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33、插入一段大学学的计算机,正儿八经的计算机图形学

1、breaseHam画圆算法

public void breasenCircle(int a,int b,int r) {
            int x0 = 0;
            int y0 = r;
            int y = y0;
            int x = x0;
            GL.Vertex2(x + a, y + b);
            double p = y * y - 2 * (r * r - (x + 1) * (x + 1)) + (y - 1) * (y - 1);
            while(x<=x0+(Math.Sqrt(2)/2)*r){
                if (p > 0)
                {
                    p = p + 4 * (x - y) + 10;
                    x = x + 1;
                    y = y - 1;
                    GL.Vertex2(x+a, y+b);
                    GL.Vertex2(y+a, x+b);
                    GL.Vertex2(x+a,-y+b);
                    GL.Vertex2(-y+a,x+b);
                    GL.Vertex2(-x+a,-y+b);
                    GL.Vertex2(-y+a,-x+b);
                    GL.Vertex2(-x+a, y+b);
                    GL.Vertex2(y+a, -x+b);
                }
                else
                {
                   
                    p = p + 4 * x + 6;
                    x = x + 1;
                    GL.Vertex2(x+a, y+b);
                    GL.Vertex2(y+a, x+b);
                    GL.Vertex2(x+a, -y+b);
                    GL.Vertex2(-y+a, x+b);
                    GL.Vertex2(-x+a, -y+b);
                    GL.Vertex2(-y+a, -x+b);
                    GL.Vertex2(-x+a, y+b);
                    GL.Vertex2(y+a, -x+b);
                }
                
            }
        }

2、breaseHam画直线

public void Bresenhamline(int x0, int y0, int x1, int y1) {
            double dx = x1 - x0;
            double dy = y1 - y0;
            int x=x0;
            int y=y0;
            double b = (y0 * x1 - y1 * x0) / (x1 - x0);
            if (Math.Abs(dy / dx) <= 1)
            {
                double p = 2 * dx * y - 2 * dy * x - 2 * dy - 2 * b * dx + dx;
                while (Math.Abs(x1 - x) > 1)
                {
                    if (p > 0)
                    {
                        x = x + 1;
                        GL.Vertex2(x, y);
                        p = p - 2 * dy;
                    }
                    else
                    {
                        x = x + 1;
                        y = y + 1;
                        p = p + 2 * dx - 2 * dy;
                        GL.Vertex2(x, y);
                    }
                }
            }
            else {
                double p = 2 * x * dy - 2 * dx * y + dy - 2 * dx + 2 * dx * b;
                while (Math.Abs(y1 - y) > 1) {
                    if (p > 0)
                    {
                        y = y + 1;
                        GL.Vertex2(x, y);
                        p = p - 2 * dx;
                    }
                    else {
                        x = x + 1;
                        y = y + 1;
                        GL.Vertex2(x,y);
                        p = p + 2 * dy - 2 * dx;
                    }
                }
                
            }
           
        }

3、中点画线算法

public void midLine(int x0,int y0,int x1,int y1) {
            double a = y0 - y1;
            double b = x1 - x0;
            int x = x0;
            int y = y0;
            GL.Vertex2(x,y);
            if (Math.Abs(a / b) < 1)
            {
                double d = 2 * a + b;
                while (x < x1)
                {
                    if (d < 0)
                    {
                        x = x + 1;
                        y = y + 1;
                        GL.Vertex2(x, y);
                        d = d + a + b;
                    }
                    else
                    {
                        x = x + 1;
                        GL.Vertex2(x, y);
                        d = d + 2 * a;
                    }
                }
            }
            else {
                double d = a + 2 * b;
                while(y<y1){
                    if (d < 0)
                    {
                        y = y + 1;
                        GL.Vertex2(x, y);
                        d = d + 2 * b;
                    }
                    else
                    {
                        y = y + 1;
                        x = x + 1;
                        GL.Vertex2(x,y);
                        d = d + 2 * a + 2 * b;
                    }
                }
            }
        }

