填充填充物达到边界颜色时无法填充整个形状吗?

时间:2019-04-04 11:12:59

标签: c++ opengl glut flood-fill opengl-compat

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)。

enter image description here

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;
}

2 个答案:

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glRasterPos2iglDrawPixelsglRasterPos2i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glDrawBufferglReadBuffer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。