该算法可以说是前两种的升级版,它不仅有一个高效的算法效率,它的适用范围也更广,可以用来画曲线等等。该算法的思想是通过各行、各列像素中心构造一组虚拟网格线,按照直线起点到终点的顺序,计算直线与各垂直网格线的交点,然后根据误差项的符号确定该列象素中与此交点最近的象素。同样还是每次x=x+1误差项d初始值为0,d=d+k 若d>=1就将其减去1保证d在0到1之间d>0.5时y=y+1;d<0.5时,y不变。改进e=d-0.5就可以判断e是否大于0 就可以了因为每次要加k=dy/dx,用e*2*dx就可以将最后的运算简化到整数加法。
//bresenham画线法
private void bresenham(int x1, int y1, int x2, int y2, Color c)
{
double x, y, xadd, yadd, xadd1, yadd1, e;
x = x1;
y = y1;
int max_abs = Math.Max((Math.Abs(x1 - x2)), (Math.Abs(y1 - y2)));
int min_abs = Math.Min ((Math.Abs(x1 - x2)), (Math.Abs(y1 - y2)));
e = -max_abs;
xadd = (double)(x2 - x1) / (double)max_abs;
yadd = (double)(y2 - y1) / (double)max_abs;
xadd1 = (double)(x2 - x1) / (double)min_abs;
yadd1 = (double)(y2 - y1) / (double)min_abs;
for (int i = 1; i < max_abs; i++)
{
mydraw.SetPixel((int)x, (int)y, c);
if (e > 0) //e>0
{
e = e + 2 * min_abs;
if (max_abs == Math.Abs(x1 - x2)) //斜率小于1
{ x += xadd; y += yadd1; e = e - max_abs * 2; }
else
{ x += xadd1; y += yadd; e = e - max_abs * 2; }
}
else //e<0
{
e = e + 2 * min_abs;
if (max_abs == Math.Abs(x1 - x2))
x += xadd;
else
y += yadd;
}
}
}
该段代码和DDA类似,可以将多种情况合并
下面链接是画椭圆和圆的核心思想
https://wenku.baidu.com/view/bb063ffe700abb68a982fb02.html
根本上就是Bresenham算法,尤其要注意临界点,不要超限,调试会很复杂
由于椭圆的对称性,只需要画1/4个椭圆,其他部分进行旋转即可。在椭圆的1/4弧上,也要分为两种情况去讨论,也就是有斜率为45°的线将其分割,判断哪个方向是主位移方向。也是要先求出分位移的增量,然后迭代来逼近椭圆曲线。
double x2 = rx * rx, y2 = ry * ry;double x = 0, y = ry; double p;
double px = 0, py = 2 * x2 * y;
ellipsePoints(xcenter, ycenter, x, y, alpha);
p = y2 - x2 * ry + 0.25 * x2 + 0.5; //中点判别式
while (px < py) //斜率大于1
{
x++; px += 2 * y2;
if (p < 0)
p += y2 + px;//or: p += y2 + 2 * y2 * x;
else
{
y--;
py -= 2 * x2;
p += px + y2 - py;
}
ellipsePoints(xcenter, ycenter, x, y, alpha);
}
p = y2 * (x + 0.5) * (x + 0.5) + x2 * (y - 1) * (y - 1) - x2 * y2 + 0.5;
while (y > 0) //斜率小于1
{
y--;
py -= 2 * x2;
if (p > 0)
p += x2 - py;
else
{
x++;
px += 2 * y2;
p += px + x2 - py;
}
ellipsePoints(xcenter, ycenter, x, y, alpha);
}
这一段就是在画1/4圆弧
下面一段就是将这1/4的圆弧上的每个点进行旋转
double[] x = new double[4];
double[] y = new double[4];
//先旋转在四个象限的点
x[0] = xpt * Math.Cos(alpha) - ypt * Math.Sin(alpha);
y[0] = xpt * Math.Sin(alpha) + ypt * Math.Cos(alpha); //第一象限
x[1] = -xpt * Math.Cos(alpha) + ypt * Math.Sin(alpha);
y[1] = -xpt * Math.Sin(alpha) - ypt * Math.Cos(alpha); //第三象限
x[2] = xpt * Math.Cos(alpha) + ypt * Math.Sin(alpha);
y[2] = xpt * Math.Sin(alpha) - ypt * Math.Cos(alpha); //第四象限
x[3] = -xpt * Math.Cos(alpha) - ypt * Math.Sin(alpha);
y[3] = -xpt * Math.Sin(alpha) + ypt * Math.Cos(alpha); //第二象限
//输出四个点
mydraw.SetPixel(Convert.ToInt32(xcenter + x[0]), Convert.ToInt32(ycenter + y[0]), Color.Red);
mydraw.SetPixel(Convert.ToInt32(xcenter + x[1]), Convert.ToInt32(ycenter + y[1]), Color.Red);
mydraw.SetPixel(Convert.ToInt32(xcenter + x[2]), Convert.ToInt32(ycenter + y[2]), Color.Red);
mydraw.SetPixel(Convert.ToInt32(xcenter + x[3]), Convert.ToInt32(ycenter + y[3]), Color.Red);
如果是画圆的话,就是把长短半轴设置成一个值就可以了。
相关图形学的程序包在