4、DDA画线算法

public void DDALine(int x0,int y0,int x1,int y1) {
              float dx, dy, y, k,x;
              dx = x1 - x0; dy = y1 - y0;
              k = dy / dx; y = y0; x = x0;
              if (k <= 1)
              {
                  for (x = x0; x < x1; x++)
                  {
                      GL.Vertex2(x, Math.Floor(y + 0.5));
                      y = y + k;
                  }
              }
              else {
                  for (y = y0; y < y1; y++)
                  {
                      GL.Vertex2(Math.Floor(x + 0.5), y);
                      x = x + 1 / k;
                  }
              }
              
        }

 

 

 

二、直线和圆的绘制

private void glControl1_Paint(object sender, PaintEventArgs e)
        {
            if (!loaded)
                return;
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
            GL.MatrixMode(MatrixMode.Modelview);
            GL.LoadIdentity();
            GL.Color3(Color.Green);
            GL.Begin(BeginMode.Polygon);
            GL.Vertex2(1, 1);
            GL.Vertex2(20, 80);
            GL.Vertex2(30, 200);
            GL.Vertex2(50, 180);
            GL.Vertex2(60, 50);
            GL.End();
            allPaint8(50, 160, Color.Green, Color.Red);
            //paintGraphy();
            GL.End();
            glControl1.SwapBuffers();
        }
 //八联通递归填充算法
        public void allPaint8(int x, int y, Color boundry, Color fillColor)
        {

            if (Getpixel(x, y).ToArgb() != fillColor.ToArgb() && Getpixel(x, y).ToArgb() == boundry.ToArgb())
            {

                GL.Color3(fillColor);
                GL.Begin(BeginMode.Points);
                GL.Vertex2(x, y);
                GL.End();
                allPaint8(x - 1, y - 1, boundry, fillColor);
                allPaint4(x, y - 1, boundry, fillColor);
                allPaint8(x + 1, y - 1, boundry, fillColor);
                allPaint8(x - 1, y, boundry, fillColor);
                allPaint4(x + 1, y, boundry, fillColor);
                allPaint4(x, y + 1, boundry, fillColor);
                allPaint8(x - 1, y + 1, boundry, fillColor);
                allPaint8(x + 1, y + 1, boundry, fillColor);
                
            }

        }
 //四联通递归填充算法
        public void allPaint4(int x,int y,Color boundry,Color fillColor) {
            if (Getpixel(x, y).ToArgb()!= fillColor.ToArgb() && Getpixel(x, y).ToArgb()==boundry.ToArgb())
            {
               
                GL.Color3(fillColor);
                GL.Begin(BeginMode.Points);
                GL.Vertex2(x, y);
                GL.End();
                allPaint4(x - 1, y,boundry,fillColor);
                allPaint4(x, y + 1, boundry, fillColor);
                allPaint4(x + 1, y, boundry, fillColor);
                allPaint4(x, y - 1, boundry, fillColor); 
            }

        }
多边形扫描线填充:
 
填充之前的图像如上所示:
填充之后的图像如下所示:
 
 private void glControl1_Paint(object sender, PaintEventArgs e)
        {
            if (!loaded)
                return;
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
            GL.MatrixMode(MatrixMode.Modelview);
            GL.LoadIdentity();
            GL.Color3(Color.Green);
            GL.Begin(BeginMode.Points);
            GL.Vertex2(1, 1);
            GL.Vertex2(20, 80);
            GL.Vertex2(30, 200);
            GL.Vertex2(50, 180);
            GL.Vertex2(60, 50);
            GL.End();
            paintGraphy();
            GL.End();
            glControl1.SwapBuffers();
        }

//多边形扫描线算法
        public void paintGraphy() {
            NList nlist = new NList(1);
            GL.Vertex2(1, 1);
            GL.Vertex2(20, 80);
            nlist.Add(new Node(1, (20.0 - 1.0) / (80.0 - 1.0), 80));
            GL.Vertex2(30, 200);
            nlist.Add(new Node(20, (30.0 - 20.0) / (200.0 - 80.0), 200));
            GL.Vertex2(50, 180);
            nlist.Add(new Node(50, (50.0 - 30.0) / (180.0 - 200.0), 200));
            GL.Vertex2(60, 50);
            nlist.Add(new Node(60, (60.0 - 50.0) / (50.0 - 180.0), 180));
            nlist.Add(new Node(1, (60.0 - 1.0) / (50.0 - 1.0), 50));
            double t = 0;
            for (int i = 1; i <= 200; i++) {
                List<Point> listPoint = new List<Point>();
               
                for (int j = 0; j < nlist.myndL.Count; j++) {
                    if (j == 0) {
                        if (i > 1 && i <= nlist.myndL[0].ymax) {
                            listPoint.Add(new Point(nlist.myndL[j].x + i*nlist.myndL[0].dx, i));

