My computer graphics homework is to implement OpenGL algorithms using only the ability to draw points.
So obviously I need to get drawLine()
to work bef
I implemented the original Bresenham's algorithm in C++ and tried to optimize as much as I could (especially regarding removing the IF from the interior loop).
It draws in a linear buffer instead of a surface, and for this matter, this implementation was almost as fast as EFLA (Extremely Fast Line Algorithm) (maybe 5% slower).
#include
#include
using namespace std;
vector buffer;
int imageSide = 2048; // the width of the surface
struct Point2Di
{
int x;
int y;
Point2Di(const int &x, const int &y): x(x), y(y){}
Point2Di(){}
};
void drawLine(const Point2Di &p0, const Point2Di &p1)
{
int dx = p1.x - p0.x;
int dy = p1.y - p0.y;
int dLong = abs(dx);
int dShort = abs(dy);
int offsetLong = dx > 0 ? 1 : -1;
int offsetShort = dy > 0 ? imageSide : -imageSide;
if(dLong < dShort)
{
swap(dShort, dLong);
swap(offsetShort, offsetLong);
}
int error = dLong/2;
int index = p0.y*imageSide + p0.x;
const int offset[] = {offsetLong, offsetLong + offsetShort};
const int abs_d[] = {dShort, dShort - dLong};
for(int i = 0; i <= dLong; ++i)
{
buffer[index] = 255; // or a call to your painting method
const int errorIsTooBig = error >= dLong;
index += offset[errorIsTooBig];
error += abs_d[errorIsTooBig];
}
}
The EFLA implementation that I am using is:
void drawLine(Point2Di p0, Point2Di p1)
{
bool yLonger=false;
int shortLen=p1.y-p0.y;
int longLen=p1.x-p0.x;
if (abs(shortLen)>abs(longLen)) {
swap(shortLen, longLen);
yLonger=true;
}
int decInc = longLen==0 ? decInc=0 : ((shortLen << 16) / longLen);
if (yLonger) {
p0.y*=imageSide;
p1.y*=imageSide;
if (longLen>0)
for (int j=0x8000+(p0.x<<16);p0.y<=p1.y;p0.y+=imageSide, j+=decInc)
buffer[p0.y + (j >> 16)] = 255; // or a call to your painting method
else
for (int j=0x8000+(p0.x<<16);p0.y>=p1.y;p0.y-=imageSide, j-=decInc)
buffer[p0.y + (j >> 16)] = 255; // or a call to your painting method
}
else
{
if (longLen>0)
for (int j=0x8000+(p0.y<<16);p0.x<=p1.x;++p0.x, j+=decInc)
buffer[(j >> 16) * imageSide + p0.x] = 255; // or a call to your painting method
else
for (int j=0x8000+(p0.y<<16);p0.x>=p1.x;--p0.x, j-=decInc)
buffer[(j >> 16) * imageSide + p0.x] = 255; // or a call to your painting method
}
}