OpenGL vs2019环境配置
注意每次新开项目都要 在“项目”中,选择“管理NuGet程序包”,并在浏览中搜索“nupengl",两个都要安装。
关于glNewList() OpenGL显示列表
OpenGL glViewport()函数
#include
#include
void init();
void display();
void reshape(GLsizei , GLsizei );
int main(int argc, char** argv) {
//初始化工具包
glutInit(&argc, argv);
//设置显示模式
//GLUT_SINGLE 设置为单缓存,一般是渲染一张图片,如果是动画的话就需要双缓存
//GLUT_RGB设置颜色模式
//GLUT_DEPTH设置景深模式
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH);
//设置窗口属性
//设置窗口在屏幕上位置
glutInitWindowPosition(0, 0);
//设置窗口大小
glutInitWindowSize(500, 500);
//打开屏幕窗口
glutCreateWindow("My first test");
//调用绘图函数,回调函数,不间断监听
glutReshapeFunc(reshape);
glutDisplayFunc(display);
init();//必要的其他初始化函数
glutMainLoop();//进入循环
return 0;
}
//初始化函数
void init() {
glEnable(GL_DEPTH_TEST);// 用来开启更新深度缓冲区的功能,也就是,如果通过比较后深度值发生变化了,会进行更新深度缓冲区的操作。启动它,OpenGL就可以跟踪再Z轴上的像素,这样,它只会再那个像素前方没有东西时,才会绘画这个像素。 在做绘画3D时,这个功能最好启动,视觉效果比较真实。
//光照系统
//设置一组位置信息,作为光源位置,前三个参数是xyz坐标,最后一个设为0是设定在无限远处,1则在屏幕前
GLfloat posistion[] = { 1.0,1.0,1.0,0.0 };
//设置光源属性 光照系统有8个光源,这里采用的是0号光源GL_LIGHT0
//属性光源位置 GL_POSITION(可以替换成别的属性),传入position;
glLightfv(GL_LIGHT0, GL_POSITION, posistion);//这两行相当于设置了一个太阳光
//开启光照模式
glEnable(GL_LIGHTING);
//开启0号光源
glEnable(GL_LIGHT0);
//材质
GLfloat ambient[] = { 0.0,0.0,0.0,1.0 };
GLfloat diffuse[] = { 0.95,0.05,0.95,1.0 };
GLfloat specular[] = { 1.0,1.0,1.0,1.0 };
glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);//环境反射
glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);//漫反射
glMaterialfv(GL_FRONT, GL_SPECULAR, specular);//镜面反射
glMaterialf(GL_FRONT, GL_SHININESS, 50.0);//镜面反射率,控制光斑大小
}
void display() {
//glClearColor函数设置好清除颜色,即设定背景色
glClearColor(0.75f, 0.75f, 0.75f, 1.0f);
//glClear利用glClearColor函数设置好的当前清除颜色设置窗口颜色,即启动背景色
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//你需要在glNewList()和glEndList()块之间存储OpenGL命令到显示列表中来优先渲染。这个过程叫做编译。glNewList()需要两个参数,第一个参数是glGenLists()函数返回的索引值,第二个参数是指定模式:是只编译还是编译并执行,GL_COMPLILE,GL_COMPLILE_AND_EXECUTE。
// 编译一个显示列表,存储一个茶壶
glNewList(1, GL_COMPILE);
//绘制茶壶
glutSolidTeapot(0.5);//void glutWireTeapot(GLdouble size);
glEndList();
//绘制显示列表
glCallList(1);
//gLFlush()作用是将前面写入缓冲区中的指令(无论是否为满)立刻送给图形硬件执行,发送完立即返回;
glFlush();
}
void reshape(GLsizei w, GLsizei h) {
//当更改窗口大小时,可使视口会进行相应变换
glViewport(0, 0, w, h);//w ,h 在设置窗口大小的的时候会传到这里
//将3d坐标投影成2d坐标
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//裁剪视口(x min,x max,y min,y max,z min,z max),默认茶壶是初始化在(0,0,0)
glOrtho(-1.0, 1.0, -1.0, 1.0, -1.0, 1.0);
//将当前所选中的模型视图矩阵置为单位矩阵,即抛弃之前的更改
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
#include
void display();
int main(int argc ,char* argv[]) {
//初始化工具包
glutInit(&argc, argv);
//设置显示模式
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
//设置窗口属性
glutInitWindowPosition(100, 100);
glutInitWindowSize(400, 400);
glutCreateWindow("1812030065 李诗雨");
//调用绘图函数
glutDisplayFunc(display);
//进入循环
glutMainLoop();
return 0;
}
void display() {
//设定背景色,并把背景色设置为窗口颜色
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
//绘制图元
glColor3f(1.0f, 1.0f, 1.0f);//选取一个颜色,3个参数3f,RGB
glRectf(-0.5f, -0.5f, 0.5f, 0.5f);//用前面设定好的颜色绘制一个矩形,用的是斜率>0的对角线的顶点坐标
//不裁剪窗口的话,屏幕的坐标位于窗口中心,0.5指占百分比,从坐标中心到窗口边界的距离百分比为1
//绘制三角形
glBegin(GL_TRIANGLES);
glColor3f(1.0f, 0.0f, 0.0f); glVertex2f(0.0f, 1.0f);
glColor3f(0.0f, 1.0f, 0.0f); glVertex2f(-0.8f, -0.5f);
glColor3f(0.0f, 0.0f, 1.0f); glVertex2f(0.8f, -0.5f);
glEnd();
//绘制点
glPointSize(3);//设置点的大小,范围是1-20,超过范围按极值处理
glBegin(GL_POINTS);
glColor3f(1.0f, 0.0f, 0.0f); glVertex2f(-0.4f, -0.4f);
glColor3f(0.0f, 1.0f, 0.0f); glVertex2f(0.0f, 0.0f);
