教材上的直线绘制算法只针对斜率0<k<1范围内的直线,很多教材也是如此。有一些教材上有针对一般直线即任意斜率直线的绘制算法,但是算法代码不是很容易懂。为了补上这一内容, 下面给出一般直线的中点绘制算法代码,供大家参考,也欢迎大家指正。 代码在VS2017可以正常运行,运行结果如后。
#include <GL/glut.h>
#include <algorithm>
using namespace std;
void line(int x0, int y0, int x1, int y1)
{
// Please add the code here
/********** Begin ********/
glColor3f(0.0f, 1.0f, 0.0f);
glBegin(GL_POINTS);
glPointSize(1);
int dx = abs(x1 - x0);
int dy = abs(y1 - y0);
if (dx > dy) // x方向为步进方向
{
if (x0 > x1) //确保x0<x1,这样循环中x=x+1
{
swap(x0, x1);
swap(y0, y1);
}
int d = dx - 2 * dy;
int d1 = 2 * dx - 2 * dy;
int d2 = -2 * dy;
int x = x0;
int y = y0;
int yIncr = (y1 > y0) ? 1 : -1; // 比较两端点y值大小决定y的增量值
glVertex2i(x, y);
for (int x = x0 + 1; x <= x1; x++)
{
if (d < 0)
{
y = y + yIncr;
d = d + d1;
}
else
d = d + d2;
glVertex2i(x, y);
}
}
else
{
if (y0 > y1)
{
swap(x0, x1);
swap(y0, y1);
}
int d = dy - 2 * dx;
int d1 = 2 * dy - 2 * dx;
int d2 = -2 * dx;
int x = x0;
int y = y0;
int xIncr = (x1 > x0) ? 1 : -1;
glVertex2i(x, y);
for (int y = y0 + 1; y <= y1; y++)
{
if (d < 0)
{
x = x + xIncr;
d = d + d1;
}
else
d = d + d2;
glVertex2i(x, y);
}
}
glEnd();
/********** End *********/
}
void myDisplay(void)
{
glClear(GL_COLOR_BUFFER_BIT);
line(261, 215, 344, 275);
line(344, 275, 429, 213);
line(429, 213, 398, 319);
line(398, 319, 477, 384);
line(477, 384, 378, 385);
line(378, 385, 344, 491);
line(344, 491, 310, 384);
line(310, 384, 209, 382);
line(209, 382, 292, 319);
line(292, 319, 261, 215);
glFlush();
}
void Init()
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glShadeModel(GL_SMOOTH);
}
void myReshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, (GLdouble)w, 0.0, (GLdouble)h);
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowPosition(100, 100);
glutInitWindowSize(800, 600);
glutCreateWindow("Hello Line!");
Init();
glutDisplayFunc(myDisplay);
glutReshapeFunc(myReshape);
glutMainLoop();
return 0;
}