我正在使用Bresenham的中点算法作为作业在OpenGL上运行类似于MS Paint的应用程序。到目前为止,我可以画线和椭圆。调整窗口大小时,我会全部丢失。我怎样才能画出它们?

完整代码:

#include "GL/glut.h"

#include <stdio.h>
#include <math.h>
int i;

//int mainWindow, subWindow;
int X1, Y1, X2, Y2;

int modoDeDibujo;

int W = 1000, H = 1000;
/*void menuApp (int value)
{
    if (value == 1) printf("Linea\n");
    if (value == 2) printf("Circulo\n");
    if (value == 3) printf("Elipsis\n");
    if (value == 4) exit(0);

}

void crearMenu()
{
    //inicio Creando el menu
    int submenu;
    submenu = glutCreateMenu(menuApp);
    glutAddMenuEntry("Linea", 1);

    glutAddMenuEntry("Elipse",3);
    glutAddMenuEntry("Salir",4);
    glutCreateMenu(menuApp);
    glutAddSubMenu("SubMenu", submenu);
    glutAttachMenu(GLUT_RIGHT_BUTTON);

    //fin Creando el menu
}*/

void renderPoint(void) /*REVISAR ESTO*/
{
    glClear (GL_COLOR_BUFFER_BIT);
    glBegin (GL_POINTS);
        glVertex2f  (-0.98, 0.98);
    glEnd ();
    glFlush ();
}





void renderPoint(double x, double y)
{

    //printf("BEFORE TRANSFORM %f\t%f\t# renderPoint\n", x, y);

    W = glutGet(GLUT_WINDOW_WIDTH);
    H = glutGet(GLUT_WINDOW_HEIGHT);

    float X;
    float Y;
    glBegin (GL_POINTS);
        X = (2*x/W) - 1;
        Y = (-2*y/H) + 1;
        glVertex2f (X, Y);
        //printf("TRANSFORMED POINT %f\t%f\t# renderPoint\n", X, Y);

    glEnd ();
    glFlush ();

}

/*wiki pseudo:

function line(x0, x1, y0, y1) //x1
     boolean steep := abs(y1 - y0) > abs(x1 - x0)//x2
     if steep then//x3
         swap(x0, y0) //x4
         swap(x1, y1) //x5
     if x0 > x1 then //x6
         swap(x0, x1) //x7
         swap(y0, y1) //x8
     int deltax := x1 - x0 //x9
     int deltay := abs(y1 - y0) //x10
     int error := deltax / 2 //x11
     int ystep //x12
     int y := y0 //x13
     if y0 < y1 then ystep := 1 else ystep := -1 //x14
     for x from x0 to x1 //x15
         if steep then plot(y,x) else plot(x,y) //x16
         error := error - deltay //x17
         if error < 0 then //x18
             y := y + ystep //x19
             error := error + deltax //x20
*/


void bresenham1(GLint x0, GLint x1, GLint y0, GLint y1) //function line(x0, x1, y0, y1)
{


    //double result1 = fabs((double)y1 - y0); //abs(y1 - y0)
    //double result2 = fabs((double)x1 - x0); //abs(x1 - x0)


    int result1 = abs(y1-y0);
    int result2 = abs(x1-x0);

bool steep = (result1 > result2); //boolean steep := abs(y1 - y0) > abs(x1 - x0)

if (steep){ //if steep then

        GLint aux1 = x0; //swap(x0, y0)
        x0=y0;
        y0 = aux1;

        GLint aux2 = x1; // swap (x1,y1)
        x1=y1;
        y1=aux2;

}

if(x0>x1){ // if (x0>x1)
        GLint aux3=x0; //swap(x0,x1)
        x0=x1;
        x1=aux3;

        GLint aux4=y0;//swap(y0,y1)
        y0=y1;
        y1=aux4;

}

int deltax = x1-x0; // deltax = x1-x0
int deltay = abs(y1-y0); //  int deltay := abs(y1 - y0) - revisar
int error = (deltax / 2); //int error := deltax / 2
int ystep; // int ystep

int y = y0;  //int y := y0

    if (y0<y1){  //if y0 < y1 then ystep := 1 else ystep := -1

        ystep=1;