glColor3f(0.0f, 0.0f, 1.0f); glVertex2f(0.4f, 0.4f);
glEnd();
//开始执行
glFlush();
}
添加下面代码
不知道为啥我算出来的那个值看起来少了?用0.25效果还行
//double n = 0.4 * pow(3, 0.5) - 0.5;
double n = 0.25;
//绘制直线
glPointSize(3);//设置点的大小,范围是1-20,超过范围按极值处理
glBegin(GL_LINES);
glColor3f(1.0f, 1.0f, 1.0f); glVertex2f(-0.4f, n);
glColor3f(1.0f, 1.0f, 1.0f); glVertex2f(0.4f, n);
glEnd();
glBegin(GL_LINES);
glColor3f(1.0f, 1.0f, 1.0f); glVertex2f(-0.4f, n);
glColor3f(1.0f, 1.0f, 1.0f); glVertex2f(0.0f, -0.5f);
glEnd();
glBegin(GL_LINES);
glColor3f(1.0f, 1.0f, 1.0f); glVertex2f(0.4f, n);
glColor3f(1.0f, 1.0f, 1.0f); glVertex2f(0.0f, -0.5f);
glEnd();
//绘制直线
glPointSize(3);//设置点的大小,范围是1-20,超过范围按极值处理
glBegin(GL_LINE_LOOP);
glColor3f(1.0f, 0.0f, 0.0f); glVertex2f(-0.4f, n);
glColor3f(0.0f, 1.0f, 0.0f); glVertex2f(0.4f, n);
glColor3f(0.0f, 0.0f, 1.0f); glVertex2f(0.0f, -0.5f);
glEnd();
绘制封闭多边形,只有线
改一下前面三角的颜色(好吧是我电脑色差的问题)
多边形的绘制要从凹点开始绘制
#include
void display();
int main(int argc, char* argv[]) {
//初始化工具包
glutInit(&argc, argv);
//设置显示模式
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
//设置窗口属性
glutInitWindowPosition(100, 100);
glutInitWindowSize(400, 400);
glutCreateWindow("1812030065 李诗雨");
//调用绘图函数
glutDisplayFunc(display);
//进入循环
glutMainLoop();
return 0;
}
void display() {
//设定背景色,并把背景色设置为窗口颜色
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
//绘制多边形图形
//以凹点为起始开始绘制
glBegin(GL_POLYGON);
glColor3f(1.0f, 1.0f, 1.0f);
glVertex2f(-0.22f, 0.0f);
glVertex2f(-0.4f,0.3f);
glVertex2f(-0.1f, 0.3f);
glVertex2f(0.0f, 0.5f);
glVertex2f(0.1f, 0.3);
glVertex2f(0.4f, 0.3);
glVertex2f(0.22f, 0.0f);
glVertex2f(0.4f, -0.3);
glVertex2f(0.1f, -0.3);
glVertex2f(0.0f, -0.5f);
glVertex2f(-0.1f, -0.3);
glVertex2f(-0.4f, -0.3f);
glEnd();
//开始执行
glFlush();
}
#include
void display();
int main(int argc, char* argv[]) {
//初始化工具包
glutInit(&argc, argv);
//设置显示模式
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
//设置窗口属性
glutInitWindowPosition(100, 100);
glutInitWindowSize(400, 400);
glutCreateWindow("1812030065 李诗雨");
//调用绘图函数
glutDisplayFunc(display);
//进入循环
glutMainLoop();
return 0;
}
void display() {
//设定背景色,并把背景色设置为窗口颜色
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
//绘制填色多边形图形
glBegin(GL_POLYGON);
//先画中间的点
glColor3ub(255, 255, 255); glVertex2f(0.0f, 0.0f);
//以凹点为起始开始绘制
glColor3ub(0,0,255);glVertex2f(-0.22f, 0.0f);
glColor3ub(255,255,0);glVertex2f(-0.4f, 0.3f);
glColor3ub(255,97,0 );glVertex2f(-0.1f, 0.3f);
glColor3ub(176,224,230);glVertex2f(0.0f, 0.5f);
glColor3ub(255,97,0 );glVertex2f(0.1f, 0.3);
glColor3ub(0,255,0 );glVertex2f(0.4f, 0.3);
glColor3ub(34,139,34 );glVertex2f(0.22f, 0.0f);
glColor3ub(139,252,201);glVertex2f(0.4f, -0.3);
glColor3ub(135, 38, 37);glVertex2f(0.1f, -0.3);
glColor3ub(255,0,0);glVertex2f(0.0f, -0.5f);
glColor3ub(240,230,140 );glVertex2f(-0.1f, -0.3);
glColor3ub(0,0,255);glVertex2f(-0.4f, -0.3f);
//回到起始点
glColor3ub(0, 0, 255); glVertex2f(-0.22f, 0.0f);
glEnd();
/*glBegin(GL_POINT);
glEnd();*/
//开始执行
glutSwapBuffers();
}
唉把这个写完是真的不容易
很多原本第一次看都难哭的东西,都看几遍至少都能看懂了,重要是耐心。
char key 这个不能用switch 用了之后,虽然没有报错但是这段代码以下都不能自动提示了。未弄清原因
void Keyboard(unsigned char key, int x, int y) {
switch (key)
{
case'1': m_drawmode = 1; break;
case'2': m_drawmode = 2; break;
case'3': m_drawmode = 3; break;
case'4': m_drawmode = 4; break;
case'5': m_drawmode = 5; break;
default:
break;
}
m_pointnumber = 0;
}
这个n控制,真没看懂怎么回事,设置断点调试的时候跟直接运行结果不一样。具体可能是框架的原因吧,暂时先放这里。
//对画线动画进行控制
if (n == 1)
{
cout << "DDA算法:各点坐标\n";
}
else if(n==0)
