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openGL实现中点画线算法、DDA画线算法,Bresenham画线算法,并进行鼠标键盘的交互

首先设置变量用于进行鼠标交互和键盘交互:

int m = 0;
GLdouble m1 =0, m2 = 0;

1.实验入口主函数:

//主函数
int main(int argc, char** argv) {
    glutInit(&argc, argv);//初始化openGl
    glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
    glutInitWindowPosition(100, 100);//显示窗口的位置
    glutInitWindowSize(350, 150);//显示窗口的大小
    glutCreateWindow("实验1");//表示用键盘来进行交互的

    init();//自定义的方法
    glutDisplayFunc(display);//绘制函数
    glutKeyboardFunc(myKayBoard);//点击键盘的时候就会调用该方法
    glutMouseFunc(mouseMoton);//鼠标点击时会调用该方法
    glutMainLoop();
    return 0;
}

2.对窗口进行一些初始化:

void init(void) {
    glClearColor(1.0, 1.0, 1.0, 0.0);//申明一个刷新的颜色
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluOrtho2D(0, 500, 0, 500);
    //glShadeModel(GL_FLAT);
}

3.显示函数的编写:

void display(void) {
    glClear(GL_COLOR_BUFFER_BIT);//用颜色刷新
    glColor3f(0.8, 0.5, 0.6);//绘制的颜色
    glPointSize(1);//绘制像素的大小
    if (m==0)
        bresenham(1.08,2.00, 373.80,367.66);
    if (m==1)
        halfzd(99.09,120.08,373.80, 367.66);
    if (m==2)
        myDDA(140.7, 200.3, 373.80, 367.66);
    glFlush();
}

4.关于DDA算法的实现:

void myDDA(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) {
    x1 = x1 + m1;
    y1 = y1 + m2;
    double dx = fabs(x2 - x1);
    double dy = fabs(y2 - y1);
    double steps;
    if (dx > dy)
        steps = dx;
    else
        steps = dy;
    double stepX = dx / steps;
    double stepY = dy / steps;
    glBegin(GL_POINTS);
    for (int i = 0;i < (int)steps;i++) {
        glVertex2f(x1, y1);
        x1 += stepX;
        y1 += stepY;
    }
    glEnd();
}

5.关于中点画线算法的实现:

void halfzd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) {
    double a = y1+m2-y2;
    double b = x2-x1-m1;
    double d = a + a + b;
    double d1 = a + a;
    double d2 = a + b + a + b;
    glBegin(GL_POINTS);
    glVertex2f(x1+m1, y1+m2);
    while (x1+m1 < x2) {
        if (d < 0) {
            x1++;y1++;d += d2;
        }
        else {
            x1++;d += d1;
        }
        glVertex2f(x1+m1, y1+m2);
    }
    glEnd();
}

6.关于Bresenham画线算法的实现:

void bresenham(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) {
    double dx = x2 - x1-m1;
    double dy = y2 - y1-m2;
    double k = dy / dx;
    double e = 0.5;
    glBegin(GL_POINTS);//表示画一个点
    for (int i = 0;i <= dx;i++) {
        glVertex2f(x1+m1, y1+m2);
        x1 = x1 + 1;
        e = e + k;
        if (e >= 0) {
            y1++;
            e = e - 1;
        }
    }
    glEnd();
}

7.对于鼠标点击函数

void mouseMoton(GLint button,GLint state,GLint x,GLint y) {
    //鼠标左点击
    if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
        m1 = x;
        m2 = y;
        glutPostRedisplay();
    }
    //鼠标滚轮键
    if (button == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) {
        m1 = x;
        m2 = y;
        glutPostRedisplay();
    }
    //鼠标右点击
    if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) {
        m1 = x;
        m2 = y;
        glutPostRedisplay();
    }
}

8.键盘点击函数:

void myKayBoard(unsigned char key, int x, int y) {//key对应键盘上面的一个键
    switch (key)
    {
    case'z':m = 0;break;
    case'x':m = 1;break;
    case'c':m = 2;break;
    }
    //改变值后我们要使图形重新显示一遍
    glutPostRedisplay();

}

完整版代码如下:

