我想绘制一些形状,然后用选定的颜色填充这些形状。目前,我刚刚完成了一些基本形状的绘制,但是我仍然坚持使用洪水填充算法为它们着色。
详细信息,单击后无法为整个形状着色。它所能做的就是在屏幕边缘画一条线,将所选颜色泄漏到形状边缘之外(忽略形状的边界颜色)。
这是我的全部工作,任何人都可以帮我吗?
#include <GL/glut.h>
#include <math.h>
#include <iostream>
using namespace std;
static int window;
static int value = 0;
GLsizei width, height;
int flag = 0;
bool up = false, down = false;
struct Point {
GLint x;
GLint y;
};
struct RGBColor
{
GLfloat r;
GLfloat g;
GLfloat b;
};
struct Position
{
Position() : x(0), y(0) {}
float x;
float y;
};
Position start;
Position finish;
void init()
{
glClearColor(0, 0, 0, 0);
glPointSize(2.0);
glLineWidth(2.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, 500.0, 500.0, 0.0);
}
void menu(int num) {
if (num == 0) {
glutDestroyWindow(window);
exit(0);
}
else {
value = num;
}
glutPostRedisplay();
}
void createMenu(void)
{
int sub_Triangle = glutCreateMenu(menu);
glutAddMenuEntry("Isoceles right", 2);
glutAddMenuEntry("Equilateral", 3);
int menu_Triangle = glutCreateMenu(menu);
int sub_Quadrilateral = glutCreateMenu(menu);
glutAddMenuEntry("Rectangle", 4);
glutAddMenuEntry("Square", 5);
int menu__Quadrilateral = glutCreateMenu(menu);
int sub_Oval = glutCreateMenu(menu);
glutAddMenuEntry("Circle", 6);
glutAddMenuEntry("Ellipse", 7);
int menu_Oval = glutCreateMenu(menu);
int sub_RegularPolygon = glutCreateMenu(menu);
glutAddMenuEntry("Pentagon", 8);
glutAddMenuEntry("Hexagon", 9);
int menu_RegularPolygon = glutCreateMenu(menu);
int sub_OtherShape = glutCreateMenu(menu);
glutAddMenuEntry("Arrow", 10);
glutAddMenuEntry("Star", 11);
int menu_OtherShape = glutCreateMenu(menu);
int sub_Operation = glutCreateMenu(menu);
glutAddMenuEntry("Add", 12);
glutAddMenuEntry("Subtract", 13);
glutAddMenuEntry("Multiply", 14);
glutAddMenuEntry("Divide", 15);
int menu_Operation = glutCreateMenu(menu);
int sub_ColorFill = glutCreateMenu(menu);
glutAddMenuEntry("Red", 16);
glutAddMenuEntry("Green", 17);
glutAddMenuEntry("Blue", 18);
int menu_ColorFill = glutCreateMenu(menu);
glutAddMenuEntry("Line", 1);
glutAddSubMenu("Triangle", sub_Triangle);
glutAddSubMenu("Quadrilateral", sub_Quadrilateral);
glutAddSubMenu("Oval", sub_Oval);
glutAddSubMenu("Regular Polygon", sub_RegularPolygon);
glutAddSubMenu("Other Shape", sub_OtherShape);
glutAddSubMenu("Operation", sub_Operation);
glutAddSubMenu("Color Fill", sub_ColorFill);
glutAddMenuEntry("Shape Choice", 19);
glutAttachMenu(GLUT_RIGHT_BUTTON);
}
void draw_Line()
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINE_LOOP);
glVertex2f(start.x, start.y);
glVertex2f(finish.x, finish.y);
glEnd();
glutSwapBuffers();
}
void draw_IsocelesRight()
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINE_LOOP);
int a = finish.y - start.y;
glVertex2f(start.x, start.y);
glVertex2f(start.x, start.y + a);
glVertex2f(start.x + a, start.y + a);
}
void draw_Equilateral()
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINE_LOOP);
int midx = (finish.x + start.x) / 2;
int midbotx = (start.y - finish.y)*(1 / sqrt(3));