{
return;
}
还有这个也很迷,就是直线还挺好理解,放到圆那边就稍微有点晕,弄错了会出现一直闪的效果。
//绘制到比上一帧多一个像素点
if (i >= n-1) {
cout <<"n="<<n<< ", x=" << x << ", y=" << y << ", 取整后 x="
<< (int)(x + 0.5) << ", y=" << (int)(y + 0.5) << endl << endl;
break;
}
#include
#include
#include
using namespace std;
int m_pointnumber = 0;//动画时绘制点的数目
int m_drawmode = 1;//绘制模式
// 1 DDA算法画直线
// 2 中点Bresenham算法画直线
// 3 改进Bresenham算法画直线
// 4 八分法绘制圆
// 5 四分法绘制椭圆(选作)
//初始化窗口
void initial();
//窗口大小改变时调用的登记函数
void ChangeSize(GLsizei w, GLsizei h);
//设置键盘回调函数
void Keyboard(unsigned char key, int x, int y);
//设置时间回调函数
void TimerFunc(int value);
//在窗口中绘制图形
void Redraw();
//绘制坐标线
void DrawCordinateLine();
//绘制一个点,这里用一个正方形代表一个点
void PutPixel(GLsizei x, GLsizei y);
//参数说明:x0,y0 起始点
// x1,y1 终止点
// n 扫描转换时从起点开始输出的点的数目,用于动画
// 1 DDA算法画直线
void DDACreatLine(GLsizei x0, GLsizei y0, GLsizei x1, GLsizei y1, GLsizei n);
// 2 中点Bresenham算法画直线
void BresenhamLine(GLsizei x0, GLsizei y0, GLsizei x1, GLsizei y1, GLsizei n);
// 3 改进Bresenham算法画直线
void Bresenham2Line(GLsizei x0, GLsizei y0, GLsizei x1, GLsizei y1, GLsizei n);
//参数说明:x0,y0 圆心坐标
// r 半径
// n 扫描转换时从起点开始输出的点的数目,用于动画
// 4 八分法绘制圆
void BresenhamCircle(GLsizei x0, GLsizei y0, GLsizei r, GLsizei n);
// 5 四分法绘制椭圆(选作)
//参数说明:x0,y0 圆心坐标
// a b 长半轴为a 短半轴为b
// n 扫描转换时从起点开始输出的点的数目,用于动画
void BresenhamEllipse(GLsizei x0, GLsizei y0, GLsizei a, GLsizei b, GLsizei n);
int main(int argc, char* argv[]) {
//初始化工具包
glutInit(&argc, argv);
//初始化显示模式和窗口属性
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowPosition(100, 100);
glutInitWindowSize(600, 600);
glutCreateWindow("1812030065李诗雨 基本图元绘制程序");
glutDisplayFunc(Redraw);
glutReshapeFunc(ChangeSize);
glutKeyboardFunc(Keyboard);//键盘响应回调函数
glutTimerFunc(100, TimerFunc, 1);
//窗口初始化
initial();
glutMainLoop();//启动主glut事件处理循环
return 0;
}
void initial() {
//设置清除色,并设置窗口背景色
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
void ChangeSize(GLsizei w, GLsizei h) {
if (h == 0) h = 1;
//设置视区
glViewport(0, 0, w, h);
//重置坐标系统
glMatrixMode(GL_PROJECTION_MATRIX);
glLoadIdentity();
//建立修剪空间的范围
if (w <= h)
glOrtho(0.0f, 250.0f, 0.0f, 250.0f * h / w, 1.0f, -1.0f);
else
glOrtho(0.0f, 250.0f * w / h, 0.0f, 250.0f, 1.0f, -1.0f);
}
void Keyboard(unsigned char key, int x, int y) {
if (key == '1') m_drawmode = 1;
if (key == '2') m_drawmode = 2;
if (key == '3') m_drawmode = 3;
if (key == '4') m_drawmode = 4;
if (key == '5') m_drawmode = 5;
m_pointnumber = 0;
cout << "nm_pointer 恢复为 0" << endl;
glutPostRedisplay();
}
void TimerFunc(int value) {
if (m_pointnumber == 0) value = 1;
m_pointnumber = value;
//用现有的参数重新绘图(即动画中新的一帧)
glutPostRedisplay();
//注意,该函数与其他的回调函数不一样的地方在于该函数只会被激发一次。为了实现连
//续的动画,必须在定时器函数中再次重新设置定时器回调函数。
glutTimerFunc(50, TimerFunc, value + 1);
}
void Redraw() {
//用当前背景色填充窗口
glClear(GL_COLOR_BUFFER_BIT);
//画坐标线
DrawCordinateLine();
switch (m_drawmode)
{
case 1:DDACreatLine(0, 0, 20, 15, m_pointnumber); break;
case 2:BresenhamLine(0, 20, 16, 0, m_pointnumber); break;
case 3:Bresenham2Line(0, 20, 10, 0, m_pointnumber); break;
case 4:BresenhamCircle(10,10,10, m_pointnumber); break;
case 5:BresenhamEllipse(10, 10, 8 , 4, m_pointnumber); break;
default:
break;
}
glutSwapBuffers();
}
void DrawCordinateLine() {
glColor3f(0.0f, 0.0f, 0.0f);//坐标线为黑色
glBegin(GL_LINES);
for (int i = 10; i <= 250; i += 10) {
glVertex2f((float)i, 0.0f);
glVertex2f((float)i, 250.0f);
glVertex2f(0.0f, (float)i);
glVertex2f(250.0f, (float)i);
}
glEnd();
}
void PutPixel(GLsizei x, GLsizei y) {
//绘制矩形所在的坐标?