                        }
                    }
                    else if (j == 1)
                    {
                        if (i > 1 && i <= nlist.myndL[1].ymax)
                        {
                            listPoint.Add(new Point(nlist.myndL[0].x + i*nlist.myndL[1].dx, i));

                        }

                    }
                    else if (j == 2) {
                        if (i > nlist.myndL[0].ymax && i <= nlist.myndL[j + 1].ymax) {
                            t = i - nlist.myndL[0].ymax;
                            listPoint.Add(new Point(nlist.myndL[j].x + t * nlist.myndL[j].dx, i));
                        }
                    }
                    else
                    {
                        double YMAX;
                        if (j + 1 == nlist.myndL.Count)
                        {
                            YMAX = nlist.myndL[1].ymax;
                        }
                        else { 
                            YMAX=nlist.myndL[j + 1].ymax;
                        }
                        double valueJ_1 = Math.Min(YMAX, nlist.myndL[j].ymax);
                        double valueUp = Math.Max(YMAX, nlist.myndL[j].ymax);
                        if (i >valueJ_1 && i <= valueUp )
                        {
                            t = i - valueJ_1;
                            listPoint.Add(new Point(nlist.myndL[j].x + t * nlist.myndL[j].dx, i));

                        }
                    }
                   

                }
                if (listPoint.Count == 2)
                {
                    Bresenhamline(listPoint[0].x, listPoint[0].y, listPoint[1].x, listPoint[1].y);
                }
            }
        }
1.    图形的二维旋转
 
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using OpenTK.Graphics.OpenGL;
namespace mywapp
{
    public partial class Form1 : Form
    {
        bool loaded = false;
        public Form1()
        {
            InitializeComponent();
        }

        private void glControl1_Load(object sender, EventArgs e)
        {
            loaded = true;
            GL.ClearColor(Color.White);
            SetupViewport();
        }
        private void SetupViewport()
        {
            int w = glControl1.Width;
            int h = glControl1.Height;
            GL.MatrixMode(MatrixMode.Projection);
            GL.LoadIdentity();
            GL.Ortho(0, w, 0, h, -1, 1); // Bottom-left corner pixel has coordinate (0, 0)
            GL.Viewport(0, 0, w, h); // Use all of the glControl painting area
        }

private void glControl1_Paint(object sender, PaintEventArgs e)
        {
            if (!loaded)
                return;
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
            GL.MatrixMode(MatrixMode.Modelview);
            GL.LoadIdentity();
            GL.Color3(Color.Green);
            GL.Begin(BeginMode.LineLoop);
            GL.Vertex2(1, 1);
            GL.Vertex2(20, 80);
            GL.Vertex2(30, 200);
            GL.Vertex2(50, 180);
            GL.Vertex2(60, 50);
            List<Point> list = new List<Point>();
            list.Add(new Point(1, 1));
            list.Add(new Point(20,80));
            list.Add(new Point(30,200));
            list.Add(new Point(50, 180));
            list.Add(new Point(60, 50));
            List<Point> nlist = rotato2(-30, list);
            foreach (Point point in nlist) {
                GL.Vertex2(point.x,point.y);
            }
            GL.End();
            glControl1.SwapBuffers();
        }

//二维旋转
        private List<Point> rotato2(int angel, List<Point> points)
        { 
            double o=(angel*Math.PI)/180.0;
            double[,] a = new double[,] { { Math.Cos(o), -Math.Sin(o) }, { Math.Sin(o), Math.Cos(o) } };
            foreach (Point point in points) {
                point.x = a[0, 0] * point.x + a[0, 1] * point.y;
                point.y = a[1, 0] * point.x + a[1, 1] * point.y;
            }
            return points;