int midboty = finish.y;
glVertex2f(midx, start.y);
glVertex2f(midx - midbotx, finish.y);
glVertex2f(midx + midbotx, finish.y);
}
void draw_Rectangle()
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINE_LOOP);
glVertex2f(start.x, start.y);
glVertex2f(finish.x, start.y);
glVertex2f(finish.x, finish.y);
glVertex2f(start.x, finish.y);
}
void draw_Square()
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINE_LOOP);
int a = finish.y - start.y;
glVertex2f(start.x, start.y);
glVertex2f(start.x, start.y + a);
glVertex2f(start.x + a, start.y + a);
glVertex2f(start.x + a, start.y);
}
void draw_Circle()
{
float PI = 3.14;
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINE_LOOP);
int size = sqrt(pow(finish.x - start.x, 2) + pow(finish.y - start.y, 2));
for (int i = 0; i <= 360; i++)
{
float theta = (2 * 3.14 * i) / 360;
glVertex2f((size / 2) * cos(theta) + finish.x, (size / 2) * sin(theta) + finish.y);
}
}
void draw_Ellipse()
{
float PI = 3.14;
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINE_LOOP);
int size1 = sqrt(pow(finish.x - start.x, 2) + pow(finish.x - start.x, 2));
int size2 = sqrt(pow(finish.y - start.y, 2) + pow(finish.y - start.y, 2));
for (int i = 0; i <= 360; i++)
{
float theta = (2 * 3.14 * i) / 360;
glVertex2f((size1 / 2) * cos(theta) + finish.x, (size2 / 2) * sin(theta) + finish.y);
}
}
void draw_Pentagon()
{
const double PI = 3.14159265358979323846;
double r = sqrt(pow(finish.x - start.x, 2));
int sides = 5;
int center_x = start.x + (finish.x - start.x) / 2;
int center_y = start.y + (finish.y - start.y) / 2;
glBegin(GL_LINE_LOOP);
for (int i = 0; i < sides; i++) {
double angle = i * 2 * PI / sides;
glVertex2d(center_x + r*cos(angle), center_y + r*sin(angle));
}
}
void draw_Hexagon()
{
const double PI = 3.14159265358979323846;
double r = sqrt(pow(finish.x - start.x, 2));
int sides = 6;
int center_x = start.x + (finish.x - start.x) / 2;
int center_y = start.y + (finish.y - start.y) / 2;
glBegin(GL_LINE_LOOP);
for (int i = 0; i < sides; i++) {
double angle = i * 2 * PI / sides;
glVertex2d(center_x + r*cos(angle), center_y + r*sin(angle));
}
}
void draw_Arrow()
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);
const double PI = 3.14159265358979323846;
double length = finish.x - start.x;
double e = length / 3;
double x1 = finish.x - e * (1/tan(45 * PI /180));
double y1 = start.y - e * tan(45 * PI / 180);
double x2 = finish.x - e * (1 / tan(45 * PI / 180));
double y2 = start.y + e * tan(45 * PI / 180);
glVertex2f(start.x, start.y);
glVertex2f(finish.x, start.y);
glVertex2f(finish.x, start.y);
glVertex2f(x1, y1);
glVertex2f(finish.x, start.y);
glVertex2f(x2, y2);
}
void draw_Star()
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINE_LOOP);
glVertex2f(100, 225);
glVertex2f(210, 225);
glVertex2f(250, 100);
glVertex2f(290, 225);
glVertex2f(400, 225);
glVertex2f(315, 290);
glVertex2f(350, 400);
glVertex2f(250, 330);
glVertex2f(150, 400);
glVertex2f(185, 290);
}