glRectf(x * 10, y * 10, x * 10 + 10, y * 10 + 10);
}
void DDACreatLine(GLsizei x0, GLsizei y0, GLsizei x1, GLsizei y1, GLsizei n) {
//设置颜色
glColor3f(1.0f, 0.0f, 0.0f);
//对画线动画进行控制
if (n == 1)
{
cout << "DDA算法:各点坐标\n";
}
else if(n==0)
{
return;
}
//画线算法实现
GLsizei dx, dy, epsl, i;
GLfloat x, y, xincre, yincre;
dx = x1 - x0;
dy = y1 - y0;
x = x0; y = y0;
//通过epsl可以通过斜率绝对值确定是x还是y每次自增1
if (abs(dx) > abs(dy)) epsl = abs(dx);
else epsl = abs(dy);
//x y 的增量 例如 xincre=1,yincre=k
xincre = (float)dx / epsl;
yincre = (float)dy / epsl;
//epsl 的值是dx或dy(epsl+1)就决定了要画像素的数目
for (i = 0; i <= epsl; i++) {
PutPixel((int)(x + 0.5), (int)(y + 0.5));
//绘制到比上一帧多一个像素点
if (i >= n-1) {
cout <<"n="<<n<< ", x=" << x << ", y=" << y << ", 取整后 x="
<< (int)(x + 0.5) << ", y=" << (int)(y + 0.5) << endl << endl;
break;
}
x += xincre;
y += yincre;
//超出窗口坐标
if (x >= 25 || y >= 25) break;
}
}
void BresenhamLine(GLsizei x0, GLsizei y0, GLsizei x1, GLsizei y1, GLsizei n) {
//设置颜色
glColor3f(1.0f, 0.0f, 0.0f);
if (n == 1)
{
cout << "中点BresenhamLine算法:各点坐标及判别式的值\n";
}
else if (n == 0) {
return;
}
//画线算法实现
GLsizei dx, dy;
GLfloat x, y, d,xincre,yincre;
dx = x1 - x0;
dy = y1 - y0;
x = x0; y = y0;
//x y 的增量
xincre = (float)dx / abs(dx);
yincre = (float)dy / abs(dy);
//x还是y每次自增1 画线参数不同
d = dx - 2 * min(abs(dx), abs(dy));
//max(abs(dx), abs(dy)))就决定了要画像素的数目
for (int i = 0; i <= max(abs(dx), abs(dy)); i++) {
PutPixel(x, y);
if (d < 0) {//取Pu
if (max(abs(dx), abs(dy)) == abs(dx)) {
y += yincre;
}
else {
x += xincre;
}
d = d + 2 * max(abs(dx), abs(dy)) - 2 * min(abs(dx), abs(dy));
}
else {//取pd
d = d - 2 * min(abs(dx), abs(dy));
}
if (max(abs(dx), abs(dy)) == abs(dx)) {
x += xincre;
}
else {
y += yincre;
}
//绘制到比上一帧多一个像素点
if (i >= n - 1) {
cout << "n=" << n << ", x=" << x << ", y=" << y << ", 判别式 d="
<< d << endl << endl;
break;
}
//超出窗口坐标
if (x >= 25 || y >= 25) break;
}
}
void Bresenham2Line(GLsizei x0, GLsizei y0, GLsizei x1, GLsizei y1, GLsizei n) {
//设置颜色
glColor3f(1.0f, 0.0f, 0.0f);
if (n == 1)
{
cout << "BresenhamLine算法:各点坐标及判别式的值\n";
}
else if (n == 0) {
return;
}
//画线算法实现
GLsizei dx, dy;
GLfloat x, y, e, xincre, yincre;
dx = x1 - x0;
dy = y1 - y0;
x = x0; y = y0;
//x y 的增量
xincre = (float)dx / abs(dx);
yincre = (float)dy / abs(dy);
//x还是y每次自增1 和 相关参数 取决于 dx 和 dy 的绝对值大小
e = -max(abs(dx), abs(dy));
for (int i = 0; i <= max(abs(dx), abs(dy)); i++) {
PutPixel(x, y);
e += 2 * min(abs(dx), abs(dy));//这个判别式 是距离 都是正的
if (e > 0) {
e -= 2 * max(abs(dx), abs(dy));
if (max(abs(dx), abs(dy)) == abs(dx)) {
y += yincre;
}
else {
x += xincre;
}
}
if (max(abs(dx), abs(dy)) == abs(dx)) {
x += xincre;
}
else {
y += yincre;
}
//绘制到比上一帧多一个像素点
if (i >= n) {
cout << "n=" << n << ", x=" << x << ", y=" << y << ". 判别式 e="
<< e << endl << endl;
break;
}
//超出窗口坐标
if (x >= 25 || y >= 25) break;
}
}
void BresenhamCircle(GLsizei x0, GLsizei y0, GLsizei r, GLsizei n) {
//设置颜色
glColor3f(1.0f, 0.0f, 0.0f);
if (n == 1)
{
cout << "BresenhamLine算法画圆:各点坐标及判别式的值\n";
}
else if(n==0) {
return;
}
GLsizei x, y, d, count;
count = 0;
x = 0; y = r; d = 1 - r;
while ( x<=y)
{
PutPixel(x0 + x, y0 + y); PutPixel(x0 + y, y0 + x);
PutPixel(x0 - y, y0 + x); PutPixel(x0 - x, y0 + y);
PutPixel(x0 - x, y0 - y); PutPixel(x0 - y, y0 - x);
PutPixel(x0 + y, y0 - x); PutPixel(x0 + x, y0 - y);
count++;
if (count >= n) {
cout << "n=" << n << ", x=" << x << ", y=" << y << ". 判别式 d="
<< d << endl << endl;
break;
}
if (d < 0) {
d += 2 * x + 3;
}
else {
d += 2 * (x - y) + 5;
y--;
}
x++;
//超出窗口坐标
if (x >= 25 || y >= 25) break;
}
}
void BresenhamEllipse(GLsizei x0, GLsizei y0, GLsizei a, GLsizei b, GLsizei n) {
//设置颜色
glColor3f(1.0f, 0.0f, 0.0f);
if (n == 1)
{
