| 12
 3
 4
 5
 6
 7
 8
 9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
 100
 101
 102
 103
 104
 105
 106
 107
 108
 109
 110
 111
 112
 113
 114
 115
 116
 117
 118
 119
 120
 121
 122
 123
 124
 125
 126
 127
 128
 129
 130
 131
 132
 133
 134
 135
 136
 137
 138
 139
 140
 141
 142
 143
 144
 145
 146
 147
 148
 149
 150
 151
 152
 153
 154
 155
 156
 157
 158
 159
 160
 161
 162
 163
 164
 165
 166
 167
 168
 169
 170
 171
 172
 173
 174
 175
 176
 177
 178
 179
 180
 181
 182
 183
 184
 185
 186
 187
 188
 189
 190
 191
 192
 193
 194
 195
 196
 197
 198
 199
 200
 201
 202
 203
 204
 205
 206
 207
 208
 209
 210
 211
 212
 213
 214
 
 | #define GLEW_STATIC#include <GL/glew.h>
 #include <GL/GL.h>
 #include <GLFW/glfw3.h>
 
 #include <iostream>
 #include <queue>
 #include <vector>
 #include <algorithm>
 
 #pragma region Setting
 
 static GLFWwindow* window;
 const unsigned int SCR_WIDTH = 800;
 const unsigned int SCR_HEIGHT = 600;
 const unsigned int MAX_COUNT = 800 * 600;
 
 static void InitializeWindow()
 {
 glfwInit();
 glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
 glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
 glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
 
 window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "Test", NULL, NULL);
 glfwMakeContextCurrent(window);
 glfwSetFramebufferSizeCallback(window, [](GLFWwindow* window, int width, int height) { glViewport(0, 0, width, height); });
 
 
 glewExperimental = GL_TRUE;
 glewInit();
 
 }
 
 static void ProcessInput(GLFWwindow* window)
 {
 if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
 glfwSetWindowShouldClose(window, true);
 }
 #pragma endregion
 
 
 #pragma region InitializeVertex
 
 static struct point
 {
 int x, y;
 point() : x(0), y(0) {}
 point(int _x, int _y) : x(_x), y(_y) {}
 };
 
 static float vertices[MAX_COUNT * 3 * 2];
 static unsigned int VAO, VBO;
 static unsigned int count = 0;
 
 static void Normalize(float& x, float& y)
 {
 x = (x - (SCR_WIDTH / 2)) / (SCR_WIDTH / 2);
 y = (y - (SCR_HEIGHT / 2)) / (SCR_HEIGHT / 2);
 }
 
 template <typename T>
 static void Swap(T& a, T& b) { T temp(a); a = b; b = temp; }
 
 
 
 
 
 const int LEFT = SCR_WIDTH / 4;
 const int RIGHT = SCR_WIDTH / 4 * 3;
 const int BOTTOM = SCR_HEIGHT / 4;
 const int TOP = SCR_HEIGHT / 4 * 3;
 
 static void DrawBoundary()
 {
 for (int i = 0; i < SCR_HEIGHT; i++)
 {
 vertices[count * 3] = LEFT, vertices[count * 3 + 1] = i;
 Normalize(vertices[count * 3], vertices[count * 3 + 1]), count++;
 
 vertices[count * 3] = RIGHT, vertices[count * 3 + 1] = i;
 Normalize(vertices[count * 3], vertices[count * 3 + 1]), count++;
 }
 
 for (int i = 0; i < SCR_WIDTH; i++)
 {
 vertices[count * 3] = i, vertices[count * 3 + 1] = BOTTOM;
 Normalize(vertices[count * 3], vertices[count * 3 + 1]), count++;
 
 vertices[count * 3] = i, vertices[count * 3 + 1] = TOP;
 Normalize(vertices[count * 3], vertices[count * 3 + 1]), count++;
 }
 }
 
 
 static void Bresenham(int x1, int y1, int x2, int y2)
 {
 bool steep = abs(y2 - y1) > abs(x2 - x1);
 if (steep) Swap(x1, y1), Swap(x2, y2);
 if (x1 > x2) Swap(x1, x2), Swap(y1, y2);
 int dx = x2 - x1, dy = y2 - y1;
 
 int d = -dx;
 for (int i = 0, x = x1, y = y1; i <= dx; i++, count++)
 {
 vertices[count * 3] = !steep ? x : y;
 vertices[count * 3 + 1] = !steep ? y : x;
 