void draw_Add()
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);
double length = finish.x - start.x;
double half_length = length / 2;
glVertex2f(start.x + half_length, start.y);
glVertex2f(start.x + half_length, start.y + length);
glVertex2f(start.x, start.y + half_length);
glVertex2f(start.x + length, start.y + half_length);
}
void draw_Subtract()
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);
double length = finish.x - start.x;
glVertex2f(start.x, start.y);
glVertex2f(start.x + length, start.y);
}
void draw_Multiply()
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_LINES);
double length = finish.x - start.x;
glVertex2f(start.x, start.y);
glVertex2f(start.x + length, start.y + length);
glVertex2f(start.x + length , start.y);
glVertex2f(start.x, start.y + length);
}
RGBColor getPixelColor(GLint x, GLint y)
{
RGBColor color;
glReadPixels(x, y, 1, 1, GL_RGB, GL_FLOAT, &color);
return color;
}
void setPixelColor(GLint x, GLint y, RGBColor color)
{
glColor3f(color.r, color.g, color.b);
glBegin(GL_POINTS);
glVertex2i(x, y);
glEnd();
glFlush();
}
void floodFill(GLint x, GLint y, RGBColor oldColor, RGBColor newColor)
{
RGBColor color;
color = getPixelColor(x, y);
if (color.r == oldColor.r && color.g == oldColor.g && color.b == oldColor.b)
{
setPixelColor(x, y, newColor);
floodFill(x + 1, y, oldColor, newColor);
floodFill(x, y + 1, oldColor, newColor);
floodFill(x - 1, y, oldColor, newColor);
floodFill(x, y - 1, oldColor, newColor);
}
return;
}
bool IsSameColor(RGBColor x, RGBColor y) {
if (x.r == y.r && x.b == y.b && x.g == y.g) {
cout << "is same color true" << endl;
return true;
}
else {
cout << "is same color false" << endl;
return false;
}
}
void BoundaryFill(int x, int y, RGBColor F_Color, RGBColor B_Color) {
cout << "bound fill" << endl;
RGBColor currentColor;
currentColor = getPixelColor(x, y);
if (!IsSameColor(currentColor, B_Color) && !IsSameColor(currentColor, F_Color)) {
cout << "bound" << endl;
setPixelColor(x, y, F_Color);
BoundaryFill(x - 1, y, F_Color, B_Color);
BoundaryFill(x, y + 1, F_Color, B_Color);
BoundaryFill(x + 1, y, F_Color, B_Color);
BoundaryFill(x, y - 1, F_Color, B_Color);
}
}
void display()
{
if (flag == 1)
{
if (value == 1) {
draw_Line();
}
else if (value == 2) {
draw_IsocelesRight();
}
else if (value == 3) {
draw_Equilateral();
}
else if (value == 4) {
draw_Rectangle();
}
else if (value == 5) {
draw_Square();
}
else if (value == 6) {
draw_Circle();
}
else if (value == 7) {
draw_Ellipse();
}
else if (value == 8) {
draw_Pentagon();
}
else if (value == 9) {
draw_Hexagon();
}
else if (value == 10) {
draw_Arrow();
}
else if (value == 11) {
draw_Star();
}
else if (value == 12) {
draw_Add();
}
else if (value == 13) {
draw_Subtract();
}
else if (value == 14) {
draw_Multiply();
}
else if (value == 16)
{
RGBColor newColor = { 1.0f, 0.0f, 0.0f }; // red
RGBColor oldColor = { 0.0f, 0.0f, 0.0f }; // black
floodFill(start.x, start.y, oldColor, newColor);
}
glEnd();
glutSwapBuffers();