cout << "BresenhamLine算法画椭圆:各点坐标及判别式的值\n";
}
else if (n == 0) {
return;
}
GLsizei x, y, count;
GLfloat d1, d2;
x = 0; y = b; count = 0;
d1 = b * b + a * a * (-b + 0.25);
while (b * b * (x + 1) <= a * a * (y - 0.5))
{
PutPixel(x0 + x, y0 + y); PutPixel(x0 - x, y0 - y);
PutPixel(x0 - x, y0 + y); PutPixel(x0 + x, y0 - y);
count++;
if (count >= n) {
cout << "n=" << n << ", x=" << x << ", y=" << y << ". 判别式 d1="
<< d1 << endl << endl;
break;
}
if (d1 <= 0) {
d1 += b * b * (2 * x + 3);
x++;
}
else
{
d1 += b * b * (2 * x + 3) + a * a * (-2 * y + 2);
x++; y--;
}
//超出窗口坐标
if (x >= 25 || y >= 25) break;
}
if (b * b * (x + 1) >= a * a * (y - 0.5)) {
d2 = b * b * (x + 0.5) * (x + 0.5) + a * a * (y - 1) * (y - 1) - a * a * b * b;
while (y >= 0)
{
PutPixel(x0 + x, y0 + y); PutPixel(x0 - x, y0 - y);
PutPixel(x0 - x, y0 + y); PutPixel(x0 + x, y0 - y);
count++;
if (count >= n) {
cout << "n=" << n << ", x=" << x << ", y=" << y << ". 判别式 d2="
<< d2 << endl << endl;
break;
}
if (d2 <= 0)
{
d2 += b * b * (2 * x + 2) + a * a * (-2 * x + 3);
x++; y--;
}
else {
d2 += a * a * (-2 * x + 3);
y--;
}
//超出窗口坐标
if (x >= 25 || y >= 25) break;
}
}
}
原来 changesize的函数不是通用啊。。。。
#include
#include
#include
using namespace std;
//指定显示列表
GLuint lineList;
//初始化窗口
void initial();
//窗口大小改变时调用的登记函数
void ChangeSize(GLsizei w, GLsizei h);
void Displayt();
void Displayw();
int main(int argc, char* argv[]) {
//初始化工具包
glutInit(&argc, argv);
//初始化显示模式和窗口属性
glutInitDisplayMode(GLUT_SINGLE| GLUT_RGB);
glutInitWindowSize(600, 600);
glutCreateWindow("1812030065李诗雨 原始图形");
glutDisplayFunc(Displayt);
glutReshapeFunc(ChangeSize);
//窗口初始化
initial();
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowPosition(300, 300);
glutInitWindowSize(600, 600);
glutCreateWindow("1812030065李诗雨 反走样图形");
glutDisplayFunc(Displayw);
glutReshapeFunc(ChangeSize);
//窗口初始化
initial();
glutMainLoop();//启动主glut事件处理循环
return 0;
}
void initial() {
//设置清除色,并设置窗口背景色
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glLineWidth(12.0f);
glColor4f(0.0, 0.6, 1.0, 1.0);
lineList = glGenLists(1);
//定义显示列表
glNewList(lineList, GL_COMPILE);
glBegin(GL_LINE_LOOP);
glVertex2f(1.0f, 1.0f);
glVertex2f(4.0f, 2.0f);
glVertex2f(2.0f, 5.0f);
glEnd();
glEndList();
}
void ChangeSize(GLsizei w, GLsizei h) {
if (h == 0) h = 1;
//设置视区
glViewport(0, 0, w, h);
//重置坐标系统
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//建立修剪空间的范围
if (w <= h)
gluOrtho2D(0.0, 5.0, 0.0, 6.0 *(GLfloat) h / (GLfloat)w);
else
gluOrtho2D(0.0, 5.0 * (GLfloat)w / (GLfloat)h, 0.0, 6.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void Displayt() {
glClear(GL_COLOR_BUFFER_BIT);
glCallList(lineList);
glFlush();
}
void Displayw() {
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_LINE_SMOOTH);//使用反走样
glEnable(GL_BLEND);//使用混合函数
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);//指定混合函数
glCallList(lineList);
glFlush();
}
#include
#include
#include
using namespace std;
void Display();
void ChangeSize(GLsizei w, GLsizei h);
void output(int x,int y,const char *string);
int main(int argc, char* argv[]) {
//初始化工具包
glutInit(&argc, argv);
//初始化显示模式和窗口属性
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(600, 600);
glutCreateWindow("1812030065李诗雨 字符显示");
glutDisplayFunc(Display);
glutReshapeFunc(ChangeSize);
//窗口初始化
//initial();
glutMainLoop();//启动主glut事件处理循环
return 0;
}
void ChangeSize(GLsizei w, GLsizei h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, w, 0.0, h);
}
void output(int x, int y, const char* string) {
int len, i;
glRasterPos2f(x, y);
len = (int)strlen(string);
for (int i = 0; i < len; i++) {
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24, string[i]);
}
}
void Display() {
