达到边界颜色时,填充无法填充整个形状?

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【中文标题】达到边界颜色时,填充无法填充整个形状?【英文标题】:Flood-fill fails to fill whole shape when reaching boundary color? 【发布时间】:2019-04-04 11:12:59 【问题描述】:

我想画一些形状,然后用选定的颜色填充这些形状。此时,我刚刚完成了一些基本形状的绘制,但我仍然停留在使用 Flood-fill 算法为它们着色。

具体来说,点击后我无法为整个形状着色。它所能做的只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)。

这是我所有的工作,谁能帮帮我???

#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;

【问题讨论】:

除非您这样做是为了练习,否则我建议使用GL_TRIANGLES 或类似的东西绘制填充形状。你目前的做法总是 【参考方案1】:

主要问题是,您传递给glReadPixels 的坐标是错误的。

当一个点被glVertex绘制时,坐标会被模型视图和投影矩阵转换。 所以应用了正交投影

gluOrtho2D(0.0, 500.0, 500.0, 0.0);

但是glReadPixels直接读取了framebuffer的fragment。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;
 

为了在调用glVertex2i 时不会出现舍入错误,我建议改用glRasterPos2iglDrawPixelsglRasterPos2i 的坐标由当前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,因此在从 GPU 读取颜色时必须考虑不准确。比较颜色时请考虑这一点:

例如

color1.r == color2.r fabs(color1.r - color2.r) &lt; 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,您的代码仅适用于小区域,因为该算法是递归的。堆栈使用量迅速增加,并立即导致堆栈溢出。 但它适用于尖齿区域。

【讨论】:

【参考方案2】:

确保您的 glReadBuffer() 指向正确的缓冲区。对于双缓冲渲染,glDrawBufferglReadBuffer 默认指向 GL_BACK

您的代码中也存在一些问题。在我看来,您以不正确的方式使用双缓冲渲染。单帧渲染过程通常是这样的:

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.

而且我看不出在您的draw_Line() 过程中交换缓冲区有任何意义。

用 == 操作符做浮点比较不是一件好事。阅读here。使用unsigned char 像素格式或进行浮点比较,如链接中所述。

还要检查您的 (x, y) 坐标是否超出屏幕边界(0

编辑:另外,正如我后来注意到的,您在glutInitDisplayMode 中指定了GLUT_SINGLE,这意味着单缓冲渲染,但使用glutSwapBuffers,它只应在双缓冲的情况下使用渲染。阅读here 了解其中的区别。

【讨论】:

我所做的一切都参考了这个网站:***.com/questions/8000921/…,他们也对浮点数进行了比较,我也是。我尝试运行他们的代码,效果很好。我不认为浮点比较是在这里出错的原因。 @magicww 那里的代码按照我描述的方式进行双缓冲渲染,但你没有。特别注意答案中的draw_Line() 备注。它还使用整数作为像素格式而不是浮点数,并且不对此进行比较。 你也可以只使用单缓冲方法。 请注意,在泛洪之前,您必须先为泛洪填充绘制边界区域。在双缓冲渲染中,您应该在每一帧都这样做或保存所有像素并在每一帧重绘它们,因为交换缓冲区并不能保证保存缓冲区内容,而且即使内容被保留,它也已经过时了。 @magicww 如果您在谈论列表中的最后一个答案,那么我认为它也有问题。回答“他们也对浮动进行了比较,我也做了”。网站上的答案不保证正确或没有错误。

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