实验目的:
1. 掌握OpenGL环境的配置方法。
2. 熟悉OpenGL应用程序基础架构。
3. 熟练掌握简单OpenGL应用程序的建立、调试与运行。
4. 培养良好的编程习惯和风格,并且学习撰写实验报告。
实验步骤与内容:
1. 实现直线的DDA算法、正负法、Bresenham算法。
实验核心代码如下:
//直线DDA法
void dda(float x1, float y1,float x2 ,float y2 ) {
float k, i;
float x, y, dx, dy;
k = fabsf(x2 - x1);//这里用fabsf,这里可以取浮点数的绝对值
if (fabsf(y2 - y1) > k)
k =fabsf(y2 - y1);
dx = float(x2 - x1) / k;
dy = float(y2 - y1) / k;
x = float(x1);
y = float(y1);
for (i = 0.0; i < k; i++) {
glVertex2f(x, y);
x = x + dx;//----q1
y = y + dy;//----q2
}
}
测试方法:
void Display1(void) {
glClear(GL_COLOR_BUFFER_BIT);//注意这几个glClear等函数放的位置
glPointSize(2.0);
glColor3f(1.0, 0.0, 0.0);/*用红色绘制对象*/
glBegin(GL_POINTS);
dda(-250, 300, 300, 200);
dda(-50, -100, 300, 250);
dda(-500,0,0,-400);
dda(-570, 0, 570, 0); //x轴
dda(0, -570, 0, 570); //y轴
glEnd();
glFlush();
}
实验结果:
1.2 正负法:
//直线正负法
void MidpointLine(float xs, float ys, float xe, float ye) {
float a, b, dt1, dt2, d, x, y;
float absY = ye - ys;
float absX = xe - xs;
//采用对称的方法来绘画其他象限的图案
if ((fabsf(absY) > fabsf(absX)) && absX>0 && absY>0) {//斜率大于1
float m = ys;
ys = xs;
xs = m;
float n = ye;
ye = xe;
xe = n;
}
else if (absY<0 && absX>0 && (fabsf(absY) <= fabs(absX))) {//斜率-1到0
ys = -ys;
ye = -ye;
}
else if (absY<0 && absX>0 && (fabsf(absY)>fabs(absX))) {//斜率小于-1
float m = ys;
ys = xs;
xs = -m;
float n = ye;
ye = xe;
xe = -n;
/*printf("xs=%f\n", xs);
printf("ys=%f\n", ys);
printf("xe=%f\n", xe);
printf("ye=%f\n", ye);*/
}
else {//斜率0到1
//do nothing
}
a = ys - ye;
b = xe - xs;
d = 2 * a + b;
dt1 = 2 * a;
dt2 = 2 * (a + b);
x = xs; y = ys;
ManyGlVertex2f(absX, absY, x, y);
while (x < xe) {
if (d < 0) {
x++;
y++;
d = d + dt2;
}
else {
x++; d = d + dt1;
}
ManyGlVertex2f(absX, absY, x, y); //调用ManyGlVertex2f()函数
}
float maxY = getMax(ys, ye);
float minY = getMin(ys, ye);
//画竖直的线
if (xs == xe) {
for (float i = minY; i <=maxY; i++) {
glVertex2f(xs, i);
}
}
}
其中ManyGlVertex2f(absX,absY, x, y);函数代码如下:
void ManyGlVertex2f(float absX,float absY,float x,float y) {
if ((fabsf(absY) > fabsf(absX)) && absX>0 && absY>0) {//斜率大于1
glVertex2f(y, x);
}
else if (absY<0 && absX>0 && (fabsf(absY) <= fabs(absX))) {//斜率-1到0
glVertex2f(x, -y);
}
else if (absY<0 && absX>0 && (fabsf(absY)>fabs(absX))) {//斜率小于-1
//printf("到这了\n");
glVertex2f(y, -x);
}
else {//斜率0到1
glVertex2f(x, y);
}
}
测试方法:
void Display1(void) {
glClear(GL_COLOR_BUFFER_BIT);//注意这几个glClear等函数放的位置
glPointSize(2.0);
glColor3f(1.0, 0.0, 0.0);/*用红色绘制对象*/
glBegin(GL_POINTS);
MidpointLine(-250, 250, 350, 200);
MidpointLine(50, -150, 350, 250);
MidpointLine(-450,50,0,400);
MidpointLine(-570, 0, 570, 0);//x轴
MidpointLine(0, -570, 0, 570);//y轴
