我正在尝试在OpenGL中实现泛洪填充算法,但是这样做遇到了错误。错误是该算法不会在边界处停止,只是一直持续到窗口边缘,最终因内存访问错误而崩溃。我正在使用MacOS Mojave 10.14.4。
我认为我的实现逻辑是正确的,但是,我已经打印出getPixel
中每个像素的颜色,即使获取边界像素的颜色,它也始终是白色(背景色)。
下面的代码使用Bresenham的Line算法(中点算法)绘制了一个圆,然后对其进行了填充(未成功)。
#include <GLUT/GLUT.h>
#include <iostream>
struct Color {
GLubyte r;
GLubyte g;
GLubyte b;
};
Color getPixelColor(GLint x, GLint y) {
Color color;
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &color);
return color;
}
void setPixel (GLint x, GLint y) {
glBegin(GL_POINTS);
glVertex2i(x, y);
glEnd();
Color color = getPixelColor(x, y);
}
void setPixelColor(GLint x, GLint y, Color color) {
glColor3ub(color.r, color.g, color.b);
setPixel(x, y);
glEnd();
glFlush();
}
void floodFill4 (GLint x, GLint y, Color fillColor, Color interiorColor) {
Color color = getPixelColor(x, y);
if (color.r == interiorColor.r && color.g == interiorColor.g &&
color.b == interiorColor.b) {
setPixelColor(x, y, fillColor);
floodFill4 (x + 1, y, fillColor, interiorColor);
floodFill4 (x - 1, y, fillColor, interiorColor);
floodFill4 (x, y + 1, fillColor, interiorColor);
floodFill4 (x, y - 1, fillColor, interiorColor);
}
}
void drawCirclePoint(GLint x, GLint y, GLint cx, GLint cy) {
setPixel(cx+x, cy+y);
setPixel(cx+y, cy+x);
setPixel(cx-y, cy+x);
setPixel(cx-x, cy+y);
setPixel(cx-x, cy-y);
setPixel(cx-y, cy-x);
setPixel(cx+y, cy-x);
setPixel(cx+x, cy-y);
}
void drawCircle(GLint cx, GLint cy, GLint radius) {
int p = 1 - radius;
GLint x = 0;
GLint y = radius;
while (x < y) {
drawCirclePoint(x, y, cx, cy);
if (p < 0) {
x++;
p += (2 * x) + 1;
} else {
x++;
y--;
p += (2 * x) + 1 - (2 * y);
}
}
}
void displayMe(void) {
glClear(GL_COLOR_BUFFER_BIT);
glColor3ub(0, 0, 0);
GLint cx = 0;
GLint cy = 0;
GLint radius = 200;
// Draw head
glColor3ub(0, 0, 0);
drawCircle(cx, cy, radius);
glEnd();
glFlush();
Color interiorColor = {255, 255, 255};
Color fillColor = {0, 0, 255};
// floodFill4(100, 100, fillColor, interiorColor);
}
void init (void) {
glClearColor(1.0, 1.0, 1.0, 0.0); // Set display-window color to white.
glMatrixMode(GL_PROJECTION); // Set projection parameters.
glLoadIdentity();
gluOrtho2D(-1000.0, 1000.0, -1000.0, 1000.0);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(1000, 1000);
glutInitWindowPosition(100, 100);
glutCreateWindow("My Drawing");
init();
glutDisplayFunc(displayMe);
glutMainLoop();
return 0;
}
我看过this post,它看起来很相似,但是找不到解决方法。
答案 0 :(得分:2)
如果要坚持使用glVertex()
进行点绘图,请确保设置矩阵堆栈转换(GL_PROJECTION
/ GL_MODELVIEW
),以使其与glReadPixels()
相匹配坐标系:
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluOrtho2D( 0, glutGet(GLUT_WINDOW_WIDTH), 0, glutGet(GLUT_WINDOW_HEIGHT) );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
或为glRasterPos()
切换到glDrawPixels()
+ setPixel*()
。
更好的是,在主机端进行泛洪填充逻辑并将结果上载到GL纹理以进行显示。
无论哪种方式,您都将在相当合理大小的输入上使用该递归解决方案遇到堆栈溢出,因此您可能希望切换到显式堆栈/ queue:
void floodFill4( GLint aX, GLint aY, Color fillColor, Color interiorColor )
{
typedef std::pair< GLint, GLint > Location;
std::queue< Location > locations;
locations.push( Location( aX, aY ) );
while( !locations.empty() )
{
const Location loc = locations.front();
locations.pop();
GLint x = loc.first;
GLint y = loc.second;
Color color = getPixelColor( x, y );
if( color.r == interiorColor.r &&
color.g == interiorColor.g &&
color.b == interiorColor.b )
{
setPixelColor( x, y, fillColor );
locations.push( Location( x, y - 1 ) );
locations.push( Location( x, y + 1 ) );
locations.push( Location( x - 1, y ) );
locations.push( Location( x + 1, y ) );
}
}
}