#include <iostream>
#include <windows.h>  
#include <GL/gl.h>  
#include <GL/glu.h>  
#include <GL/glut.h>  

int m = 0;
GLdouble m1 =0, m2 = 0;

void bresenham(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) {
    double dx = x2 - x1-m1;
    double dy = y2 - y1-m2;
    double k = dy / dx;
    double e = 0.5;
    glBegin(GL_POINTS);//表示画一个点
    for (int i = 0;i <= dx;i++) {
        glVertex2f(x1+m1, y1+m2);
        x1 = x1 + 1;
        e = e + k;
        if (e >= 0) {
            y1++;
            e = e - 1;
        }
    }
    glEnd();
}

void halfzd(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) {
    double a = y1+m2-y2;
    double b = x2-x1-m1;
    double d = a + a + b;
    double d1 = a + a;
    double d2 = a + b + a + b;
    glBegin(GL_POINTS);
    glVertex2f(x1+m1, y1+m2);
    while (x1+m1 < x2) {
        if (d < 0) {
            x1++;y1++;d += d2;
        }
        else {
            x1++;d += d1;
        }
        glVertex2f(x1+m1, y1+m2);
    }
    glEnd();
}

void myDDA(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2) {
    x1 = x1 + m1;
    y1 = y1 + m2;
    double dx = fabs(x2 - x1);
    double dy = fabs(y2 - y1);
    double steps;
    if (dx > dy)
        steps = dx;
    else
        steps = dy;
    double stepX = dx / steps;
    double stepY = dy / steps;
    glBegin(GL_POINTS);
    for (int i = 0;i < (int)steps;i++) {
        glVertex2f(x1, y1);
        x1 += stepX;
        y1 += stepY;
    }
    glEnd();
}

//键盘点击函数
void myKayBoard(unsigned char key, int x, int y) {//key对应键盘上面的一个键
    switch (key)
    {
    case'z':m = 0;break;
    case'x':m = 1;break;
    case'c':m = 2;break;
    }
    //改变值后我们要使图形重新显示一遍
    glutPostRedisplay();

}

//鼠标点击函数
void mouseMoton(GLint button,GLint state,GLint x,GLint y) {
    //鼠标左点击
    if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
        m1 = x;
        m2 = y;
        glutPostRedisplay();
    }
    //鼠标滚轮键
    if (button == GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) {
        m1 = x;
        m2 = y;
        glutPostRedisplay();
    }
    //鼠标右点击
    if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN) {
        m1 = x;
        m2 = y;
        glutPostRedisplay();
    }
}

void display(void) {
    glClear(GL_COLOR_BUFFER_BIT);//用颜色刷新
    glColor3f(0.8, 0.5, 0.6);//绘制的颜色
    glPointSize(1);//绘制像素的大小
    if (m==0)
        bresenham(1.08,2.00, 373.80,367.66);
    if (m==1)
        halfzd(99.09,120.08,373.80, 367.66);
    if (m==2)
        myDDA(140.7, 200.3, 373.80, 367.66);
    glFlush();
}

void init(void) {
    glClearColor(1.0, 1.0, 1.0, 0.0);//申明一个刷新的颜色
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluOrtho2D(0, 500, 0, 500);
    //glShadeModel(GL_FLAT);
}

//主函数
int main(int argc, char** argv) {
    glutInit(&argc, argv);//初始化openGl
    glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
    glutInitWindowPosition(100, 100);//显示窗口的位置
    glutInitWindowSize(350, 150);//显示窗口的大小
    glutCreateWindow("实验1");//表示用键盘来进行交互的

    init();//自定义的方法
    glutDisplayFunc(display);//绘制函数
    glutKeyboardFunc(myKayBoard);//点击键盘的时候就会调用该方法
    glutMouseFunc(mouseMoton);//鼠标点击时会调用该方法
    glutMainLoop();
    return 0;
}

实验结果:

在实验中我同时写入了ADD划线算法,中点画线算法、Bresenham画线算法可以通过键盘的输入来控制不同算法的显示窗口的显示,跟人进行交互:

运行后的窗口图形如下,为默认的Bresenham画线算法

当我们键盘输入x时,该窗口的显示切换到中点画线算法****会出现下图所示:

当我们从键盘键入c时,该窗口的显示切换到中点画线算法****会出现如下所示:

在我们的每一个图形窗口可以通过鼠标左键,或者鼠标右键,或者滚动鼠标轮,我们可以自由切换任意的线段方向。也就是可以处理任意方向和任意斜率的直线端,也对非整数坐标进行了处理。比如如下:


本文转载自: https://blog.csdn.net/weixin_57259781/article/details/123965637
版权归原作者 中文很快乐 所有, 如有侵权,请联系我们删除。

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