In this article, we’ll be discussing meaning of window, viewport, window to viewport mapping and implementing the concept in form of code.
It is a world coordinate. It is a region which is used for displaying an object.
A viewport is considered as a device coordinate after it got normalized. It is a part of a screen in which object requires to display. Basically, world coordinate gets mapped into device coordinate. So that an object gets fitted in respective to a viewport.
It is the process of transforming world coordinate in respective to device coordinate. Usually, the size of a mapped object in the viewport is smaller than a window, but it can be possible to have a greater size than the Window.
Program:
#include<graphics.h> #include<conio.h> #include<stdio.h> void main () { int W_xmax, W_ymax, W_xmin, W_ymin; int V_xmax, V_ymax, V_xmin, V_ymin; float sx, sy; int x, x1, x2, y, y1, y2; int gr = DETECT, gm; initgraph (&gr, &gm, "C:\\TURBOC3\\BGI"); printf ("\n****** Window to Viewport ***********\n"); printf ("Enter the coordinates for triangle \n x and y = "); scanf ("%d %d", &x, &y); printf ("\n x1 and y1 = "); scanf ("%d %d", &x1, &y1); printf ("\n x2 and y2 = "); scanf ("%d %d", &x2, &y2); printf ("Please enter Window coordinates \n First enter XMax, YMax ="); scanf ("%d %d", &W_xmax, &W_ymax); printf ("\n Now, enter XMin, YMin ="); scanf ("%d %d", &W_xmin, &W_ymin); cleardevice (); delay (50); //Window rectangle (W_xmin, W_ymin, W_xmax, W_ymax); outtextxy (W_xmin, W_ymin - 10, "Window"); //drawing a triangle line (x, y, x1, y1); line (x1, y1, x2, y2); line (x2, y2, x, y); // viewport V_xmin = 300; V_ymin = 30; V_xmax = 550; V_ymax = 350; rectangle (V_xmin, V_ymin, V_xmax, V_ymax); outtextxy (V_xmin, V_ymin - 10, "Viewport"); // calculatng Sx and Sy sx = (float) (V_xmax - V_xmin) / (W_xmax - W_xmin); sy = (float) (V_ymax - V_ymin) / (W_ymax - W_ymin); x = V_xmin + (float) ((x - W_xmin) * sx); x1 = V_xmin + (float) ((x1 - W_xmin) * sx); x2 = V_xmin + (float) ((x2 - W_xmin) * sx); y = V_ymin + (float) ((y - W_ymin) * sy); y1 = V_ymin + (float) ((y1 - W_ymin) * sy); y2 = V_ymin + (float) ((y2 - W_ymin) * sy); // drawing triangle line (x, y, x1, y1); line (x1, y1, x2, y2); line (x2, y2, x, y); getch (); closegraph (); }
Output:
This post was last modified on August 21, 2022