glFlush();
}
flag = 0;
}
void reshape(int w, int h)
{
glViewport(0, 0, (GLsizei)w, (GLsizei)h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, w, h, 0);
width = w;
height = h;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void mouse(int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
{
down = true;
start.x = x; //x1
start.y = y; //y1
}
if (button == GLUT_LEFT_BUTTON && state == GLUT_UP)
{
if (down == true) {
up = true;
flag = 1;
finish.x = x;
finish.y = y;
}
down = false;
up = false;
}
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(500, 500);
glutInitWindowPosition(450, 100);
window = glutCreateWindow("Coloring Shapes");
init();
createMenu();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMouseFunc(mouse);
glutMainLoop();
return 0;
}
答案 0 :(得分:1)
主要问题是,您传递给glReadPixels
的坐标是错误的。
绘制点时,通过glVertex
,坐标将通过模型视图和投影矩阵进行变换。
因此应用了正投影法
gluOrtho2D(0.0, 500.0, 500.0, 0.0);
但是glReadPixels
直接读取帧缓冲区的片段。坐标是帧缓冲区中片段的x和y坐标,其中左下角始终为(0,0),右上角为( widht , height ) 。
阅读片段时,您必须翻转y坐标:
RGBColor getPixelColor(GLint x, GLint y)
{
RGBColor color;
glReadPixels(x, height-y, 1, 1, GL_RGB, GL_FLOAT, &color);
return color;
}
为了避免在调用glVertex2i
时出现舍入错误,我建议改用glRasterPos2i
和glDrawPixels
。 glRasterPos2i
的坐标由当前的模型视图和投影矩阵转换:
void setPixelColor(GLint x, GLint y, RGBColor color)
{
glRasterPos2i( x, y );
glDrawPixels( 1, 1, GL_RGB, GL_FLOAT, &color );
glFlush();
}
由于颜色值是浮点值,因此从GPU读取颜色时,您必须考虑不准确性。比较颜色时请考虑以下问题:
例如
color1.r == color2.r
fabs(color1.r - color2.r) < 0.001f
编写一个比较颜色的函数并在floodFill
中使用它:
bool isEqual( const RGBColor &c1, const RGBColor &c2 )
{
return fabs(c1.r - c2.r) < 0.001f && fabs(c1.g - c2.g) < 0.001f && fabs(c1.b - c2.b) < 0.001f;
}
void floodFill(GLint x, GLint y, RGBColor oldColor, RGBColor newColor)
{
RGBColor color;
color = getPixelColor(x, y);
if ( isEqual(color, oldColor) )
{
setPixelColor(x, y, newColor);
floodFill(x + 1, y, oldColor, newColor);
floodFill(x, y + 1, oldColor, newColor);
floodFill(x - 1, y, oldColor, newColor);
floodFill(x, y - 1, oldColor, newColor);
}
return;
}
无论如何,由于该算法是递归的,因此您的代码仅适用于较小的区域。堆栈使用量迅速增加,并立即导致堆栈溢出。
但是它适用于常规区域。
答案 1 :(得分:0)
确保您的glReadBuffer()
指向正确的缓冲区。对于双缓冲渲染,默认情况下glDrawBuffer
和glReadBuffer
指向GL_BACK
。
您的代码中也存在一些问题。在我看来,您以错误的方式使用了双缓冲渲染。单帧渲染过程通常如下所示:
void display(){
// user sees front buffer at the moment
ClearScreen(); // glClear() or something, done on back buffer
RenderAllYouHaveOnTheScene(); // rendered to back buffer
SwapBuffers(); // glutSwapBuffers() does this in glut
// Now back buffer becomes front buffer and user sees rendered scene.
// Contents of current back buffer (which was front buffer
// before glutSwapBuffers()) is undefined and you should
// clear it and redraw everything on next iteration.
}
在您的draw_Line()
过程中交换缓冲区没有任何意义。
使用==运算符进行浮点比较不是一件好事。阅读here。使用unsigned char
像素格式或按照链接中所述的精度进行浮点比较。
还要检查(x,y)坐标是否不超出屏幕边界(0 <= x <宽度,0 <= y <高度)。
编辑:另外,正如我稍后会注意到的那样,您在GLUT_SINGLE
中指定glutInitDisplayMode
表示单缓冲渲染,但使用glutSwapBuffers
只能在双缓冲渲染的情况下使用。阅读here以了解两者之间的区别。