【计算机图形学 】Cohen-Sutherland 直线裁剪算法 | OpenGL+鼠标交互

其他计算机图形学实验

传送门

前言

实现Cohen-Sutherland 直线裁剪算法,并和鼠标进行交互。
具体原理略过,会贴上完整代码,可直接运行。

环境:
vs2019,OpenGL的库(可以搜索如何用vs使用OpenGL的库,可以使用vs自带的插件或者其他方法,很方便)

要点:
1.直线的裁剪过程
2.改变鼠标点击和鼠标拖拽的响应事件。

最终效果:
鼠标左键单击得到起点,右键单击得到终点和裁剪的直线
对应控制台会输出起点和终点的坐标
绘制结果

代码借鉴

在这篇文章的基础上改成了与鼠标交互式实现直线的裁剪

步骤

1.点的结构体

其中 vertice存储点,V 存储线段

class Point {
public:
	double x, y;
	Point() {}
	Point(double x, double y) {
		this->x = x;
		this->y = y;
	}
};
vector<Point> vertice; //顶点
//线段
vector<pair<Point, Point> > V;

2. 创建用于裁剪的窗口并绘制

//用于裁剪的窗口
class Window {
public:
	int x, y;
	int width;
	int height;
	int l, r, t, b; //边界:左右上下
	Window(int x, int y, int width, int height) {
		this->x = x;
		this->y = y;
		this->width = width;
		this->height = height;
		l = x;
		r = x + width;
		t = y + height;
		b = y;
	}
};
Window myWindow(250, 200, 300, 200);

//画裁剪窗口
void draw() {
	glBegin(GL_LINE_LOOP);
	glVertex2i(myWindow.l, myWindow.b);
	glVertex2i(myWindow.l, myWindow.t);
	glVertex2i(myWindow.r, myWindow.t);
	glVertex2i(myWindow.r, myWindow.y);
	glEnd();
}

3.画点函数

//画点函数
void draw_a_point(int x, int y)
{
	glBegin(GL_POINTS);
	glColor3f(0, 0, 0);
	glVertex2f(x, y);
	glEnd();
	glFlush();
}

4. Cohen-Sutherland 直线裁剪算法部分

4.1 判断点所在位置,生成编号

//按位或,生成编号
void generateCode(Point& p, unsigned char& code) {
	if (p.x < myWindow.l)	code |= 1;
	if (p.y > myWindow.t)	code |= 8;
	if (p.x > myWindow.r)	code |= 2;
	if (p.y < myWindow.b)	code |= 4;
}

4.2 根据点所在位置相应地改变坐标

//判断位置
void chopLine(Point& p, unsigned char code, double dely, double delx) {
	if (code & 1) { //0001 左方,位与运算,结果不为0时证明在窗口左方有交点
		p.y += (myWindow.l - p.x) * dely / delx;
		p.x = myWindow.l;
	}
	else if (code & 2) { //0010 右方
		p.y += (myWindow.r - p.x) * dely / delx;
		p.x = myWindow.r;
	}
	else if (code & 4) { //0100 下方
		p.x += (myWindow.b - p.y) * delx / dely;
		p.y = myWindow.b;
	}
	//else if (code & 8) {//1000 上方
	else { //1000 上方
		p.x += (myWindow.t - p.y) * delx / dely;
		p.y = myWindow.t;
	}
}

4.3 裁剪直线

//裁剪
int cut(pair<Point, Point>& tmp) {
	unsigned char code1;
	unsigned char code2;
	int k = 0;
	do {
		code1 = 0;
		code2 = 0;
		generateCode(tmp.first, code1);
		generateCode(tmp.second, code2);
		if ((code1 | code2) == 0) {  //完全在窗口里面(0000|0000)
			return 1;
		}
		else if ((code1 & code2) != 0) { //在某条边界同侧,即完全在窗口外面
			return 0;
		}
		if (code1 != 0) {
			chopLine(tmp.first, code1, tmp.second.y - tmp.first.y, tmp.second.x - tmp.first.x);
		}
		if (code2 != 0) {
			chopLine(tmp.second, code2, tmp.second.y - tmp.first.y, tmp.second.x - tmp.first.x);
		}
		k++;
	} while (1);
}

