CS-560, Assignment # 3 Due Date: 3-1-02 Part A In this part of the assignment you are to write a Visual C++, OpenGL program that displays a pattern of straight lines on the window client area using the following line-drawing algorithms: your implementations of "Brute Force", "DDA", and "Bresenham" (discussed in class) and the OpenGL GL_LINES line-drawing function. In each case the pattern is to be a "sunburst" which occupies most or all of the window's client area (see below). Each sunburst should be drawn in response to a menu item or some keyboard key. (The details of how this is done are up to you.) Each pattern should be displayed in a different color, and, after the pattern is drawn, the name of the algorithm should be displayed. (The MessageBox() function, for example, could be used.) Each sunburst pattern should appear as follows: lines drawn from the center of the window client area to every fifth pixel in the top and bottom rows of the window client area and lines from the center of the window client area to every fifth pixel in the left-most and right-most columns of the window client area. See diagram below. (This will include all four Bresenham cases.) In each case, the parameters sent to the line-drawing routines should be the coordinates of the endpoints of the line. Since the assignment is to be done in OpenGL, you should set things up so that the viewing area is a rectangular box whose x-y dimension is approximately the size of the window's client area. You can, for example, use the OpenGL function glOrtho(-w,w,-h,h,-100,100) after OpenGL is initialized (in response to WM_CREATE). Here w is half the width of the window and h half its height. You could just use some number like 400 for the width and height or perhaps call GetClientRect() to get the size of the window's client area. In the case of the OpenGL lines, you will have, inside the GL_Begin(GL_LINES) - GL_End() sandwich, pairs of calls to glVertex2i(x,y), where (x,y) will be endpoint coordinates of each line in the sunburst. In the case of DDA, Bresenhem and Brute Force, it is suggested that you write separate functions that implement the two line-drawing algorithms. The function prototypes might be something like: void linebres(int x1, int y1, int x2, int y2); linebruteforce(int x1, int y1, int x2, int y2); and lineDDA(int x1, int y1, intx2, int y2). In each of these functions the plotting of each pixel on the line would be done with a call to glVertex2i(x,y). In each case you would make the appropriate calls to linebres(), line DDA, and linebruteforce() inside a GL_Begin(GL_POINTS) - GL_End() sandwich in order do draw the sunburst pattern. The output of Part A might look something like this. Part B In this part of the assignment you are to write a Visual C++, OpenGL program that displays a pattern of circles on the window client area using the "midpoint circle" algorithm (discussed in class and in your book). The pattern is up to you, but it should have at least 10 circles of different sizes located at different positions on the window's client area. The circles should not be filled. Again, as in Part A, the the triggering of each pattern can be through either a menu or keyboard key presses. This part of the assignment could be implemented in the same program in which you did the Bresenham and Brute Force lines; in other words, just set up a function that draws a circle or radius r and whose center is at (h,k) in the OpenGL viewing area, and make appropiate calls to that routine inside a GL_Begin(GL_POINTS) - glEnd() sandwich. As for the line-drawing algorithms your circle-drawing function will have to make calls to glVertex2i(x,y) to plot pixels on the arc of the circle. The output of Part B might look something like this.

Part C

In this part of the assignment you are to devise and implement a "midpoint parabola" algorithm that will scan convert and plot a simple parabola efficiently by using the same approach as the midpoint circle and midpoint ellipse algorithms discussed in class. The equation to be scan converted is: 2 y = c * x In this equation, c is a parameter that determines the shape of the parabola. (In 640 X 480 graphics modes, a value of about 0.001 works well.) You can hard-code the value of c, the starting x value, and the ending x value (all positive). The program should display the resulting parabola in the window client area. There should be no gaps in the curve, so your algorithm will have to step in the x direction for one section of the parabola and in the y direction for the rest of the curve. As in the midpoint ellipse algorithm discussed in class, an incremental calculation should be used to determine when the stepping changes direction. You should also include in the program a "brute force" parabola algorithm that plots the same parabola in some other color by direct calculation instead of incrementally. (If your algorithms are correct, the second parabola should overlay the first.) You may implement this part of the assignment using either the Windows GDI (i.e., with the SetPixel() function) or with OpenGL (as in Parts A and B). The output of Part C might look something like this. Here the GDI was used to plot the parabolas and several different parabolas were plotted (the value of the constant c was varied). The different colors illustrate the two midpoint algorithm "Regions" -- i.e., green where the slope is less than 1 and white where it's greater than 1. Note, that with GDI, the y-axis points downward and the origin is at the upper lefthand corner of the window.