OpenGL 填充非凸多边形
Posted sownchz
tags:
篇首语:本文由小常识网(cha138.com)小编为大家整理,主要介绍了OpenGL 填充非凸多边形相关的知识,希望对你有一定的参考价值。
分享一下我老师大神的人工智能教程吧。零基础!通俗易懂!风趣幽默!还带黄段子!希望你也加入到我们人工智能的队伍中来!http://www.captainbed.net
void display()
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_POLYGON);
{
glVertex2i(380, 380);
glVertex2i(320, 410);
glVertex2i(180, 280);
glVertex2i(90, 330);
glVertex2i(50, 310);
glVertex2i(50, 150);
glVertex2i(90, 130);
glVertex2i(180, 180);
glVertex2i(320, 50);
glVertex2i(380, 80);
}
glEnd();
glLineWidth(2.0);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_LINE_LOOP);
{
glVertex2i(380, 380);
glVertex2i(320, 410);
glVertex2i(180, 280);
glVertex2i(90, 330);
glVertex2i(50, 310);
glVertex2i(50, 150);
glVertex2i(90, 130);
glVertex2i(180, 180);
glVertex2i(320, 50);
glVertex2i(380, 80);
}
glEnd();
glFlush();
}
填充结果:
OpenGL中认为合法的多边形必须是凸多边形,凹多边形、自交多边形、带孔的多边形等非凸的多边形在OpenGL中绘制会出现出乎意料的结果。例如,在大多数系统中,只有多边形的凸包被填充,而在有些系统中,并非所有的凸包都被填充。OpenGL之所以对合法多边形类型做出限制,是为了更方便地提供能够对符合条件的多边形进行快速渲染的硬件。简单多边形可被快速地渲染,而复杂多边形难以快速检测出来。为了最大限度的提高性能,OpenGL假定多边形是简单的。
非凸多边形最简单的填充方法最简单的应该是GLU 网格化对象GLUtesselator
就是GLUtesselator, 能将任意多边形,简化为三角形或凸多边形的组合,从而使OpenGL能绘制出任意形状的多边形。
1. gluNewTess(); //创建一个新的分格化对象2. gluTessCallback(); //注册回调函数,完成分格化的一些操作,照着写就行了。
3. gluTessProperty(); //可有可无的,设置一些分格化的属性值
4. gluTessBeginPolygon(); //开始画多边形
draw polygon... //在这里画多边形,一个一个点画就可以,最后一个点会和第一个点自动连接起来
gluTessEdnPolygon(); //结束画多边形
5. gluDeleteTess(); //删除分格化对象
#include <stdio.h>
#include <stdlib.h>
#include <GL/glut.h>
#pragma comment(lib,"glut32.lib")
GLdouble quad[12][3] = {
{-2,3,0}, {-2,0,0}, {2,0,0}, { 2,3,0},
{-1,2,0}, {-1,1,0}, {1,1,0}, { 1,2,0},
{-0.5,1,0}, {-0.5,2,0}, {0.5,2,0}, { 0.5,1,0} };
void myIdle(void)
{
glutPostRedisplay();
}
//------------------------------------------------------------ OnDraw()
//
void CALLBACK vertexCallback(GLvoid *vertex)
{
const GLdouble *pointer = (GLdouble *) vertex;
glColor3dv(pointer + 3);//在此设置颜色
glVertex3dv(pointer);
}
void CALLBACK beginCallback(GLenum which)
{
glBegin(which);
}
void CALLBACK endCallback ()
{
glEnd();
}
void CALLBACK errorCallback(GLenum errorCode)
{
const GLubyte *estring;
estring = gluErrorString(errorCode);
fprintf(stderr, "Tessellation Error: %s
", estring);
exit(0);
}
void CALLBACK combineCallback(GLdouble coords[3],
GLdouble *vertex_data[4],
GLfloat weight[4], GLdouble **dataOut )
{
GLdouble *vertex;
int i;
vertex = (GLdouble *) malloc(6 * sizeof(GLdouble));
vertex[0] = coords[0];
vertex[1] = coords[1];
vertex[2] = coords[2];
for (i = 3; i < 7; i++)
{
vertex[i] = weight[0] * vertex_data[0][i]
+ weight[1] * vertex_data[1][i]
+ weight[2] * vertex_data[2][i]
+ weight[3] * vertex_data[3][i];
}
*dataOut = vertex;
}
void OnDraw()
{
// clear the screen & depth buffer
glClear(GL_COLOR_BUFFER_BIT);
// clear the previous transform
glLoadIdentity();
GLUtesselator *tobj = gluNewTess();
if (!tobj) { return; }
gluTessCallback(tobj, GLU_TESS_VERTEX, (void (CALLBACK *)())vertexCallback);