4.4 绘制直线

void func() {
	/*for (int i = 0; i + 1 < vertice.size(); i = i + 2) {
		pair<Point, Point> tmp(Point(vertice[i].x, vertice[i].y), Point(vertice[i + 1].x, vertice[i + 1].y));
		V.push_back(tmp);
	}*/

	pair<Point, Point> tmp(Point(vertice[0].x, vertice[0].y), Point(vertice[1].x, vertice[1].y));
	V.push_back(tmp);

	glBegin(GL_LINES);
	//裁剪前
	glColor3f(0.0f, 0.0f, 0.0f);
	glVertex2f(V[0].first.x, V[0].first.y);
	glVertex2f(V[0].second.x, V[0].second.y);
	//裁剪后
	glColor3f(1.0f, 0.0f, 0.0f); //改变颜色
	int a = cut(V[0]);
	if (a == 1) {
		glVertex2f(V[0].first.x, V[0].first.y);
		glVertex2f(V[0].second.x, V[0].second.y);
	}
	glEnd();
	glFlush();
	//V.pop_back();
	//vertice.pop_back();
	V.clear();
	vertice.clear();

}

5.改变鼠标响应函数

void mymouse(int button, int state, int x, int y)
{
	if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
	{
		draw_a_point(x, screenHeight - y);
		Point p(x, screenHeight - y);
		vertice.push_back(p);
		cout << "起点" << ": (" << x << ", " << y << ")" << endl;
	}

	if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN)
	{
		draw_a_point(x, screenHeight - y);
		Point p(x, screenHeight - y);
		vertice.push_back(p);
		cout << "终点" << ": (" << x << ", " << y << ")" << endl;
		cout << "开始剪裁" << endl;
		func();
	}
}

完整代码

#include<iostream>
#include<gl\glut.h>
#include<utility>
#include<vector>
#include<math.h>
using namespace std;

const int screenWidth = 800;
const int screenHeight = 600;
const int windowPositionX = 300;
const int windowPositionY = 150;

class Point {
public:
	double x, y;
	Point() {}
	Point(double x, double y) {
		this->x = x;
		this->y = y;
	}
};
vector<Point> vertice; //顶点
//线段
vector<pair<Point, Point> > V;

//用于裁剪的窗口
class Window {
public:
	int x, y;
	int width;
	int height;
	int l, r, t, b; //边界:左右上下
	Window(int x, int y, int width, int height) {
		this->x = x;
		this->y = y;
		this->width = width;
		this->height = height;
		l = x;
		r = x + width;
		t = y + height;
		b = y;
	}
};
Window myWindow(250, 200, 300, 200);


//画裁剪窗口
void draw() {
	glBegin(GL_LINE_LOOP);
	glVertex2i(myWindow.l, myWindow.b);
	glVertex2i(myWindow.l, myWindow.t);
	glVertex2i(myWindow.r, myWindow.t);
	glVertex2i(myWindow.r, myWindow.y);
	glEnd();
}

//画点函数
void draw_a_point(int x, int y)
{
	glBegin(GL_POINTS);
	glColor3f(0, 0, 0);
	glVertex2f(x, y);
	glEnd();
	glFlush();
}

//判断位置
void chopLine(Point& p, unsigned char code, double dely, double delx) {
	if (code & 1) { //0001 左方,位与运算,结果不为0时证明在窗口左方有交点
		p.y += (myWindow.l - p.x) * dely / delx;
		p.x = myWindow.l;
	}
	else if (code & 2) { //0010 右方
		p.y += (myWindow.r - p.x) * dely / delx;
		p.x = myWindow.r;
	}
	else if (code & 4) { //0100 下方
		p.x += (myWindow.b - p.y) * delx / dely;
		p.y = myWindow.b;
	}
	else { //1000 上方
		p.x += (myWindow.t - p.y) * delx / dely;
		p.y = myWindow.t;
	}
}

