OpenGL实现边缘填充算法

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[p])/(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;

}

效果

以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持。

以上是 OpenGL实现边缘填充算法 的全部内容, 来源链接: utcz.com/p/244846.html

回到顶部