我正在研究一个程序,它将能够可视化沿着矢量场流动的平面上的点的演变。我已经完成了下面粘贴的第一个版本。当运行具有大量点的程序时,似乎只有最后说30000点被吸引到窗口中。我希望能够画出大约100万点,所以我离开了。
如果迭代(Iteration变量 - 控制点数),我已经尝试过这个数字,这里它的行为就好了。然而,当它大幅增加时,不再绘制第一部分。
#include <iostream>
#include <stdio.h>
#include <math.h>
//#include <gsl/gsl_math.h>
//#include <gsl/gsl_sf.h>
#include <GL/freeglut.h>
#include <GL/gl.h>
using namespace std;
//Initial iterations to make the system settle:
int initIter=0;
//Iterations once system has settled:
int Iterations = 100000;
/**Starting point in time-phase-space (t,x,y,vx,vy).
For mathematical reasons the last two components should
always be 0**/
float TPS[5]={0,0.00,0.100,0.00,0.000};
//Timestep:
float dt=0.001;
/**The Step function make one Picard
iteration **/
float * Step(float * Arr){
static float NewTPS[5];
NewTPS[0] = Arr[0]+dt;
NewTPS[1] = Arr[1]+Arr[3]*dt;
NewTPS[2] = Arr[2]+Arr[4]*dt;
//This is the dynamical functions:
NewTPS[3] = -Arr[2];
NewTPS[4] = Arr[1];
return NewTPS;
}
/** This function sets up GLUT plotting
window: **/
void myInit(){
// set the background color
glClearColor(0.0f, 0.0f, 0.0f, 1.00f);
// set the foreground (pen) color
glColor4f(1.0f, 1.0f, 1.0f, 0.04f);
// set up the viewport
glViewport(0, 0, 800, 800);
// set up the projection matrix (the camera)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-2.0f, 2.0f, -2.0f, 2.0f);
// set up the modelview matrix (the objects)
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//Computing initial iterations:
for (int i=0;i<initIter;i++){
//cout << TPS[1]<<" " << TPS[2] << endl;
float * newTPS2;
newTPS2 = Step(TPS);
//Assigning the values of newTPS2 to TPS:
for (int j=0; j<5;j++){
TPS[j]=*(newTPS2+j);
}
}
// enable blending
//glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// enable point smoothing
//glEnable(GL_POINT_SMOOTH);
//glPointSize(1.0f);
}
/** This function draws a the point that
is passed to it: **/
void Draw(){
// clear the screen
glClear(GL_COLOR_BUFFER_BIT);
// draw some points
glBegin(GL_POINTS);
for (int i = 0; i <Iterations ; i++) {
float * newTPS2;
//cout << TPS[0]<< " " << TPS[1] << " " << TPS[2]<< endl;
newTPS2 = Step(TPS);
//Assigning the values of newTPS to TPS:
for (int j=0; j<5;j++){
TPS[j]=*(newTPS2+j);
}
// draw the new point
glVertex2f(TPS[1], TPS[2]);
}
glEnd();
// swap the buffers
glutSwapBuffers();
//glFlush();
}
int main(int argc, char** argv){
// initialize GLUT
glutInit(&argc, argv);
// set up our display mode for color with alpha and double buffering
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
glutInitWindowSize(800, 800);
glutCreateWindow("Trace of 2D-dynamics");
myInit();
// register our callback functions
glutDisplayFunc(Draw);
// glutKeyboardFunc(mykey);
// start the program
glutMainLoop();
return 0;
}
答案 0 :(得分:4)
如果您只想为屏幕上的特定像素着色,则根本不应使用glVertex
。将它们全部放在contiguos内存块中,从中创建纹理并渲染覆盖整个屏幕的四边形。这可能比计算他们在OpenGL中的位置更快。
答案 1 :(得分:-2)
可能在您的实现中,基元的大小仅限于有符号的短路,即32768分。如果是这种情况,则必须为每组32768点左右执行glEnd/glBegin
:
for (int i = 0, x = 0; i <Iterations ; i++, x++) {
//...
if (x >= 32768)
{
x = 0;
glEnd();
glBegin(GL_POINTS);
}
//...
}
顺便说一句,你可以考虑使用顶点缓冲对象(VBO)。这种限制可能是相同的,但绘制速度要快得多。