


Le source: BresenhamCercle.cpp
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glaux.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
static int aff = 0 ;
static int yy = 0 ;
static float bleu[] = { 0.0F,0.0F,1.0F,1.0F } ;
void circle(int *p1,float r) {
glColor3fv(bleu) ;
glBegin(GL_LINE_LOOP) ;
for ( int i = 0 ; i < 360 ; i++ ) {
float angle = i * 3.14159F / 180 ;
float x = (float) (p1[0] + r*cos(angle)) ;
float y = (float) (p1[1] + r*sin(angle)) ;
glVertex2f(x,y) ; }
glEnd() ;
}
void pixel(int x,int y,float *c) {
glColor3fv(c) ;
glBegin(GL_QUADS) ;
glVertex2f(x-0.5F,y-0.5F) ;
glVertex2f(x-0.5F,y+0.5F) ;
glVertex2f(x+0.5F,y+0.5F) ;
glVertex2f(x+0.5F,y-0.5F) ;
glEnd() ;
}
void cercle(float *c,int r) {
int x,y,d ;
x = 0 ;
y = r ;
d = 1 - r ;
pixel(x,y,c) ;
pixel(-x,y,c) ;
pixel(x,-y,c) ;
pixel(-x,-y,c) ;
pixel(y,x,c) ;
pixel(-y,x,c) ;
pixel(y,-x,c) ;
pixel(-y,-x,c) ;
while ( y > x ) {
if ( d < 0 )
d += 2 * x + 3 ;
else {
d += 2 * (x - y) + 5 ;
y-- ; }
x++ ;
pixel(y,x,c) ;
pixel(-y,x,c) ;
pixel(y,-x,c) ;
pixel(-y,-x,c) ;
pixel(x,y,c) ;
pixel(x,-y,c) ;
pixel(-x,y,c) ;
pixel(-x,-y,c) ; }
}
void cercleIncomplet(float *c,int r,int max,int aff) {
int x,y,d ;
x = 0 ;
y = r ;
d = 1 - r ;
if ( aff && ( max == 0 ) ) {
printf(" x c y\n") ;
printf("%3d %3d %3d\n",x,d,y) ; }
pixel(x,y,c) ;
pixel(-x,y,c) ;
pixel(x,-y,c) ;
pixel(-x,-y,c) ;
pixel(y,x,c) ;
pixel(-y,x,c) ;
pixel(y,-x,c) ;
pixel(-y,-x,c) ;
int cp = 0 ;
while ( ( y > x ) && ( cp < max ) ) {
cp++ ;
if ( d < 0 )
d += 2 * x + 3 ;
else {
d += 2 * (x - y) + 5 ;
y-- ; }
x++ ;
if ( aff && ( cp == max ) )
printf("%3d %3d %3d\n",x,d,y) ;
pixel(y,x,c) ;
pixel(-y,x,c) ;
pixel(y,-x,c) ;
pixel(-y,-x,c) ;
pixel(x,y,c) ;
pixel(x,-y,c) ;
pixel(-x,y,c) ;
pixel(-x,-y,c) ; }
}
void CALLBACK display() {
float rouge[] = { 1.0F,0.0F,0.0F,1.0F };
float vert[] = { 0.0F,1.0F,0.0F,1.0F };
float jaune[] = { 1.0F,1.0F,0.0F,1.0F };
float cyan[] = { 0.0F,1.0F,1.0F,1.0F };
int p[] = { 0,0 } ;
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glPushMatrix();
switch (aff) {
case 0 : cercle(rouge,10) ;
cercle(vert,15) ;
cercle(jaune,20) ;
cercle(cyan,25) ;
circle(p,10) ;
circle(p,15) ;
circle(p,20) ;
circle(p,25) ;
break ;
case 1 : cercleIncomplet(rouge,10,yy,0) ;
cercleIncomplet(vert,15,yy,0) ;
cercleIncomplet(jaune,20,yy,0) ;
cercleIncomplet(cyan,25,yy,0) ;
circle(p,10) ;
circle(p,15) ;
circle(p,20) ;
circle(p,25) ;
break ;
case 2 : cercleIncomplet(rouge,10,yy,1) ;
circle(p,10) ;
break ;
case 3 : cercleIncomplet(vert,15,yy,1) ;
circle(p,15) ;
break ;
case 4 : cercleIncomplet(jaune,20,yy,1) ;
circle(p,20) ;
break ;
case 5 : cercleIncomplet(cyan,25,yy,1) ;
circle(p,25) ;
break ; }
glPopMatrix();
glFlush();
auxSwapBuffers() ;
}
void CALLBACK reshape(int w,int h) {
glViewport(0,0,w,h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if( w <= h)
glOrtho(-30.0,30.0,-30.0*(double) h/w,30.0*(double) h/w,-40.0,40.0);
else
glOrtho(-30.0*(double) h/w,30.0*(double) h/w,-30.0,30.0,-40.0,40.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CALLBACK auxKeyReturn() {
yy = 0 ;
aff++ ;
if ( aff == 6 )
aff = 0 ;
}
void CALLBACK init() {
glShadeModel(GL_SMOOTH);
glClearColor(0.8F,0.8F,0.8F,1.0F);
}
void CALLBACK auxKeySpace() {
yy++ ;
if ( yy == 60 )
yy = 0 ;
}
void main(void) {
auxInitDisplayMode(AUX_DOUBLE|AUX_RGBA|AUX_DEPTH);
auxInitPosition (0,0,300,300);
auxInitWindow("Cercle par l'algorithme de Bresenham") ;
init();
auxKeyFunc(AUX_RETURN,auxKeyReturn) ;
auxKeyFunc(AUX_SPACE,auxKeySpace) ;
auxReshapeFunc(reshape);
auxMainLoop(display);
}
RETOUR