OpenGL 泛洪填充无法识别边界

OpenGL flood fill not recognizing boundary

本文关键字:识别 边界 泛洪 填充 OpenGL      更新时间:2023-10-16

我正在尝试在 OpenGL 中实现洪水填充算法,但这样做时遇到错误。错误在于算法不会在边界处停止,而只是一直运行到窗口边缘,最终崩溃并出现错误的内存访问错误。我正在MacOS Mojave 10.14.4上工作。

我认为我的实现的逻辑是正确的,但是,我已经从getPixel打印出每个像素的颜色,并且它始终是白色(背景色(,即使获得边界像素的颜色也是如此。

下面的代码使用 Bresenham 直线算法(中点算法(绘制一个圆,然后泛洪填充它(不成功(。

#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;
}

我看过这篇文章,看起来很相似,但找不到解决方案。

如果要

坚持使用点绘制glVertex(),请确保设置矩阵堆栈变换(GL_PROJECTION/GL_MODELVIEW(,以便它们与glReadPixels()坐标系匹配:

glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluOrtho2D( 0, glutGet(GLUT_WINDOW_WIDTH), 0, glutGet(GLUT_WINDOW_HEIGHT) );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();

或者切换到 glRasterPos() + glDrawPixels() 进行setPixel*()

更好的是,在主机端执行泛洪填充逻辑并将结果上传到 GL 纹理进行显示。

无论哪种方式,您都会在相当合理的输入上遇到堆栈溢出,因此您可能希望切换到显式堆栈/队列:

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 ) );
        }
    }
}