy_sigend < 0) || (dx_sigend > 0 && dy_sigend > 0)) {
//判断所给点的起点
if (x1 > x2) {
x = x2;
y = y2;
x2 = x1;
}
else {
x = x1;
y = y1;
}
setPixel(x, y);
while (x < x2) {
x++;
if (p < 0) {
p += twoDy;
}
else {
++y;
p += twoDyMinusDx;
}
setPixel(x, y);
}
}
else {
//判断所给点的起点
if (x1 < x2) {
x = x2;
y = y2;
x2 = x1;
}
else {
x = x1;
y = y1;
}
setPixel(x, y);
while (x > x2) {
x--;
if (p < 0) {
p += twoDy;
}
else {
++y;
p += twoDyMinusDx;
}
setPixel(x, y);
}
}
}
else {
p = twoDx - dy;
//判断斜率正负
if ((dx_sigend < 0 && dy_sigend < 0) || (dx_sigend > 0 && dy_sigend > 0)) {
//判断所给点的起点
if (y1 > y2) {
x = x2;
y = y2;
y2 = y1;
}
else {
x = x1;
y = y1;
}
setPixel(x, y);
while (y < y2) {
y++;
if (p < 0) {
p += twoDx;
}
else {
++x;
p += twoDxMinusDy;
}
setPixel(x, y);
}
}
else {
//判断所给点的起点
if (y1 < y2) {
x = x2;
y = y2;
y2 = y1;
}
else {
x = x1;
y = y1;
}
setPixel(x, y);
while (y > y2) {
y--;
if (p < 0) {
p += twoDx;
}
else {
++x;
p += twoDxMinusDy;
}
setPixel(x, y);
}
}
}
}
void winReshapeFcn(GLint newWidth, GLint newHeight) {
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, newWidth, newHeight);
glLoadIdentity();
gluOrtho2D(0.0, GLdouble(newWidth), 0.0, GLdouble(newHeight));
winWidth = newWidth;
winHeight = newHeight;
}
void main(int argc, char ** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowPosition(100, 100);
glutInitWindowSize(winWidth, winHeight);
glutCreateWindow("CGLab3_CaiYiPei");
init();
glutDisplayFunc(displayFcn);
glutReshapeFunc(winReshapeFcn);
glutMainLoop();
}