//设置清除色,并设置窗口背景色
glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0f, 0.0f, 0.0f);
output(100, 100, "hello!");
glFlush();
}
#include
#include
#include
using namespace std;
int winWidth = 400, winHeight = 300; //窗口的宽度和高度
void myDisplay(void);
void ChangeSize(int w, int h);
int main(int argc, char* argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
glutInitWindowPosition(100, 100);
glutInitWindowSize(400, 300);
glutCreateWindow("1812030065 李诗雨");
glutDisplayFunc(myDisplay);
glutReshapeFunc(ChangeSize);
glutMainLoop();
return 0;
}
void myDisplay(void)
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); //用当前背景色填充窗口
glColor3f(0.0f, 0.0f, 0.0f); //设置当前的绘图绘图RGB颜色
//绘制不同大小的点
GLfloat sizes[2]; //保存绘制点的尺寸范围
GLfloat step = 0.125; //保存绘制点尺寸的步长
GLfloat curSize; //当前绘制的点的大小
glGetFloatv(GL_POINT_SIZE_RANGE, sizes);
curSize = sizes[0];
for (int i = 0; i < 25; i++)
{
glPointSize(curSize);
glBegin(GL_POINTS);
glVertex3f(25.0 + i * 8, 200.0, 0.0);
glEnd();
curSize += step * 2;
}
//绘制一条宽度为5的直线
glLineWidth(5);
glBegin(GL_LINES);
glVertex3f(25.0, 160.0, 0.0);
glVertex3f(225.0, 160.0, 0.0);
glEnd();
//绘制一条虚线
glEnable(GL_LINE_STIPPLE);
glLineStipple(1, 0x00FF);
glBegin(GL_LINES);
glVertex3f(25.0, 120.0, 0.0);
glVertex3f(225.0, 120.0, 0.0);
glEnd();
//绘制一条宽度为3的点划线
glLineWidth(3);
glLineStipple(1, 0xFF0C);
glBegin(GL_LINES);
glVertex3f(25.0, 80.0, 0.0);
glVertex3f(225.0, 80.0, 0.0);
glEnd();
//增加重复因子绘制的点划线
glLineStipple(4, 0xFF0C);
glBegin(GL_LINES);
glVertex3f(25.0, 40.0, 0.0);
glVertex3f(225.0, 40.0, 0.0);
glEnd();
glDisable(GL_LINE_STIPPLE);
glFlush(); //刷新OpenGL命令队列
}
void ChangeSize(int w, int h)
{
winWidth = w; winHeight = h;
glViewport(0, 0, w, h); //指定窗口的显示区域
glMatrixMode(GL_PROJECTION); //设置投影参数
glLoadIdentity();
gluOrtho2D(0.0, winWidth, 0.0, winHeight);
}
要在项目下新建一个输入坐标的 polypoints.txt
#include
#include
#include
#include
using namespace std;
int Vertexs;
typedef struct _EdgeItem
{
float x;
int yMax;
float reverseK; // 1/k
_EdgeItem* next;
}EdgeItem;
vector<EdgeItem*> g_pItemVector;
typedef struct _Point
{
int x;
int y;
}Point;
typedef struct _EdgePtr
{
int nScanLine; // Current scan line
EdgeItem* pItem; // Pointer to edge item
}EdgePtr;
typedef struct _PolyPoints
{
Point* pPoint; // Pointer to points
int n; // Number of points
int yMax; // Max y of all points
int yMin; // Min y of all points
}PolyPoints;
EdgePtr* g_pEdgeList; // Edge list
EdgePtr* g_pActiveEdgeList; // Active edge list
PolyPoints g_polyPoints; // Storage for points of polygons
ifstream scin("polypoints.txt");
void PutPixel(GLsizei x, GLsizei y)
{
glRectf(10 * x, 10 * y, 10 * x + 10, 10 * y + 10);
}
void inputPoints(void)
{
int n;
scin >> n;
Vertexs = n;
if (n < 3)
{
cout << "number of points can not be less than 3" << endl;
exit(0);
}
g_polyPoints.n = n;
g_polyPoints.pPoint = new Point[n];
g_polyPoints.yMax = INT_MIN;
g_polyPoints.yMin = INT_MAX;
int x, y;
for (int i = 0; i < n; ++i)
{
scin >> x >> y;
g_polyPoints.pPoint[i].x = x;
g_polyPoints.pPoint[i].y = y;
if (g_polyPoints.yMax < y)
{
g_polyPoints.yMax = y;
}
if (g_polyPoints.yMin > y)
{
g_polyPoints.yMin = y;
}
}
}
// Calculate the reverse of k
float calculateReverseK(const Point& p1, const Point& p2)
{
return (float)(p2.x - p1.x) / (float)(p2.y - p1.y);
}
// Sort one scan line's list, first sort by x, if x is equal then sort by 1/k
void sortOneScanLineEdgeList(EdgePtr& edgePtr)
{
// Sort by x (select sort)
EdgeItem* pEdgeItem = edgePtr.pItem;
EdgeItem* pNext;
EdgeItem* pTmp;
while (pEdgeItem)
{
pNext = pEdgeItem->next;
pTmp = pEdgeItem;
while (pNext)
{
if (pNext->x < pTmp->x)
{
pTmp = pNext;
}
pNext = pNext->next;
}
if (pTmp != pEdgeItem)
{
// Swap x
