一、实验内容、目的、要求
1、多边形的扫描转换算法
2、掌握相关算法的原理及实现
3、实现算法代码,能处理任意凸多边形;
能正确处理特殊情形:交点取整、边界像素取舍等;
二、C++源代码
#include <GL/glut.h>
#include <iostream>
#include <windows.h>
using namespace std;
int num; //顶点个数
struct vertex {
float ver_x;
float ver_y;
};
//链表的实现
typedef struct XET {
float x;
float dx, ymax;
XET* next;
}AET, NET;
//结构体对于某一个点的实现
struct point {
float x;
float y;
};
vertex* ver;
void inputPoint() {
cout << "请输入多边形顶点个数: ";
cin >> num;
ver = (vertex*)malloc(sizeof(vertex) * num);//输入顶点以(x,y)格式
cout << " =======按顺序输入每个顶点的x,y值,中间以空格隔开!=========" << endl;
cout << " =======每输入完一个顶点,回车进入下一个顶点的输入!========" << endl;
for (int i = 0; i < num; i++) {
cout << "请输入第"<<i+1<<"个顶点:" << endl;
cin >> ver[i].ver_x >> ver[i].ver_y;
}
}
void Polygon() {
int MaxY = 0;
int i;
for (i = 0; i < num; i++) {
if (ver[i].ver_y > MaxY)
MaxY = ver[i].ver_y;
}
//选出最大的顶点所对应的y值
AET* pAET = new AET;
pAET->next = NULL;
NET* pNET[1024];
for (i = 0; i <= MaxY; i++) {
pNET[i] = new NET;
pNET[i]->next = NULL;
}//初始化扫描边的活性边表
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1, 0, 0); //红色
glBegin(GL_POINTS);
//一个点跟前面的点形成一条线段,同时跟后面一个点形成线段
for (i = 0; i < MaxY; i++) {
for (int j = 0; j < num; j++) {
if (ver[j].ver_y == i) {
if (ver[(j + 1 + num) % num].ver_y > ver[j].ver_y) {
NET* p = new NET;
p->x = ver[j].ver_x;
p->ymax = ver[(j + 1 + num) % num].ver_y;
p->dx = (ver[(j + 1 + num) % num].ver_x - ver[j].ver_x) / (ver[(j + 1 + num) % num].ver_y - ver[j].ver_y);
p->next = pNET[i]->next;
pNET[i]->next = p;
}
if (ver[(j - 1 + num) % num].ver_y > ver[j].ver_y) {
NET* p = new NET;
p->x = ver[j].ver_x;
p->ymax = ver[(j - 1 + num) % num].ver_y;
p->dx = (ver[(j - 1 + num) % num].ver_x - ver[j].ver_x) / (ver[(j - 1 + num) % num].ver_y - ver[j].ver_y);
p->next = pNET[i]->next;
pNET[i]->next = p;
}
}
}
}
//把新边表net[i]中的边节点用插入排序法插入AET表,使之按照x的坐标递增顺序排序
for (i = 0; i <= MaxY; i++) {
NET* p = pAET->next;
while (p) {
p->x = p->x + p->dx;
p = p->next;
}
AET* tq = pAET;
p = pAET->next;
tq->next = NULL;
while (p) {
while (tq->next && p->x >= tq->next->x)//重新排序
tq = tq->next;
NET* s = p->next;
p->next = tq->next;
tq->next = p;
p = s;
tq = pAET;
}
//遍历AET表,把配对交点的区间(左闭右开)上的像素(x,y)
AET* q = pAET;
p = q->next;
while (p) { //删掉扫描线高度等同于ymax的废弃点
if (p->ymax == i) {
q->next = p->next;
delete p;
p = q->next;
}
else {
q = q->next;
p = q->next;
}
}
p = pNET[i]->next;
q = pAET;
while (p) {
while (q->next && p->x >= q->next->x)
q = q->next;
NET* s = p->next;
p->next = q->next;
q->next = p;
p = s;
q = pAET;
}
p = pAET->next;
while (p && p->next) {
for (float j = p->x; j <= p->next->x; j++) {
glVertex2i(static_cast<int>(j), i);
}
p = p->next->next;
}
}
glEnd();
glFlush();
}
int main(int argc, char* argv) {
glutInit(&argc, &argv);
glutInitWindowSize(400, 300);
glutCreateWindow("多边形的扫描转换算法");
inputPoint();
gluOrtho2D(0.0, 600.0, 0.0, 450.0); //设置原点在窗口左下方
glutDisplayFunc(Polygon);//调用函数
glutMainLoop();
}
三、运行截图:
1、可处理凸多边形的情况——梯形
2、可处理凹多边形的情况——五角星
四、设置原点
本次实验将原点设置为窗口左下方:
gluOrtho2D(0.0, 600.0, 0.0, 450.0); //设置原点在窗口左下方
结束啦!下次实验是简单几何形体的平移、缩放、旋转等几何变换,加油!