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算法進入遞歸。它在多邊形上打印出藍色線條,但是在特定位置(X = 397,Y = 98)。顏色不會在像素處打印,然後進入相同像素及其鄰居的遞歸。Opengl中的邊界填充算法
#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();
}
即使你可以得到這個工作,它將是非常低效的。你並不是打算連續幾百萬次調用glReadPixels! – StilesCrisis
我面臨的問題是它在延伸到屏幕之外的多邊形上繪製一條線。然後,當我添加x <= 400時,則該線在邊界處向上延伸400並進入白色背景(用COLOR打印註釋行)。邊界填充算法是這樣定義的。有什麼缺失嗎? –