//按位或,生成编号
void generateCode(Point& p, unsigned char& code) {
	if (p.x < myWindow.l)	code |= 1;
	if (p.y > myWindow.t)	code |= 8;
	if (p.x > myWindow.r)	code |= 2;
	if (p.y < myWindow.b)	code |= 4;
}

//裁剪
int cut(pair<Point, Point>& tmp) {
	unsigned char code1;
	unsigned char code2;
	int k = 0;
	do {
		code1 = 0;
		code2 = 0;
		generateCode(tmp.first, code1);
		generateCode(tmp.second, code2);
		if ((code1 | code2) == 0) {  //完全在窗口里面(0000|0000)
			return 1;
		}
		else if ((code1 & code2) != 0) { //在某条边界同侧,即完全在窗口外面
			return 0;
		}
		if (code1 != 0) {
			chopLine(tmp.first, code1, tmp.second.y - tmp.first.y, tmp.second.x - tmp.first.x);
		}
		if (code2 != 0) {
			chopLine(tmp.second, code2, tmp.second.y - tmp.first.y, tmp.second.x - tmp.first.x);
		}
		k++;
	} while (1);
}

void func() {
	pair<Point, Point> tmp(Point(vertice[0].x, vertice[0].y), Point(vertice[1].x, vertice[1].y));
	V.push_back(tmp);

	glBegin(GL_LINES);
	glColor3f(0.0f, 0.0f, 0.0f);
	glVertex2f(V[0].first.x, V[0].first.y);
	glVertex2f(V[0].second.x, V[0].second.y);
	glColor3f(1.0f, 0.0f, 0.0f);
	int a = cut(V[0]);
	if (a == 1) {
		glVertex2f(V[0].first.x, V[0].first.y);
		glVertex2f(V[0].second.x, V[0].second.y);
	}
	glEnd();
	glFlush();
	//V.pop_back();
	//vertice.pop_back();
	V.clear();
	vertice.clear();

}

void mydisplay(void)
{
	glClear(GL_COLOR_BUFFER_BIT);  //clear the screen
	glColor3f(0.0f, 0.0f, 0.0f);
	glLineWidth(3.0);
	draw();
	//func();
	glFlush();
}
void mymouse(int button, int state, int x, int y)
{
	if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
	{
		draw_a_point(x, screenHeight - y);
		Point p(x, screenHeight - y);
		vertice.push_back(p);
		cout << "起点" << ": (" << x << ", " << y << ")" << endl;
	}

	if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN)
	{
		draw_a_point(x, screenHeight - y);
		Point p(x, screenHeight - y);
		vertice.push_back(p);
		cout << "终点" << ": (" << x << ", " << y << ")" << endl;
		cout << "开始剪裁" << endl;
		func();
	}
}


void main(int argc, char** argv)
{
	cout << "先点击鼠标左键画起点;" << endl << "再点击鼠标右键画终点并开始裁剪线段;" << endl;
	glutInit(&argc, argv);   //initialize the toolkit
	glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);//set the display mode
	glutInitWindowSize(screenWidth, screenHeight);  //set the window size
	glutInitWindowPosition(windowPositionX, windowPositionY); //set the window position
	glutCreateWindow("Cohen-Sutherland 裁剪算法");  //open the screen window

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluOrtho2D(0, screenWidth, 0, screenHeight);
	glClearColor(1, 1, 1, 1);
	glClear(GL_COLOR_BUFFER_BIT);

	glutDisplayFunc(&mydisplay); //register the callback functions
	glutMouseFunc(&mymouse);
	glutMainLoop();  //get into a perpetual loop
}

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