第3章:画线
目前计算机的图像的都是用像素表示的,无论是点、直线、圆或其他图形最终都会以点的形式显示。像素密度越大,图形看起来越细腻。
像素点计算
DDA算法
https://baike.baidu.com/item/DDA%E7%AE%97%E6%B3%95/3896255?fr=aladdin
采用浮点步进,小数部分四舍五入转化为整数像素坐标
Bresenham算法
https://baike.baidu.com/item/bresenham%E7%AE%97%E6%B3%95/6430161?fr=aladdin
最长距离方向采用整数步进,另一方向根据误差判断是否跟进,相比上DDA算法少了大量浮点运算,还有一些系列基于该算法的部分优化版
- 本节采用该算法进行画线
void sge::Canvas::drawLine(int x1, int y1, int x2, int y2, const color4f & c1)
{
int x, y, dx, dy, s1, s2, p, temp, interchange, i;
x = x1;
y = y1;
dx = abs(x2 - x1);
dy = abs(y2 - y1);
if (x2 > x1)
s1 = 1;
else
s1 = -1;
if (y2 > y1)
s2 = 1;
else
s2 = -1;
if (dy > dx)
{
temp = dx;
dx = dy;
dy = temp;
interchange = 1;
}
else
interchange = 0;
p = 2 * dy - dx;
int pIndexMax = _width * _height;
for (i = 1; i <= dx; i++)
{
drawPoint(x, y, c1);
if (p >= 0)
{
if (interchange == 0)
y = y + s2;
else
x = x + s1;
p = p - 2 * dx;
}
if (interchange == 0)
x = x + s1;
else
y = y + s2;
p = p + 2 * dy;
}
}
颜色的线性渐变
颜色的渐变即个分量的渐变,使用线性插值即可
- 画渐变线段
void sge::Canvas::drawLine(int x1, int y1, int x2, int y2, const color4f & c1, const color4f & c2)
{
int x, y, dx, dy, s1, s2, p, temp, interchange, i;
Color4f stepColor = c2 - c1;
Color4f color = c1;
x = x1;
y = y1;
dx = abs(x2 - x1);
dy = abs(y2 - y1);
if (x2 > x1)
s1 = 1;
else
s1 = -1;
if (y2 > y1)
s2 = 1;
else
s2 = -1;
if (dy > dx)
{
temp = dx;
dx = dy;
dy = temp;
interchange = 1;
}
else
{
interchange = 0;
}
p = 2 * dy - dx;
stepColor /= (float)dx;
for (i = 1; i <= dx; i++)
{
drawPoint(x, y, color);
if (p >= 0)
{
if (interchange == 0)
y = y + s2;
else
x = x + s1;
p = p - 2 * dx;
}
if (interchange == 0)
x = x + s1;
else
y = y + s2;
p = p + 2 * dy;
color += stepColor;
}
}