我是 OpenGL 的初学者,作为我的第一个应用程序,我尝试使用三角形的重心 segmentation 方法生成分形。不知道 OpenGL 的透视变化功能,我对缩放和视点变化算法的第一个想法是每次按下一个键(相机移动的箭头和 +/- 缩放)。
鉴于重心 segmentation 的 6 次迭代绘制了大约 56 000 个三角形(6^0+6^1+6^2+6^3+6^4+6^5+6^6 个三角形)这个算法效率很低。所以我尝试使用 gluPerspective() 进行缩放,结果遗憾的是黑屏,而不是分形。我有两个主要问题:
- OpenGL 是否具有透视变化和视点功能(gluPerspective()、gluLookAt()、glFrustum() 等)使用不同的坐标重新绘制整个图形,或者使用更有效的方法来获得相同的结果?在我的情况下使用它们会更有效率吗?
我的代码哪里做错了。为什么我会黑屏?
#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 (); }
最佳答案
与之前的许多人一样,您误以为 OpenGL 是场景图。事实并非如此。
OpenGL 是一种绘图 API。您的操作系统提供 Canvas (窗口、PBuffer、像素图等),OpenGL 提供点、线或三角形形式的绘图工具。
Does OpenGL functions for perspective change and viewpoint ( gluPerspective(), gluLookAt(), glFrustum(), etc) redraw the entire figure with different coordinates,
他们所做的只是改变一些矩阵的值。这不会改变屏幕上的任何内容。您必须重绘整个事物才能做出明显的改变。
关于c++ - OpenGL 缩放效率,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/16845361/