    }

    else {ystep=-1;}

for (int x=x0; x<=x1; x++){ //for x from x0 to x1
  if (steep){  // if steep then plot(y,x) else plot(x,y)

       renderPoint(y,x);
   }
   else {

    renderPoint(x,y);
   }

error = error - deltay; //error := error - deltay

if (error<0) {  //if error < 0 then
  y = y + ystep; // y := y + ystep
  error = error + deltax; //error := error + deltax

} // end if (error<0)


}// end for from x0 to x1


}// end bresenham


void Plot4EllipsePoints(int X, int Y,int CX,int CY){

      renderPoint(CX+X, CY+Y); //point in quadrant 1
      renderPoint(CX-X, CY+Y); // point in quadrant 2
      renderPoint(CX-X, CY-Y); // point in quadrant 3
      renderPoint(CX+X, CY-Y); // point in quadrant 4

}



void PlotEllipse (int CX, int CY, int XRadius, int YRadius) {


        int X, Y;
        int XChange, YChange;
        int EllipseError;
        int  TwoASquare, TwoBSquare;
        int  StoppingX, StoppingY;


    TwoASquare = 2 * XRadius * XRadius;
    TwoBSquare = 2 * YRadius * YRadius;

    X = XRadius;
    Y =0;

    XChange = YRadius*YRadius*(1-(2*XRadius));
    YChange = XRadius * XRadius;

    EllipseError =0;
    StoppingX = TwoBSquare*XRadius;
    StoppingY = 0;

    while(StoppingX >= StoppingY){

       Plot4EllipsePoints(X,Y,CX,CY);
       Y++;
       StoppingY=StoppingY + TwoASquare;

       EllipseError= EllipseError+ YChange;

       YChange= YChange+ TwoASquare;

       if( ((2*EllipseError)  + XChange)>0)
       {
            X--;
            StoppingX = StoppingX - TwoBSquare;
                EllipseError= EllipseError + XChange;
                XChange = XChange + TwoBSquare;

    }


      }

      //1st set of points done, start second set


     X=0;
     Y= YRadius;

     XChange= YRadius*YRadius;
     YChange = XRadius*XRadius*(1-2*YRadius);

     EllipseError=0;
     StoppingX =0;
     StoppingY= TwoASquare * YRadius;
     while(StoppingX <= StoppingY){ // 2nd set of points, y'<-1

    Plot4EllipsePoints(X,Y, CX,CY);
        X++;
        StoppingX = StoppingX + TwoBSquare;
        EllipseError = EllipseError + XChange;
        XChange = XChange + TwoBSquare;

       if (((2*EllipseError) + YChange)>0){

           Y--;
           StoppingY = StoppingY - TwoASquare;
           EllipseError = EllipseError + YChange;
           YChange = YChange + TwoASquare;


    }

     }

}











void renderAll (void)
{
    /*glutSetWindow(mainWindow);
    glutPostRedisplay();
    glutSetWindow(subWindow);
    glutPostRedisplay();*/
}

void movimiento(int boton, int estado, int x, int y)
{
    if((estado == GLUT_DOWN) && (boton == GLUT_LEFT_BUTTON))//mouse down
    {
        X1 = x; Y1 = y;


        PlotEllipse (x, y, 200, 100);
        renderPoint(x,y);
    }
    if((estado == GLUT_UP) && (boton == GLUT_LEFT_BUTTON))//mouse up
    {
        //printf("  Up|x:%d, y:%d\n",x,y);
        X2 = x; Y2 = y;
        //renderLine();
        bresenham1(X1,X2,Y1,Y2);


       //PRUEBA USANDO LA PRIMITIVA DE OPENGL

         glBegin( GL_LINES );



         glEnd();


        //renderPoint(x, y);
    }
}

void MouseMove(int x, int y)
{
    //printf("x:%d  | y:%d\n", x,y);
    X2 = x; Y2 = y;
    //renderLine();
    //bresenham1(X1, Y1, X2, Y2);
}

void teclado(unsigned char key, int x, int y)
{
    if(key==1){
      modoDeDibujo=1; // dibuja lineas
      printf("Modo de dibujo: linea");
    }

    if (key==2){
       modoDeDibujo=2; //dibuja elipses
    }


    if(key == 27)exit(0);
}

void especiales(int key, int x, int y)
{
    if(key == GLUT_KEY_F1) exit(0);
}

static void
key(unsigned char k, int x, int y)
{
  switch (k) {
  case 27:  /* Escape */
    exit(0);
    break;
  default:
    return;
  }
  glutPostRedisplay();
}