gluTessCallback(tobj, GLU_TESS_BEGIN, (void (CALLBACK *)())beginCallback);
gluTessCallback(tobj, GLU_TESS_END, (void (CALLBACK *)())endCallback);
gluTessCallback(tobj, GLU_TESS_ERROR, (void (CALLBACK *)())errorCallback);
gluTessCallback(tobj, GLU_TESS_COMBINE, (void (CALLBACK *)())combineCallback);
// glShadeModel(GL_FLAT);
// gluTessProperty(tobj,GLU_TESS_WINDING_RULE,GLU_TESS_WINDING_POSITIVE); //GLU_TESS_WINDING_ODD
gluTessBeginPolygon(tobj, NULL);
gluTessBeginContour(tobj);
gluTessVertex(tobj, quad[0], quad[0]);
gluTessVertex(tobj, quad[1], quad[1]);
gluTessVertex(tobj, quad[2], quad[2]);
gluTessVertex(tobj, quad[3], quad[3]);
gluTessEndContour(tobj);
gluTessBeginContour(tobj); // inner quad (hole)
gluTessVertex(tobj, quad[4], quad[4]);
gluTessVertex(tobj, quad[5], quad[5]);
gluTessVertex(tobj, quad[6], quad[6]);
gluTessVertex(tobj, quad[7], quad[7]);
gluTessEndContour(tobj);
gluTessBeginContour(tobj); // inner quad (hole)
gluTessVertex(tobj, quad[8], quad[8]);
gluTessVertex(tobj, quad[9], quad[9]);
gluTessVertex(tobj, quad[10], quad[10]);
gluTessVertex(tobj, quad[11], quad[11]);
gluTessEndContour(tobj);
gluTessEndPolygon(tobj);
gluDeleteTess(tobj);
glutSwapBuffers();
}
//------------------------------------------------------------ OnInit()
//
void OnInit()
{
//glClearColor(1,1,1,0);
}
//------------------------------------------------------------ OnExit()
//
void OnExit()
{
}
//------------------------------------------------------------ OnReshape()
//
void OnReshape(int w, int h)
{
// prevents division by zero when minimising window
if (h == 0)
{ h = 1; }
// set the drawable region of the window
glViewport(0, 0, w, h);
// set up the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// just use a perspective projection
//gluPerspective(45,(float)w/h,0.1,100);
if(w <= h)
{
glOrtho(-4.0, 4.0, -4.0 * (GLfloat)h / (GLfloat)w, 4.0 * (GLfloat)h / (GLfloat)w, 0.0, 100.0);
}
else
{
glOrtho(-4.0, 4.0, -4.0 * (GLfloat)h / (GLfloat)w, 4.0 * (GLfloat)h / (GLfloat)w, 0.0, 100.0);
}
// go back to model view matrix so we can move the objects about
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
//------------------------------------------------------------ main()
//
int main(int argc,char** argv)
{
// initialize glut
glutInit(&argc,argv);
// request a depth buffer, RGBA display mode, and we want double buffering
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
// set the initial window size
glutInitWindowSize(480, 480);
// create the window
glutCreateWindow("filling");
// run our custom initialisation
OnInit();
// set the function to use to draw our scene
glutDisplayFunc(OnDraw);
// set the function to handle changes in screen size
glutReshapeFunc(OnReshape);
// glutIdleFunc(&myIdle);
// set the function to be called when we exit
atexit(OnExit);
// this function runs a while loop to keep the program running.