float fTmp = pTmp->x;
pTmp->x = pEdgeItem->x;
pEdgeItem->x = fTmp;
// Swap yMax
int iTmp = pTmp->yMax;
pTmp->yMax = pEdgeItem->yMax;
pEdgeItem->yMax = iTmp;
// Swap 1/k
float kTmp = pTmp->reverseK;
pTmp->reverseK = pEdgeItem->reverseK;
pEdgeItem->reverseK = kTmp;
}
pEdgeItem = pEdgeItem->next;
}
// When the x is the same, then sort by 1/k
pEdgeItem = edgePtr.pItem;
EdgeItem* pStart = NULL;
EdgeItem* pEnd = NULL;
while (pEdgeItem)
{
// Find the start pointer and end pointer with the same x, then sort them
pEnd = pStart = pEdgeItem;
pNext = pStart->next;
while (pNext && (pNext->x == pStart->x))
{
pEnd = pNext;
pNext = pNext->next;
}
// Sort the edge list from pStart to pEnd by 1/k (select sort)
while (pStart != pEnd)
{
pTmp = pStart;
pNext = pTmp->next;
while (pNext != pEnd)
{
if (pNext->reverseK < pTmp->reverseK)
{
pTmp = pNext;
}
pNext = pNext->next;
}
// Swap values
if (pTmp != pStart)
{
// Swap x
float fTmp = pTmp->x;
pTmp->x = pStart->x;
pStart->x = fTmp;
// Swap yMax
int iTmp = pTmp->yMax;
pTmp->yMax = pStart->yMax;
pStart->yMax = iTmp;
// Swap 1/k
float kTmp = pTmp->reverseK;
pTmp->reverseK = pStart->reverseK;
pStart->reverseK = kTmp;
}
pStart = pStart->next;
} // while (pStart != pEnd)
pEdgeItem = pEnd->next;
}
}
// Construct the edge list
void constructEdgeList(void)
{
// Construct the edge list
int nScanLines = g_polyPoints.yMax - g_polyPoints.yMin + 1;
g_pEdgeList = new EdgePtr[nScanLines];
memset(g_pEdgeList, 0, sizeof(EdgePtr) * nScanLines);
Point* pPoint = g_polyPoints.pPoint;
int nScanLine = g_polyPoints.yMin;
EdgeItem* pEdgeItem = NULL;
for (int i = 0; i < nScanLines; ++i, ++nScanLine) //对每一个扫描线 nScanLine,将多边形的较低顶点在 nScanLine上的边,装入边表 g_pEdgeList 的 第 nScanLine 分量中
{
g_pEdgeList[i].nScanLine = nScanLine;
for (int j = 0; j < g_polyPoints.n; ++j) //遍历多边形的顶点,找到满足条件的边
{
if (pPoint[j].y == nScanLine)
{
int j1 = (j + g_polyPoints.n - 1) % g_polyPoints.n;
int j2 = (j + 1) % g_polyPoints.n;
// if point j1's y > nScanLine then add this edge to the current scanline's list
if (pPoint[j1].y > nScanLine)
{
pEdgeItem = new EdgeItem;
pEdgeItem->reverseK = calculateReverseK(pPoint[j], pPoint[j1]);
pEdgeItem->x = (float)pPoint[j].x;
pEdgeItem->yMax = pPoint[j1].y;
// Add pEdgeItem to the scanline's list
pEdgeItem->next = g_pEdgeList[i].pItem;
g_pEdgeList[i].pItem = pEdgeItem;
}
// if point j2's y > nScanLine then add this edge to the curretn scanline's list
if (pPoint[j2].y > nScanLine)
{
pEdgeItem = new EdgeItem;
pEdgeItem->reverseK = calculateReverseK(pPoint[j], pPoint[j2]);
pEdgeItem->x = (float)pPoint[j].x;
pEdgeItem->yMax = pPoint[j2].y;
// Add pEdgeItem to the scanline's list
pEdgeItem->next = g_pEdgeList[i].pItem;
g_pEdgeList[i].pItem = pEdgeItem;
}
} // if (pPoints[j].y == nScanLine)
} // for (int j = 0; j < g_polyPoints.n; ++j)
sortOneScanLineEdgeList(g_pEdgeList[i]);
}
// Init the active edge list
g_pActiveEdgeList = new EdgePtr[nScanLines];
}
// free the memory
void destroy(void)
{
if (g_pActiveEdgeList)
{
delete g_pActiveEdgeList;
}
int nScanLines = g_polyPoints.yMax - g_polyPoints.yMin + 1;
EdgeItem* pItem, * pNext;
if (g_pEdgeList)
{
for (int i = 0; i < nScanLines; ++i)
{
if (g_pEdgeList[i].pItem)
{
pItem = g_pEdgeList[i].pItem;
pNext = pItem;
while (pItem)
{
pNext = pItem->next;
delete pItem;
pItem = pNext;
}
}
}
}
}
void init(void)
{
glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
}
void activEdgeListFillPolygon(void)
{
int nScanLines = g_polyPoints.yMax - g_polyPoints.yMin + 1;
memset(g_pActiveEdgeList, 0, sizeof(EdgePtr) * nScanLines);
int nScanLine = g_polyPoints.yMin;
int i;
for (i = 0; i < nScanLines; ++nScanLine, ++i) //找到第一个非空活动边表 g_pActiveEdgeList[i].pItem
