算法进入递归。它在多边形上打印出蓝线但在特定位置(X = 397,Y = 98)。颜色不会在像素上打印,然后进入相同像素及其邻居的递归。
#include<GL/gl.h>
#include<GL/glu.h>
#include<GL/glut.h>
typedef struct pixel{ GLubyte red, green, blue; } pixel;
void boundaryfill(float x,float y, pixel fill, pixel boundary)
{
pixel c;
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &c);
// printf("%d,%d,%d",(int)c.red,(int)c.green,(int)c.blue);
if ((c.red!=boundary.red)&&(c.red!=boundary.blue)&&(c.green!=boundary.green)&&(c.green!=fill.green)&&(c.blue!=fill.blue)&&(c.red!=fill.red)&&\
(x<=400))//&&(y<=100)&&(y>=50)&&(x>=200))
{
glBegin(GL_POINTS);
glColor3ub(fill.red,fill.green,fill.blue);
glVertex2f(x,y);
glEnd();
glFlush();
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &c);
printf("\nCOlOR %d,%d,%d",(int)c.red,(int)c.green,(int)c.blue);
printf("\nX=%f,Y=%f",x,y)
//
boundaryfill(x+1,y,fill,boundary);
boundaryfill(x-1,y,fill,boundary);
boundaryfill(x,y+1,fill,boundary);
boundaryfill(x,y-1,fill,boundary);
}
}
void mydisplay()
{
glBegin(GL_POLYGON);
glColor3ub(10,10,10);
glVertex2f(200,50);
glVertex2f(200,100);
glVertex2f(400,100);
glVertex2f(400,50);
glEnd();
glFlush();
pixel fill,boundary;
fill.red=0;
fill.green=0;
fill.blue=255;
boundary.red=255;
boundary.green=255;
boundary.blue=255;
boundaryfill(300,75,fill,boundary);
glEnd();
glFlush();
}
void main(int argc,char **argv)
{
glutInit(&argc,argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(400,400);
glutInitWindowPosition(540,320);
glutCreateWindow("my first attempt");
glClearColor(1.0f,1.0f,1.0,0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glutDisplayFunc(mydisplay);
gluOrtho2D(0.0,400.0,0.0,400.0);
glutMainLoop();
}
答案 0 :(得分:0)
我怀疑问题是由于无限递归而导致堆栈溢出。什么阻止程序永远只是调用boundaryfill
?
此外,您在glEnd
内错过了对boundaryfill
的来电,但我怀疑这不是崩溃的原因。