int main (int argc, char *argv [])
{
    i = 0;
    //inicializa las operaciones de OpenGL/GLUT, db cr antes de usar funciones GLUT
    glutInit (&argc, argv);

    glutInitDisplayMode (GLUT_SINGLE | GLUT_RGBA);
    glutInitWindowPosition (100, 100);
    glutInitWindowSize (W, H);
    //Crea una ventana  de Opengl
    glutCreateWindow ("tarea");
    glutDisplayFunc (renderPoint);
    glutMouseFunc(movimiento);
    glutKeyboardFunc(teclado);//teclas ASCII
    glutSpecialFunc(especiales);//captura las teclas [f1..f12]

    //glutPassiveMotionFunc(pasivo);
    glutKeyboardFunc(key);
    glutMotionFunc(MouseMove);
    //crearMenu();
    glutMainLoop ();


}

最佳答案

首先,您需要安排代码。您必须只有一个显示功能,该功能可以清除缓冲区,调用其他绘制函数并将其刷新到屏幕(或者,如果您使用的是双缓冲区,则交换缓冲区)。

调整窗口大小时,GLUT将调用显示函数,即众所周知的renderPoint():

glutDisplayFunc (renderPoint);

renderPoint 在重绘“点”之前清除缓冲区,例如:
void renderPoint(void) /*REVISAR ESTO*/
{
    glClear (GL_COLOR_BUFFER_BIT);
    glBegin (GL_POINTS);
        glVertex2f  (-0.98, 0.98);
    glEnd ();
    glFlush ();
}

由于已清除缓冲区,因此在函数renderPoint之外绘制的所有点(圆点,线点..)都没有意义,因为您没有从“主显示函数renderPoint调用它们”。

如何在屏幕上保持这些点?

您必须将点(要绘制的任何点)存储在缓冲区中,例如数组,动态数组,std::vector或其他任何东西。在显示功能中,编写循环语句以访问每个点并提取x和y ..然后绘制它们。

例如,代替上述功能,将其替换为:
class MyPoint {
    public:
    float x;
    float y;
    MyPoint(float x, float y)
    {
        this->x = x;
        this->y = y;
    } };

#include <vector>
std::vector<MyPoint> testPoints;

void renderPoint(void) /*REVISAR ESTO*/ {
    testPoints.push_back(MyPoint(-0.58,0.58));
    testPoints.push_back(MyPoint(0.58,0.58));
    testPoints.push_back(MyPoint(0.58,-0.58));

    glClear (GL_COLOR_BUFFER_BIT);
    glPointSize(2);

    glBegin (GL_POINTS);
        for(int i=0;i<testPoints.size();i++)
        {
          glVertex2f  (testPoints[i].x, testPoints[i].y);
        }
    glEnd ();

    glFlush ();
}

如您所见,通过使用诸如(std::vector)之类的动态数组来存储这些点并使用for循环语句,我们能够使这三个点保持可见。

还有什么?
  • 对其他形状执行相同的方法,因此对于每个“mouse click”事件,您可以add or push_back的两个点代表数组或std::vector中称为lineArray的行端点。在display function中,使for循环语句在提取两个线点之后绘制每条线。
  • 您应该使用glutReshapeFuncglViewport来确保调整大小事件后视口与窗口具有相同的变暗。而且我认为gluOrtho2d比尝试从Windows坐标空间映射到OpenGL坐标空间
  • 更为优雅
  • 排列您的代码,以便仅使用一个显示功能。

  • 您的程序可能是这样的:
    void drawTestPoints()
    {
      for(int i=0;i<length;i++)
      {
          renderPoint(pointsArray[i].x,pointsArray[i].y);// vector of points/(MyPoint)
    
      }
    
    }
    
    void drawLines()
    {
      for(int i=0;i<length;)
      {
    
          MyPoint startPoint = linesArray[i];
          MyPoint endPoint = linesArray[i+1];
          bresenham1(startPoint.x,endPoint.x,startPoint.y,endPoint.y);
          i+=2;
      }
    
    }
    
    void drawAll()
    {
      glClear (GL_COLOR_BUFFER_BIT);
    
        drawTestPoints();
        drawLines();
        drawOtherShapes();
    
      glFlush();
    }
    
    .
    .
    .
    
    // in the main func:
    glutDisplayFunc (drawAll);
    

    ==

    09-17 20:08