直线的生成算法

void DDALine(int x0,int y0,int xi,int yi,int color)
{
int i;
float dx,dy,length,x,y;
if(fabs(xi-x0)>=fabs(yi-y0))
length=fabs(xi-x0);
else
length=fabs(yi-y0);
dx=(xi-x0)/length;
dy=(yi-y0)/length;
i=1;
x=x0;
y=y0;
while(i<=length)
{
SetPixel(int(x+0.5),int(y+0.5),color);
x=x+dx;
y=y+dy;
i++;
}
}
//DDA数值微分法,取整和浮点运算太多,效率不高


void Bresenham_Line(int x0,int y0,int xi,int yi,int color)
{
int dx,dy,e,i,x,y;
dx=xi-x0;
dy=yi-y0;
e=2*dy-dx;
x=x0;
y=y0;
for(i=0;i<=dx;i++)
{
SetPixel(x,y,color);
x++;
if(e>=0)
{
y++;
e=e+2*dy-2*dx;
}
else
e=e+2*dy;
}
}
//Bresenham法,目前最为常用

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转载自blog.csdn.net/caoyang_he/article/details/80356965