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Table of ContentsIntroductionJagged lines are major obstacles in achieving professional displays of raster graphics. Antialiasing can produce very smooth lines and provide a stylish appearance. You must already have observed good-looking antialiased diagrams in PowerPoint 2003. They look very smooth. Although GDI+ offers antialiasing, most computers may not have its redistributable. With .NET, you get antialiasing, but again, most computers may not have the .NET framework available. So I prefer writing "Windows portable" programs in VC++ 6. Hence, here is an MFC version of the Wu Antialiasing Algorithm. BackgroundResearch has led to the creation of several techniques for antialiasing. Graphics textbooks like Foley, Van Dam discuss the Gupta-Sproul and related algorithms. For fast antialiasing, Xiaolin Wu invented an algorithm called by his name: Wu Antialiasing. Michael Abrash's Graphics Programming Black Book gives excellent treatment of this algorithm. Hugo Elias also has an excellent article on the matter; I strongly recommend reading this one. However, neither have MFC-usable code, so I have implemented their code on MFC. I wrote a simple
Using the CodeYou can reuse the function void DrawWuLine (CDC *pDC, short X0, short Y0, short X1, short Y1,
short BaseColor, short NumLevels, unsigned short IntensityBits);
/*
Arguments:
+ pDC is where line is drawn. Can be memory device context.
+ (X0,Y0) is start point of line.
+ (X1, Y1) is end point of line.
+ BaseColor is intensity of line. Pass 0 for black line.
+ NumLevels is number of gray scale levels. Pass 256.
+ IntensityBits denotes bits used to represent color component. Pass 8.
Note: NumLevels and IntensityBits have
been preserved from Michael Abrash's implementation.
They come very handy in customizing drawing
algorithm on different graphics hardware.
You may hardcode them.
*/
There is a simple routine for circle generation, which you can reuse. Internally, it calls the line routine explained above. void DrawWuCirlce (CDC * pDC, int x, int y, int r);
/*
Arguments:
+ pDC is where circle is drawn. Can be memory device context.
+ (x,y) is center of circle.
+ r is radius of circle.
*/
Both functions can be easily modified to use Demo: Spokes AnimationThis application generates some spokes and concentric circles using both "normal" GDI (non-antialiased) and antialiased line routines. You can press the "a" key to toggle the animation. The animated wheels show a clear distinction between antialiased and normal line drawing.
Pressing "a" again terminates the thread. UINT RotorThread (LPVOID lpVoid)
{
bool * pbStop = (bool *) lpVoid;
CWnd * pWnd = AfxGetMainWnd();
CDC * pDC = pWnd->GetDC();
CRect rect;
pWnd->GetClientRect (&rect);
CDC memDC;
memDC.CreateCompatibleDC (pDC);
CBitmap bitmap;
bitmap.CreateCompatibleBitmap (pDC,
rect.Width(), rect.Height());
memDC.SelectObject (&bitmap);
CFont font;
font.CreatePointFont (185, "Verdana", &memDC);
memDC.SelectObject (&font);
memDC.SetTextAlign (TA_CENTER);
float phase = 0.0f;
while (!(*pbStop))
{
//1. Erase Background.
memDC.Rectangle (0, 0, rect.Width(), rect.Height());
//2. Draw new contents.
memDC.TextOut (100, 15, "Normal");
memDC.TextOut (350, 15, "Anti-aliased");
short x, y;
for (float theta= phase; theta<
360+phase; theta += 10 )
{
x = (short)(100.0*cos(theta*3.14/180.0)+355.0);
y = (short)(-100.0*sin(theta*3.14/180.0)+155.0);
DrawWuLine (&memDC,x, y, 355, 155, 0, 256, 8);
memDC.MoveTo (x-240,y);
memDC.LineTo (115,155);
}
//3. Blit drawing on screen.
pDC->BitBlt (0, 0, rect.Width(), rect.Height(),
&memDC, 0, 0, SRCCOPY);
//4. Update animation parameter.
phase += 1;
::Sleep (67); //15 fps.
