OpenGL midpoint Bresenham draws a straight line algorithm
- 2020-07-21 09:21:20
- OfStack
The example of this paper shares the OpenGL midpoint Bresenham drawing line algorithm for your reference. The specific content is as follows
The environment
macos xcode compiler
code
#include <GLUT/GLUT.h>
#include <iostream>
#include<iostream>
#include<cstdlib>
#include<ctime>
using namespace std;
float wid = 400; // Set the size of the window , The convention window must be square
float height = wid; // Set the size of the window
int numbers = 20; // Sets the number of grids to divide
float t = wid/numbers; // Simulate units under pixels 1
/*
Parameter setting Instructions:
Two points of the input line A(x1,y1);B(x2,y2)
You should ensure that the parameter range is within -400 ~ 400. And is an integer.
* Support different slopes
* Support two points reversed
*/
int x1 = -300,y1=-400,x2 =400,y2 = 100;
void draw_point(float x, float y,int k_kind,int d_kind);
float translater(int x);
void swap(int &a, int &b)
{ int tmp = 0;
tmp = b;
b = a;
a = tmp; }
void bresenham(int x1, int y1,int x2, int y2){
/*
Function description: bresenham Algorithm part
Parameter description: and openGL Existing line function 1 The user is required to provide the starting point of the point ( x1,y1 ) and the end (x2,y2)
To make it easier to see, we will draw the line under the original pixel.
So the coordinates here are going to be -1 ~ 1
*/
int k_kind = 0; //k_kind That's the type of slope. 0 is 0 ~ 1 ; 1 is 1 ~ infinite; 2 is 0 ~ -1 ; 3 It's minus infinity -1
int d_kind =0; //d_kind Used to represent dy The types of positive and negative.
if (x1 > x2) {
swap(x1,x2);
swap(y1,y2);
}
int dx = abs(x2-x1), dy = abs(y2-y1);
if (y1 > y2) {// If it's downwards
y1 = -y1;
y2 = -y2;
d_kind = 1;
}
if (dy > dx) { // The slope between 1 ~ infinity, will be regarded as the coordinate transformation (in this case the coordinate transformation).
swap(x1, y1);
swap(x2,y2);
swap(dx,dy);
k_kind = 1;
}
float d = (dy +dy -dx)*t; // make d Amount for decision making ( Here use d = dx*w*2 Avoid floating point operations )
float x = x1+0.0,y = y1+0.0;
draw_point(translater(x),translater(y),k_kind,d_kind); // Drawn under 1 A point
while( x < x2){ // In order to x For the step length
if (d < 0){
d += 2*dy*t;
}
else{
d += 2*(dy-dx)*t;
y += t; // The instructions should be drawn at the top
}
x= x + t;
draw_point(translater(x),translater(y),k_kind,d_kind); // Drawn under 1 A point
}
}
float translater(int x){
/*
Function description: convert the coordinates under pixel coordinates to openGL coordinates
Parameter description: pass in point pixel coordinates -wid-wid To return to -1 ~ 1 coordinates
*/
return x/wid;
}
void draw_point(float x , float y, int k_kind,int d_kind){
/*
Function description: Draw the pixel point, here set the size of the point to 7 .
The color is blue.
Parameter description: floating point number x . y is openGl Coordinate system. kind That's the type of slope
*/
glPointSize(7);
glColor3f(0.0,0.0,1.0);
glBegin(GL_POINTS);
cout <<"k:"<<k_kind<<"d:" << d_kind << endl;
if(k_kind==0&&d_kind==1){
y = -y;
}else if (k_kind ==1 &&d_kind==1){
x= -x;
swap(x,y);
}else if (k_kind==1&&d_kind ==0){
swap(x,y);
}
glVertex3f(x,y,0.0);
glEnd();
glFlush();
}
void grid(){
/*
Function description: Draw the grid to make it easy to put real pixels pixel To the pixels that we're simulating
*/
glClearColor(0, 0, 0, 0);// This is setting the background color , Must be in glclear Before the call
glClear(GL_COLOR_BUFFER_BIT);
// Draw a straight line
int wid_number = numbers;
int hei_number = numbers;
float delta_wid = wid / wid_number;
float delta_hei = height / hei_number;
glColor3f(1.0,1.0,0);
for (int i = 1; i < 40 ; i ++ ) {
glBegin(GL_LINES);
glVertex2f(-1+i*delta_hei/height, -1);
glVertex2f(-1+i*delta_hei/height, 1);
glVertex2f(-1,-1+i*delta_hei/height);
glVertex2f(1,-1+i*delta_hei/height);
glEnd();
glFlush();
}
glColor3f(1.0,0,0);
glBegin(GL_LINES); // Draw the coordinate system for easy observation
glVertex2f(-1,0);
glVertex2f(1,0);
glVertex2f(0,-1);
glVertex2f(0,1);
glEnd();
glFlush();
glBegin(GL_LINES);
glColor3f(1.0,0.0,0.0);
glVertex2f(translater(x1),translater(y1)); // Fixed point coordinate range
glVertex2f(translater(x2),translater(y2));
glEnd();
glFlush();
// Refresh buffer to ensure that drawing command can be executed
bresenham(x1, y1,x2,y2);
}
int main(int argc, char *argv[]) {
// Initialize the GLUT library
glutInit(&argc, argv);
// Initialize the size of the window
glutInitWindowSize(700,700);
glutInitWindowPosition(300,200);
// Sets the position where the window appears
//glutInitWindowPosition(int x, int y);
glutInitDisplayMode(GLUT_RGBA);
glutCreateWindow("class16_hw1");
glutDisplayFunc(&grid);
glutMainLoop();
return 0;