glEnd();
glFlush();
}
实验结果:
1.3 Bresenham算法:
//直线Bresenham法
void Bresenham(float xs, float ys, float xe, float ye) {
float absY = ye - ys;
float absX = xe - xs;
//采用对称的方法来绘画其他象限的图案
if ((fabsf(absY) > fabsf(absX)) && absX>0 && absY>0) {//斜率大于1
float m = ys;
ys = xs;
xs = m;
float n = ye;
ye = xe;
xe = n;
}
else if (absY<0 && absX>0 && (fabsf(absY) <= fabs(absX))) {//斜率-1到0
ys = -ys;
ye = -ye;
}
else if (absY<0 && absX>0 && (fabsf(absY)>fabs(absX))) {//斜率小于-1
float m = ys;
ys = xs;
xs = -m;
float n = ye;
ye = xe;
xe = -n;
/*printf("xs=%f\n", xs);
printf("ys=%f\n", ys);
printf("xe=%f\n", xe);
printf("ye=%f\n", ye);*/
}
else {//斜率0到1
//do nothing
}
float dx = xe - xs;
float dy = ye - ys;
float m = (double)dy / (double)dx;
float e = m - 0.5;
float x, y;
x = xs;
y = ys;
for (int i = 0; i < dx; i++) {
ManyGlVertex2f(absX, absY, x, y); //调用ManyGlVertex2f()函数
if (e >= 0) {
y = y + 1; e = e - 1;
}
x = x + 1; e = e + m;
}
//画竖直的线
if (xs == xe) {
float maxY = getMax(ys, ye);
float minY = getMin(ys, ye);
for (float i = minY; i <= maxY; i++) {
glVertex2f(xs, i);
}
}
}
其中调用的ManyGlVertex2f()的代码和直线正负法中调用的ManyGlVertex2f()的方法一样。
测试方法:void Display1(void) {
glClear(GL_COLOR_BUFFER_BIT);//注意这几个glClear等函数放的位置
glPointSize(2.0);
glColor3f(1.0, 0.0, 0.0);/*用红色绘制对象*/
glBegin(GL_POINTS);
Bresenham(250, 250, 350, 200);
Bresenham(50,150, 350, 250);
Bresenham(-450,50,0,-400);
Bresenham(-570, 0, 570, 0);//x轴
Bresenham(0, -570, 0, 570);//y轴
glEnd();
glFlush();
}
实验结果:
2. 实现圆弧的正负法和Bresenham算法。
2.1圆弧正负法
//正负法
void pnarc(float radius,float m,float n) {
float x, y, f;
x = 0; y = 0 + radius; f = 0;
while (y > 0) {
glVertex2f(x+m, y+n);
glVertex2f(-x+m, y+n);
glVertex2f(-x+m,- y+n);
glVertex2f(x+m, -y+n);
if (f > 0) {
f = f - 2 * y + 1; y = y - 1;
}
else {
f = f + 2*x + 1; x = x + 1;
}
}
if (y == 0) {
glVertex2f(x + m, y + n);
glVertex2f(-x + m, y + n);
glVertex2f(-x + m, -y + n);
glVertex2f(x + m, -y + n);
}
}
测试方法:
void Display1(void) {
glClear(GL_COLOR_BUFFER_BIT);//注意这几个glClear等函数放的位置
glPointSize(2.0);
glColor3f(1.0, 0.0, 0.0);/*用红色绘制对象*/
glBegin(GL_POINTS);
pnarc(150, -250, 250);
pnarc(150, 250, 250);
pnarc(150, 250, -250);
pnarc(150, -250, -250);
Bresenham(-570, 0, 570, 0);//x轴
Bresenham(0, -570, 0, 570);//y轴
glEnd();
glColor3f(0, 1, 0);
glBegin(GL_POINTS);
pnarc(150, 0, 0);
glEnd();
glFlush();
}
实验结果:
2.2圆弧Bresenham算法
//Bresenham法
void bresenham_arc(float R,float m,float n) {
float x, y, d;
x = 0; y = R; d = 3 - 2 * R;
while (x < y) {
glVertex2f(x+m, y+n);
glVertex2f(y+m, x+n);
glVertex2f(y + m, -x + n);
glVertex2f(x + m, -y + n);
glVertex2f(-x + m, -y + n);
