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OpenGL实现边缘填充算法

2020-03-11 17:51 483 查看

边缘填充的思想:枚举每一条边,对这条边右边的像素进行求补操作,就是有填充则去掉,无填充就进行填充

#include <GL/gl.h>
#include <GL/glut.h>
#include <iostream>
#include <cmath>
#include <cstring>
#include <string>
using namespace std;
int x[]= {10,70,70,60,40,30,20};
int y[]= {10,10,50,40,60,20,30};
int vis[500][500]; //判断该坐标的点是否存在
void init()
{
glClearColor (0.0, 0.0, 0.0, 0.0);
glMatrixMode (GL_PROJECTION);
gluOrtho2D (0.0, 200.0, 0.0, 150.0);
}
void MidBresenhamCircle()
{
memset(vis,0,sizeof(vis));
glClear(GL_COLOR_BUFFER_BIT);
glLineWidth(2);
glBegin(GL_LINES); //绘制多边形形状
for(int i=0; i<7; ++i)
{
glVertex2i(x[i],y[i]);
glVertex2i(x[(i+1)%7],y[(i+1)%7]);
}
glEnd();
glFlush();
glPointSize(2);
glBegin(GL_POINTS);
for(int i=x[1],j=y[1]; i<300; ++i) //特殊处理k=0的边
{
if(!vis[i][j])
{
glColor3f(0.0f,1.0f,0.0f);
glVertex2i(i,j);
vis[i][j]=1;
}
else
{
glColor3f(0.0f,0.0f,0.0f);
glVertex2i(i,j);
vis[i][j]=1;
}
}
for(int j=y[1]; j<=y[2]; ++j) //特殊处理k不存在的边
{
for(int i=x[1]; i<300; ++i)
{
if(!vis[i][j])
{
glColor3f(0.0f,1.0f,0.0f);
glVertex2i(i,j);
vis[i][j]=1;
}
else
{
glColor3f(0.0f,0.0f,0.0f);
glVertex2i(i,j);
vis[i][j]=1;
}
}
}
for(int p=2; p<7; ++p)
{
int k=(y[(p+1)%7]-y

)/(x[(p+1)%7]-x[p]); //求出斜率 int x1=x[(p+1)%7],x0=x[p],y1=y[(p+1)%7],y0=y[p]; //根据斜率推导出这条直线的各个点 if(y1<y0) { swap(x1,x0); swap(y1,y0); } for(int j=y0; j<=y1; ++j) { int i=(j-y0+k*x0)/k; for(int px=i; px<300; ++px) { if(!vis[px][j]) { glColor3f(0.0f,1.0f,0.0f); glVertex2i(px,j); vis[px][j]=1; } else { glColor3f(0.0f,0.0f,0.0f); glVertex2i(px,j); vis[px][j]=0; } } } } glEnd(); glFlush(); } int main(int argc, char *argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE); glutInitWindowPosition(100, 100); glutInitWindowSize(500, 500); glutCreateWindow("第一个opengl程序"); init(); glutDisplayFunc(MidBresenhamCircle); glutMainLoop(); return 0; }

[p]效果

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标签:  OpenGL 填充算法