glutMainLoop();
return 0;
}
简单版:
#include <stdio.h>
#include <stdlib.h>
#include <GL/glut.h>
#pragma comment(lib,"glut32.lib")
GLdouble quad[12][3] =
{
{5,5,0}, {15,5,0}, {15,-5,0}, { 5,-5,0},
{0,5,0}, {-15,10,0}, {-5,-10,0}, { -10,5,0},
{-0.5,1,0}, {-0.5,2,0}, {0.5,2,0}, { 0.5,1,0}
};
void myIdle(void)
{
glutPostRedisplay();
}
//------------------------------------------------------------ OnDraw()
//
void CALLBACK PolyLine3DBegin(GLenum type)
{
glBegin(type);
}
void CALLBACK PolyLine3DVertex ( GLdouble * vertex)
{
const GLdouble *pointer = (GLdouble *) vertex;
glColor3d(1.0,0,0);//在此设置颜色
glVertex3dv(pointer);
}
void CALLBACK PolyLine3DEnd()
{
glEnd();
}
GLUtesselator* tesser()
{
GLUtesselator * tess;
tess=gluNewTess();
gluTessCallback(tess,GLU_TESS_BEGIN,(void (CALLBACK*)())&PolyLine3DBegin);
gluTessCallback(tess,GLU_TESS_VERTEX,(void (CALLBACK*)())&PolyLine3DVertex);
gluTessCallback(tess,GLU_TESS_END,(void (CALLBACK*)())&PolyLine3DEnd);
return tess;
}
/////////////////////////////////////////////////////////////////////////////////
void OnDraw()
{
glClear(GL_STENCIL_BUFFER_BIT);
GLUtesselator* tess = tesser();
if (!tess) return;
gluTessBeginPolygon(tess,NULL);
gluTessBeginContour(tess);
for(int i = 0; i < 4; i++)
{
gluTessVertex(tess, quad[i], quad[i]);
}
gluTessEndContour(tess);
gluTessBeginContour(tess);
for(int i = 4; i < 8;i++)
{
gluTessVertex(tess, quad[i], quad[i]);
}
gluTessEndContour(tess);
gluTessEndPolygon(tess);
glutSwapBuffers();
}
//------------------------------------------------------------ OnInit()
//
void OnInit()
{
//glClearColor(1,1,1,0);
}
//------------------------------------------------------------ OnExit()
//
void OnExit()
{
}
//------------------------------------------------------------ OnReshape()
//
void OnReshape(int w, int h)
{
// prevents division by zero when minimising window
if (h == 0)
{
h = 1;
}
// set the drawable region of the window
glViewport(0, 0, w, h);
// set up the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// just use a perspective projection
//gluPerspective(45,(float)w/h,0.1,100);
if(w<=h)
{
glOrtho(-20.0, 20.0, -20.0 * (GLfloat)h / (GLfloat)w, 20.0 * (GLfloat)h / (GLfloat)w, 0.0, 100.0);
}
else
{
glOrtho(-20.0, 20.0, -20.0 * (GLfloat)h / (GLfloat)w, 20.0 * (GLfloat)h / (GLfloat)w, 0.0, 100.0);
}
// go back to model view matrix so we can move the objects about
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
//------------------------------------------------------------ main()
//
int main(int argc, char** argv)
{
// initialize glut
glutInit(&argc, argv);
// request a depth buffer, RGBA display mode, and we want double buffering
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE);
// set the initial window size
glutInitWindowSize(480, 480);
// create the window
glutCreateWindow("fill tess");
// run our custom initialization
OnInit();
// set the function to use to draw our scene
glutDisplayFunc(OnDraw);
// set the function to handle changes in screen size
glutReshapeFunc(OnReshape);
// glutIdleFunc(&myIdle);
// set the function to be called when we exit
atexit(OnExit);
// this function runs a while loop to keep the program running.
glutMainLoop();
return 0;
}
Reference:
其他填充方法:
http://www.cnblogs.com/mazhenyu/archive/2010/05/18/1738487.html
函数简介:
http://hi.baidu.com/zhujianzhai/item/6ed52336d67e7b9ab80c03eb
http://bbs.csdn.net/topics/100086684
各种填充算法详细讲解:
http://blog.csdn.net/orbit/article/details/7368996
http://blog.csdn.net/yangtrees/article/details/9040257再分享一下我老师大神的人工智能教程吧。零基础!通俗易懂!风趣幽默!还带黄段子!希望你也加入到我们人工智能的队伍中来!http://www.captainbed.net
以上是关于OpenGL 填充非凸多边形的主要内容,如果未能解决你的问题,请参考以下文章
计算机图形学输出图元_10_多边形填充区_7_OpenGL多边形填充区函数(上)