glVertex2f(-y + m, -x + n);
glVertex2f(-y + m, x + n);
glVertex2f(-x + m, y + n);
if (d < 0)
d = d + 4 * x + 6;
else {
d = d + 4 * (x - y) + 10;
y = y - 1;
}
x = x + 1;
}
if (x == y) {
glVertex2f(x + m, y + n);
glVertex2f(y + m, x + n);
glVertex2f(y + m, -x + n);
glVertex2f(x + m, -y + n);
glVertex2f(-x + m, -y + n);
glVertex2f(-y + m, -x + n);
glVertex2f(-y + m, x + n);
glVertex2f(-x + m, y + n);
}
}
测试方法:
void Display1(void) {
glClear(GL_COLOR_BUFFER_BIT);//注意这几个glClear等函数放的位置
glPointSize(2.0);
glColor3f(1.0, 0.0, 0.0);/*用红色绘制对象*/
glBegin(GL_POINTS);
bresenham_arc(150, -150, 100);
bresenham_arc(150, 150, 100);
bresenham_arc(150, 150, -100);
bresenham_arc(150, -150, -100);
Bresenham(-570, 0, 570, 0);//x轴
Bresenham(0, -570, 0, 570);//y轴
glEnd();
glColor3f(0, 1, 0);
glBegin(GL_POINTS);
pnarc(150, 0, 0);
glEnd();
glFlush();
}
实验结果:
3. 利用上述完成的算法绘制中国象棋的棋盘和棋子。
//调用以上函数绘制中国象棋的棋盘和棋子
void Display(void) {
glClear(GL_COLOR_BUFFER_BIT);//注意这几个glClear等函数放的位置
glPointSize(2.0);
glColor3f(0.0, 0.0, 0.0);/*用红色绘制对象*/
glBegin(GL_POINTS);
for (float i = -360; i <= 360; i += 80) {
dda(-360, i, 360, i);
}
for (float i = -360; i <= 360; i += 90) {
dda(i, 40, i, 360);
}
for (float i = -360; i <= 360; i += 90) {
dda(i, -40, i, -360);
}
dda(-360, -40, -360, 40);
dda(360, -40, 360, 40);
float b = 90, c = 200, d = 360;
dda(-b, c, b, d);
dda(-b, d, b, c);
dda(-b, -d, b, -c);
dda(-b, -c, b, -d);
glEnd();
//画象棋图上的圆
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_POINTS);
float R = 28;
for (float i = -360; i <= 360; i += 90) {
pnarc(R, i, 360);
pnarc(R, i, -360);
}
for (float i = -360; i <= 360; i += 180) {
pnarc(R, i, 40);
pnarc(R, i, -40);
}
for (float i = -270; i <= 320; i += 540) {
pnarc(R, i, 200);
pnarc(R, i, -200);
}
glEnd();
//最外侧直线
glPointSize(3.0);
glColor3f(0.0, 0.0, 0.0);
glBegin(GL_POINTS);
float a = 380;
dda(-a, a, a, a);
dda(a, a, a, -a);
dda(a, -a, -a, -a);
dda(-a, -a, -a, a);
glEnd();
glFlush();
}
结果:
4.以下是属性设置函数和主函数main()
//设置属性
void myinit(void) {
/*设置属性*/
glClearColor(1.0, 1.0, 1.0, 1.0);/*白色背景*/
/*建立视图*/
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-570.0, 570.0, -570.0, 570.0);//二维视图区域*
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char * argv[])
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
glutInitWindowPosition(20, 40);//设置位置
glutInitWindowSize(680, 680);//设置高宽
glutCreateWindow("第一个OpenGL程序");
myinit();
glutDisplayFunc(&Display);
glutMainLoop();
return 0;
}
结论分析与体会:
此次实验着重独立完成直线和圆弧的各种生成算法,这也是我们学习计算机图形学的目的,我们不仅要会使用openGL,更要懂得其内部实现算法,通过此次的实验课程,我们可以很清晰明了的了解具体实现。其实最有难度的还是前面的算法,只要完成了前面的算法,后面的棋盘绘画就比较容易了。整体来说,此次实验难度并不大,当然期间也遇到许多的小问题,不过最后问题都已解决。