}
font.DeleteObject();
bitmap.DeleteObject();
memDC.DeleteDC();
pWnd->ReleaseDC (pDC);
return 0;
}
DrawWuLine FunctionHere is the implementation of the void DrawWuLine (CDC *pDC, short X0, short Y0, short X1, short Y1,
short BaseColor, short NumLevels, unsigned short IntensityBits)
{
unsigned short IntensityShift, ErrorAdj, ErrorAcc;
unsigned short ErrorAccTemp, Weighting, WeightingComplementMask;
short DeltaX, DeltaY, Temp, XDir;
/* Make sure the line runs top to bottom */
if (Y0 > Y1) {
Temp = Y0; Y0 = Y1; Y1 = Temp;
Temp = X0; X0 = X1; X1 = Temp;
}
/* Draw the initial pixel, which is always exactly intersected by
the line and so needs no weighting */
DrawPixel(pDC,X0, Y0, BaseColor);
if ((DeltaX = X1 - X0) >= 0) {
XDir = 1;
} else {
XDir = -1;
DeltaX = -DeltaX; /* make DeltaX positive */
}
/* Special-case horizontal, vertical, and diagonal lines, which
require no weighting because they go right through the center of
every pixel */
if ((DeltaY = Y1 - Y0) == 0) {
/* Horizontal line */
while (DeltaX-- != 0) {
X0 += XDir;
DrawPixel(pDC,X0, Y0, BaseColor);
}
return;
}
if (DeltaX == 0) {
/* Vertical line */
do {
Y0++;
DrawPixel(pDC,X0, Y0, BaseColor);
} while (--DeltaY != 0);
return;
}
if (DeltaX == DeltaY) {
/* Diagonal line */
do {
X0 += XDir;
Y0++;
DrawPixel(pDC,X0, Y0, BaseColor);
} while (--DeltaY != 0);
return;
}
/* Line is not horizontal, diagonal, or vertical */
ErrorAcc = 0; /* initialize the line error accumulator to 0 */
/* # of bits by which to shift ErrorAcc to get intensity level */
IntensityShift = 16 - IntensityBits;
/* Mask used to flip all bits in an intensity weighting, producing the
result (1 - intensity weighting) */
WeightingComplementMask = NumLevels - 1;
/* Is this an X-major or Y-major line? */
if (DeltaY > DeltaX) {
/* Y-major line; calculate 16-bit fixed-point fractional part of a
pixel that X advances each time Y advances 1 pixel, truncating the
result so that we won't overrun the endpoint along the X axis */
ErrorAdj = ((unsigned long) DeltaX << 16) / (unsigned long) DeltaY;
/* Draw all pixels other than the first and last */
while (--DeltaY) {
ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */
ErrorAcc += ErrorAdj; /* calculate error for next pixel */
if (ErrorAcc <= ErrorAccTemp) {
/* The error accumulator turned over, so advance the X coord */
X0 += XDir;
}
Y0++; /* Y-major, so always advance Y */
/* The IntensityBits most significant bits of ErrorAcc give us the
intensity weighting for this pixel, and the complement of the
weighting for the paired pixel */
Weighting = ErrorAcc >> IntensityShift;
DrawPixel(pDC,X0, Y0, BaseColor + Weighting);
DrawPixel(pDC,X0 + XDir, Y0,
BaseColor + (Weighting ^ WeightingComplementMask));
}
/* Draw the final pixel, which is
always exactly intersected by the line
and so needs no weighting */
DrawPixel(pDC,X1, Y1, BaseColor);
return;
}
/* It's an X-major line; calculate 16-bit fixed-point fractional part of a
pixel that Y advances each time X advances 1 pixel, truncating the
result to avoid overrunning the endpoint along the X axis */
ErrorAdj = ((unsigned long) DeltaY << 16) / (unsigned long) DeltaX;
/* Draw all pixels other than the first and last */
while (--DeltaX) {
ErrorAccTemp = ErrorAcc; /* remember currrent accumulated error */
ErrorAcc += ErrorAdj; /* calculate error for next pixel */
if (ErrorAcc <= ErrorAccTemp) {
/* The error accumulator turned over, so advance the Y coord */
Y0++;
}
X0 += XDir; /* X-major, so always advance X */
/* The IntensityBits most significant bits of ErrorAcc give us the
intensity weighting for this pixel, and the complement of the
weighting for the paired pixel */
Weighting = ErrorAcc >> IntensityShift;
DrawPixel(pDC,X0, Y0, BaseColor + Weighting);
DrawPixel(pDC,X0, Y0 + 1,
BaseColor + (Weighting ^ WeightingComplementMask));
}
/* Draw the final pixel, which is always exactly intersected by the line
and so needs no weighting */
DrawPixel(pDC,X1, Y1, BaseColor);
}
Colored Version of WuLineI hope this will come in handy for some of your applications. ResourcesGood reference materials:
CreditsEien posted a colored version of the algorithm that I had planned as the next installment, for simplicity. :) Thank you, Eien! UpdatesThe entire code for this has been hosted at Google Code to enable Open Source development. Please feel free to join that development group and contribute to it. At the moment, the FLTK project is using this work. Your comments and suggestions are always welcome. Just post here. History
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