我是OpenGL的初學者,也是我的第一個應用程序,我嘗試使用三角形的重心細分方法生成分形。我不知道OpenGL的透視變化功能,我的第一個想法是縮放和改變視點算法,每次按下一個按鍵時,只需重新繪製具有不同起點座標和縮放因子的整個分形(相機移動箭頭和+/- - 用於縮放)。假設對於重心細分的6次迭代繪製約56000個三角形(6^0 + 6^1 + 6^2 + 6^3 + 6^4 + 6^5 + 6^6個三角形)這個算法效率很低。所以我試圖用gluPerspective()進行縮放,結果令人傷心的是黑屏,而不是分形。我有兩個主要問題:OpenGL放大效率
- 不OpenGL函數的角度變化和觀點(gluPerspective(),gluLookAt(),glFrustum()等)重繪使用不同的座標整個數字,或使用獲得的更有效的方法相同的結果?在我的情況下,他們的使用會更有效率嗎?
我在代碼中做了什麼錯誤。爲什麼我會變黑屏?
#include <GL/glfw.h> #include <iostream> #include <math.h> using namespace std; struct punct{ GLdouble x, y;}; //"punct" means "point" in my native language punct A, B, C; int n=0, mode=1; double l=1.6, ox=0, oy=0, scale=1; punct mid (punct A, punct B); void initiate(); void line (punct A, punct B); void triangle (punct A, punct B, punct C); void divide (punct A, punct B, punct C,int i); int main() { int width, height; bool running = true; char input=NULL; glfwInit(); if(!glfwOpenWindow(800, 800, 0, 0, 0, 0, 0, 0, GLFW_FULLSCREEN)) { glfwTerminate(); return 0; } glfwSetWindowTitle("Baricentric"); while(running) { glfwGetWindowSize(&width, &height); height = height > 0 ? height : 1; glViewport(0, 0, width, height); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); //This functions make my screen black //glMatrixMode(GL_MODELVIEW); //glLoadIdentity(); //gluPerspective (50*scale, width/height, 10.0, 100.0); initiate(); if(glfwGetKey(GLFW_KEY_KP_ADD) && glfwGetKey(GLFW_KEY_LCTRL)) input='+'; if(!glfwGetKey(GLFW_KEY_KP_ADD) && input=='+') { if(n<7) n++; input='\n'; } if(glfwGetKey(GLFW_KEY_KP_SUBTRACT) && glfwGetKey(GLFW_KEY_LCTRL)) input='-'; if(!glfwGetKey(GLFW_KEY_KP_SUBTRACT) && input=='-') { if(n>0)n--; input='\n'; } if(glfwGetKey(GLFW_KEY_KP_1)||glfwGetKey('1')) input='1'; if(!glfwGetKey(GLFW_KEY_KP_1) && input=='1') { mode=1; input='\n'; } if(glfwGetKey(GLFW_KEY_KP_0)||glfwGetKey('0')) input='0'; if(!glfwGetKey(GLFW_KEY_KP_0) && input=='0') { mode=0; input='\n'; } if(glfwGetKey(GLFW_KEY_KP_ADD) && !glfwGetKey(GLFW_KEY_LCTRL)) l+=0.002*(n+0.5); //'l' is replaced with 'scale' when using gluPerspective() if(glfwGetKey(GLFW_KEY_KP_SUBTRACT) && !glfwGetKey(GLFW_KEY_LCTRL)) l-=0.002*(n+0.5); //'l' is replaced with 'scale' when using gluPerspective() if(glfwGetKey(GLFW_KEY_UP)) oy-=0.002*(n+0.5); if(glfwGetKey(GLFW_KEY_DOWN)) oy+=0.002*(n+0.5); if(glfwGetKey(GLFW_KEY_RIGHT)) ox+=0.002*(n+0.5); if(glfwGetKey(GLFW_KEY_LEFT)) ox-=0.002*(n+0.5); if (n) divide (A,B,C,1); glfwSwapBuffers(); running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED); } glfwTerminate(); return 0; } punct mid (punct A, punct B) { punct C; C.x=(A.x+B.x)/2; C.y=(A.y+B.y)/2; return C; } void initiate() { A.x = -(l/2)+ox; A.y = -(l*sqrt(3)/4)+oy; B.x = l/2+ox; B.y = A.y; C.x = 0+ox; C.y = (l*sqrt(3)/4)+oy; glBegin (GL_QUADS); glColor3f(0.93,0.84,0.82); glVertex3d(-1, 1, 0); glColor3f(0.01,0.95,0.83); glVertex3d(-1, -1, 0); glColor3f(0.80,0.71,0.80); glVertex3d(1, -1, 0); glColor3f(0.8,1,0.8); glVertex3d(1, 1, 0); glEnd(); glBegin (GL_TRIANGLES); glColor3f(0,0.6,0.88); glVertex3d(C.x, C.y, 0); glColor3f(0,0.77,0.73); glVertex3d(B.x, B.y, 0); glColor3f(0.01,0.66,0.62); glVertex3d(A.x, A.y, 0); glEnd(); if (mode==0) { glLineWidth (0.1); glColor3f(0,0,0.36); glBegin (GL_LINE_LOOP); glVertex3d(C.x, C.y, 0); glVertex3d(B.x, B.y, 0); glVertex3d(A.x, A.y, 0); glEnd(); } } void divide (punct A, punct B, punct C, int i) { if(i<=n) { punct a, b, c, G; c=mid(A,B); b=mid(A,C); a=mid(B,C); G.x=(A.x+B.x+C.x)/3; G.y=(A.y+B.y+C.y)/3; if(mode==1) { triangle(G,a,C); triangle(G,b,C); triangle(G,a,B); triangle(G,c,B); triangle(G,c,A); triangle(G,b,A); } line(c,C); line(a,A); line(b,B); divide(G,a,C,i+1); divide(G,b,C,i+1); divide(G,a,B,i+1); divide(G,c,B,i+1); divide(G,c,A,i+1); divide(G,b,A,i+1); } } void line (punct A, punct B) { glBegin (GL_LINE_STRIP); glVertex3d(A.x,A.y,0); glVertex3d(B.x,B.y,0); glEnd(); } void triangle (punct A, punct B, punct C) { glBegin (GL_TRIANGLES); glColor3f(0,0.6,0.88); glVertex3d(C.x, C.y, 0); glColor3f(0,0.77,0.73); glVertex3d(B.x, B.y, 0); glColor3f(0.01,0.66,0.62); glVertex3d(A.x, A.y, 0); glEnd(); }