图像处理之-----RGB颜色立方体源代码。

C++实现RGB颜色立方体
本文介绍了一种使用C++/C编写的RGB颜色立方体显示程序,通过Win32 API实现。代码在VS2005 + XP + IBM T40环境下通过。程序通过三层循环绘制颜色立方体,动态展示颜色变化,利用sin(π/6)确定红色分量的递增次数,形成60度角的投影效果。

 

前段时间买了本冈萨雷斯的《数字图像处理》,看到RGB颜色立方体。于是想自己用C++/C编一个出来。。。。

本程序在VS2005 + XP + IBM T40下通过。而且可能因为本机器配置比较低,能够动态的显示变化情景本来还想用sleep函数实现动态效果结果不用了。。。。

 

// Win32Draw.cpp : 代码用来实现RGB颜色立方体的显示。
// THANKS: Excalibur,
//         感谢提供了在Win32 Consloe模式下“打点”函数的使用。
// TYPER: sealplusplus.
// LINK.....     yxjseal@sohu.com/yahoo.com.cn,
//               for, just we press the F5, it will cool when see the linking.....
// ACTION: July 6 2010 AM 11:27
//
// ABOUT:
// 颜色立方体,就是在计算机中用RGB三种单元色混合出各种颜色的立方体。在RGB模式下一般是采
// 用一个像素用三原色混合出常见的颜色,比如黑色,就是(0,0,0),白色(255,255,255)
// 同理直接用(000000)或者(FFFFFF),纯红色(255,0,0),绿色(0,255,0)。
// 如果画一条直线,颜色从坐标原始点(0,0),颜色设定为(0,0,0

立方体旋转程序 /* Rotating cube with color interpolation */ /* Demonstration of use of homogeneous coordinate transformations and simple data structure for representing cube from Chapter 4 */ /* Colors are assigned to the vertices */ /* cube is centered at orign*/ #include #include GLfloat vertices[][3] = {{-1.0,-1.0,-1.0},{1.0,-1.0,-1.0}, {1.0,1.0,-1.0}, {-1.0,1.0,-1.0}, {-1.0,-1.0,1.0}, {1.0,-1.0,1.0}, {1.0,1.0,1.0}, {-1.0,1.0,1.0}}; GLfloat colors[][3] = {{0.0,0.0,0.0},{1.0,0.0,0.0}, {1.0,1.0,0.0}, {0.0,1.0,0.0}, {0.0,0.0,1.0}, {1.0,0.0,1.0}, {1.0,1.0,1.0}, {0.0,1.0,1.0}}; void polygon(int a, int b, int c, int d) { /* draw a polygon via list of vertices */ glBegin(GL_POLYGON); glColor3fv(colors[a]); glVertex3fv(vertices[a]); glColor3fv(colors[b]); glVertex3fv(vertices[b]); glColor3fv(colors[c]); glVertex3fv(vertices[c]); glColor3fv(colors[d]); glVertex3fv(vertices[d]); glEnd(); } void colorcube(void) { /* map vertices to faces */ polygon(0,3,2,1); polygon(2,3,7,6); polygon(0,4,7,3); polygon(1,2,6,5); polygon(4,5,6,7); polygon(0,1,5,4); } static GLfloat theta[] = {0.0,0.0,0.0}; static GLint axis = 2; void display(void) { /* display callback, clear frame buffer and z buffer, rotate cube and draw, swap buffers */ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glRotatef(theta[0], 1.0, 0.0, 0.0); glRotatef(theta[1], 0.0, 1.0, 0.0); glRotatef(theta[2], 0.0, 0.0, 1.0); colorcube(); glFlush(); glutSwapBuffers(); } void spinCube() { /* Idle callback, spin cube 2 degrees about selected axis */ theta[axis] += 2.0; if( theta[axis] > 360.0 ) theta[axis] -= 360.0; /* display(); */ glutPostRedisplay(); } void mouse(int btn, int state, int x, int y) { /* mouse callback, selects an axis about which to rotate */ if(btn==GLUT_LEFT_BUTTON && state == GLUT_DOWN) axis = 0; if(btn==GLUT_MIDDLE_BUTTON && state == GLUT_DOWN) axis = 1; if(btn==GLUT_RIGHT_BUTTON && state == GLUT_DOWN) axis = 2; } void myReshape(int w, int h) { glViewport(0, 0, w, h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (w <= h) glOrtho(-2.0, 2.0, -2.0 * (GLfloat) h / (GLfloat) w, 2.0 * (GLfloat) h / (GLfloat) w, -10.0, 10.0); else glOrtho(-2.0 * (GLfloat) w / (GLfloat) h, 2.0 * (GLfloat) w / (GLfloat) h, -2.0, 2.0, -10.0, 10.0); glMatrixMode(GL_MODELVIEW); } void main(int argc, char **argv) { glutInit(&argc, argv); /* need both double buffering and z buffer */ glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH); glutInitWindowSize(500, 500); glutCreateWindow("colorcube"); glutReshapeFunc(myReshape); glutDisplayFunc(display); glutIdleFunc(spinCube); glutMouseFunc(mouse); glEnable(GL_DEPTH_TEST); /* Enable hidden-surface removal */ glutMainLoop();
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