{
if (g_pEdgeList[i].pItem)
{
g_pActiveEdgeList[i].pItem = g_pEdgeList[i].pItem;
break;
}
}
for (int j = i; j < nScanLines; ++j, ++nScanLine)
{
if (g_pActiveEdgeList[j].pItem)
{
// Delete the edge where yMax = nScanLine //填充之前先删除ymax=y(当前扫描线)的边结点
EdgeItem* pPre = NULL;
EdgeItem* pNext = g_pActiveEdgeList[j].pItem;
bool bEven = true;
while (pNext)
{
if (pNext->yMax == nScanLine)
{
if (!pPre)
{
g_pActiveEdgeList[j].pItem = pNext->next;
pNext = pNext->next;
}
else
{
pPre->next = pNext->next;
pNext = pNext->next;
}
}
else
{
bEven = !bEven;
pPre = pNext;
pNext = pNext->next;
}
} // while (pNext)
// Fill the scan line when bFill is true
bool bFill = false;
pNext = g_pActiveEdgeList[j].pItem; //对当前活动边表 g_pActiveEdgeList[j].pItem 进行填充
while (pNext && bEven)
{
bFill = !bFill;
if (bFill) //通过bFill控制填充区间的始点
{
int x1 = (int)(pNext->x + 0.5);
int x2 = (int)(pNext->next->x + 0.5);
for (int i = x1; i <= x2; ++i)
{
PutPixel(i, nScanLine);
}
}
pNext = pNext->next;
} // while (pNext)
pNext = g_pActiveEdgeList[j].pItem;
int kk = j + 1;
if (kk < nScanLines)
{
while (pNext) //此循环将活动边表 g_pActiveEdgeList[kk].pItem 每个结点的x变为x+1/k,修正后的结点顺序正好倒序了
{
EdgeItem* pItem = new EdgeItem;
pItem->x = pNext->x + pNext->reverseK;
pItem->reverseK = pNext->reverseK;
pItem->yMax = pNext->yMax;
pItem->next = g_pActiveEdgeList[kk].pItem;
g_pActiveEdgeList[kk].pItem = pItem;
pNext = pNext->next;
g_pItemVector.push_back(pItem);
} // while (pNext)
// Add edge list to active edge list
pNext = g_pEdgeList[kk].pItem;
EdgeItem* pTemp = NULL;
while (pNext) //此循环将边表 g_pEdgeList[kk].pItem 中第kk扫描线的边结点信息倒序插在 活动边表 g_pActiveEdgeList[kk].pItem 之前
{
pTemp = new EdgeItem;
pTemp->reverseK = pNext->reverseK;
pTemp->x = pNext->x;
pTemp->yMax = pNext->yMax;
g_pItemVector.push_back(pTemp);
pTemp->next = g_pActiveEdgeList[kk].pItem;
g_pActiveEdgeList[kk].pItem = pTemp;
pNext = pNext->next;
}
sortOneScanLineEdgeList(g_pActiveEdgeList[kk]);
}
} // if (g_pActiveEdgeList[j].pItem)
}
//这里为了简单所以把分配的内存放在vector容器中,方便删除
vector<EdgeItem*>::iterator itr = g_pItemVector.begin();
vector<EdgeItem*>::iterator endItr = g_pItemVector.end();
while (itr != endItr)
{
delete (*itr);
++itr;
}
g_pItemVector.clear();
}
//绘制坐标线
void DrawCordinateLine(void)
{
int i = 0;
//坐标线为黑色
glColor3f(0.0f, 0.0f, 0.0f);
glBegin(GL_LINES);
for (i = 10; i <= 250; i = i + 10)
{
glVertex2f((float)(i), 0.0f);
glVertex2f((float)(i), 250.0f);
glVertex2f(0.0f, (float)(i));
glVertex2f(250.0f, (float)(i));
}
glEnd();
}
void DrawPolygonLine(void)
{
glColor3f(0.0f, 1.0f, 0.0f);
glBegin(GL_LINE_LOOP);
for (int i = 0; i < Vertexs; ++i)
{
glVertex2i(10 * g_polyPoints.pPoint[i].x, 10 * g_polyPoints.pPoint[i].y);
}
glEnd();
}
//绘制一个点,这里用一个正方形表示一个点。
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
//画出坐标线
DrawCordinateLine();
// Fill a polygon
glColor3f(1.0f, 0.0f, 0.0f);
activEdgeListFillPolygon();
DrawPolygonLine();
glutSwapBuffers();
}
void reshape(GLsizei w, GLsizei h)
{
if (h == 0)
h = 1;
// 设置视区尺寸
glViewport(0, 0, w, h);
// 重置坐标系统
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
//建立修剪空间的范围
if (w <= h)
glOrtho(0.0f, 250.0f, 0.0f, 250.0f * h / w, 1.0, -1.0);
else
glOrtho(0.0f, 250.0f * w / h, 0.0f, 250.0f, 1.0, -1.0);
}
void keyboard(unsigned char key, int x, int y)
{
switch (key)
{
case 27: // 'VK_ESCAPE' destroy (); exit (0);
break;
default:
break;
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);
glutInitWindowSize(600, 600);
glutInitWindowPosition(100, 100);
glutCreateWindow("1812030065 李诗雨 Optimized active edge list");
init();
inputPoints();
constructEdgeList();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutMainLoop();
destroy();
return 0;
}