        }
二维平移
将原图形在x轴上向右平移80个单位像素,在y轴上向上平移20个单位像素
 
//二维平移
        private List<Point> moveLocation(int x, int y, List<Point> points) {
            foreach (Point point in points)
            {
                point.x = point.x + x;
                point.y = point.y + y;
            }
            return points;
        }
二维缩放
将原图形放大了1.3倍之后,在x轴上向右平移了60个单位像素后,得到的图形:
 
//二维缩放
        private List<Point> changeSize2(double size, List<Point> points) {
            double[,] a = new double[,] { { size, 0 }, { 0, size } };
            foreach (Point point in points)
            {
                point.x = a[0, 0] * point.x + a[0, 1] * point.y;
                point.y = a[1, 0] * point.x + a[1, 1] * point.y;
            }
            return points;
        }

 

 

最后是超级牛逼的贝塞尔曲线

 
using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Linq;
using System.Text;
using System.Windows.Forms;
using OpenTK.Graphics.OpenGL;
namespace mywapp
{
    public partial class Form1 : Form
    {
        bool loaded = false;
        public Form1()
        {
            InitializeComponent();
        }

        private void glControl1_Load(object sender, EventArgs e)
        {
            loaded = true;
            GL.ClearColor(Color.White);
            SetupViewport();
        }
        private void SetupViewport()
        {
            int w = glControl1.Width;
            int h = glControl1.Height;
            GL.MatrixMode(MatrixMode.Projection);
            GL.LoadIdentity();
            GL.Ortho(0, w, 0, h, -1, 1); // Bottom-left corner pixel has coordinate (0, 0)
            GL.Viewport(0, 0, w, h); // Use all of the glControl painting area
        }

        private void glControl1_Paint(object sender, PaintEventArgs e)
        {
            if (!loaded)
                return;
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
            GL.MatrixMode(MatrixMode.Modelview);
            GL.LoadIdentity();
            GL.Color3(Color.Green);
            GL.Begin(BeginMode.Points);
            GL.Vertex2(10, 30);
            GL.Vertex2(40, 60);
            GL.Vertex2(70, 50);
            GL.Vertex2(120, 100);
            GL.End();
            int[,] shuzu = new int[4, 2] { { 10, 30 }, { 40, 60 }, { 70, 50 }, { 120, 110 } };
            drawBezierCurve(shuzu);
            glControl1.SwapBuffers();
        }

        //Bezier画曲线算法
        public void drawBezierCurve(int[,] shuzu)
        {
            int n = 0;
            if ((n = shuzu.GetLength(0)) < 2)
                return;
            for (double t = 0.0; t <= 1; t += 0.05 / n)
            {
                double[,] pshuzu = new double[1, 2] { { 0, 0 } };
                computeP(shuzu, n - 1, t, pshuzu);
                GL.Color3(Color.Red);
                GL.Begin(BeginMode.Points);
                GL.Vertex2(pshuzu[0, 0], pshuzu[0, 1]);
                GL.End();
            }
        }
        void computeP(int[,] pshuzu, int count, double u, double[,] p)
        {
            int i = 0;
            int k = 0;
            double[,] Pshuzu = new double[count + 1, 2];

            for (i = 0; i <= count; i++)
            {
                Pshuzu[i, 0] = pshuzu[i, 0];
                Pshuzu[i, 1] = pshuzu[i, 1];
            }
            for (k = 1; k <= count; k++)
            {
                for (i = 0; i <= count - k; i++)
                {
                    Pshuzu[i, 0] = ((1 - u) * Pshuzu[i, 0] + u * Pshuzu[i + 1, 0]);
                    Pshuzu[i, 1] = ((1 - u) * Pshuzu[i, 1] + u * Pshuzu[i + 1, 1]);
                }
            }
            p[0, 0] = Pshuzu[0, 0];
            p[0, 1] = Pshuzu[0, 1];
       }
}
}

今天是2016年10月18号,今天心情超级不开心

33、插入一段大学学的计算机,正儿八经的计算机图形学