 Normalize(vertices[count * 3], vertices[count * 3 + 1]);
 
 x++;
 d += 2 * abs(dy);
 if (d > 0) y += (dy > 0 ? 1 : -1), d -= 2 * dx;
 }
 }
 
 
 
 
 const int IN_SIDE      =  0x0000;
 const int LEFT_SIDE    =  0x0001;
 const int RIGHT_SIDE   =  0x0010;
 const int BOTTOM_SIDE  =  0x0100;
 const int TOP_SIDE     =  0x1000;
 
 static int EncodePoint(int x, int y)
 {
 int code = IN_SIDE;
 if (x < LEFT)    code |= LEFT_SIDE;
 if (RIGHT < x)   code |= RIGHT_SIDE;
 if (y < BOTTOM)  code |= BOTTOM_SIDE;
 if (TOP < y)     code |= TOP_SIDE;
 return code;
 }
 
 static void CohenSutherland(int x0, int y0, int x1, int y1)
 {
 int code0 = EncodePoint(x0, y0), code1 = EncodePoint(x1, y1);
 
 for (;;)
 {
 if ( (code0 | code1) == 0 ) break;
 if ( (code0 & code1) != 0 ) return;
 
 int outCode = code0 ? code0 : code1;
 double x, y, z;
 
 if (outCode & LEFT_SIDE) { x = LEFT; float t = (x - x0) / (x1 - x0); y = (1 - t) * y0 + t * y1; }
 else if(outCode & RIGHT_SIDE) { x = RIGHT; float t = (x - x0) / (x1 - x0); y = (1 - t) * y0 + t * y1; }
 else if(outCode & BOTTOM_SIDE) { y = BOTTOM; float t = (y - y0) / (y1 - y0); x = (1 - t) * x0 + t * x1; }
 else if(outCode & TOP_SIDE) { y = TOP; float t = (y - y0) / (y1 - y0); x = (1 - t) * x0 + t * x1; }
 
 if (outCode == code0) x0 = x, y0 = y, code0 = EncodePoint(x0, y0);
 else x1 = x, y1 = y, code1 = EncodePoint(x1, y1);
 }
 
 Bresenham(x0, y0, x1, y1);
 }
 
 
 static void InitializeVertex()
 {
 
 glGenVertexArrays(1, &VAO);
 glGenBuffers(1, &VBO);
 
 
 glBindVertexArray(VAO);
 glBindBuffer(GL_ARRAY_BUFFER, VBO);
 
 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
 
 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
 glEnableVertexAttribArray(0);
 }
 
 #pragma endregion
 
 
 void Render()
 {
 glClearColor(0.5, 0.5, 0.5, 1);
 glClear(GL_COLOR_BUFFER_BIT);
 
 glBindVertexArray(VAO);
 glDrawArrays(GL_POINTS, 0, count);
 }
 
 int main()
 {
 
 int x0, y0, x1, y1;
 std::cin >> x0 >> y0 >> x1 >> y1;
 
 InitializeWindow();
 
 DrawBoundary();
 CohenSutherland(x0, y0, x1, y1);
 
 InitializeVertex();
 
 while (!glfwWindowShouldClose(window))
 {
 ProcessInput(window);
 
 Render();
 
 glfwSwapBuffers(window);
 glfwPollEvents();
 }
 
 glfwTerminate();
 return 0;
 }
 
 |