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我无法理解为什么我没有得到给定程序的任何输出。我最近的两个 openGL 程序都出现了这个问题,前一个是 DDA 算法,我再次没有得到任何输出。算法是否有问题,或者我理解openGL在内部是如何工作的?

#include <iostream>
#include <GL/glut.h>
using namespace std;
float X1 = 0, X2 = 100, Y1 = 0, Y2 = 400, X11, Y11, X22, Y22, slope, dely, delx, c, intercept, pi;
float absl(float x) {
    if (x >= 0) return x;
    return -1*x;
}
void drawScene() {
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluOrtho2D(0, 500, 0, 500);
    glClearColor(1.0, 1.0, 1.0, 0);
    glClear(GL_COLOR_BUFFER_BIT);
    glColor3f(1.0, 0.0, 0.0);
    //start bresenham algo
    glBegin(GL_POINTS);
        glVertex2f(X1, Y1);
        while(X1 <= X2) {
            X1++;
            if(pi < 0) {
                glVertex2f(X1, Y1);
            }
            else {
                Y1++;
                glVertex2f(X1, Y1);
            }
            float flag = (pi >= 0);
            pi = pi + 2*dely - 2*delx*flag;
        }
    glEnd();
    //end DDA algo
    glFlush();
}

int main(int argc, char **argv) {
    //cin >> X1 >> Y1 >> X2 >> Y2;
    // dely = Y2 - Y1;
    // delx = X2 - X1;
    // pi = 2*dely - delx;
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
    glutInitWindowSize(500, 500);
    glutInitWindowPosition(0,0);
    glutCreateWindow("DDA");
    glutDisplayFunc(drawScene);
    glutMainLoop();
    return 0;
}
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1 回答 1

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gluOrtho2D定义一个二维正交投影矩阵。但它也将矩阵堆栈上的当前矩阵与正交投影矩阵相乘,并将当前矩阵替换为乘积。

请注意,在 OpenGL 固定函数管道中,所有矩阵运算都是这样工作的(除了、glPushMatrixglPopMatrix)。glLoadMatrixglLoadIdentity

glLoadIdentity这意味着在应用正交投影矩阵之前,您必须用单位矩阵 ( ) 替换当前矩阵:

glLoadIdentity();
gluOrtho2D(0, 500, 0, 500);

或者gluOrtho2D在主函数中启动主循环之前只执行一次:

gluOrtho2D(0, 500, 0, 500);
glutMainLoop();


由于 display 函数被drawScene连续调用 ( ),你应该使用本地控制变量而不是修改X1and Y1

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, 500, 0, 500);
glClearColor(0.0, 0.0, 0.0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(1.0, 0.0, 0.0);
//start bresenham algo
int x = X1, y = Y1;
glBegin(GL_LINES);
glVertex2f(100, 400);
glVertex2f(400, 100);
glEnd();
glBegin(GL_POINTS);
    glVertex2f(x, Y1);
    while(x <= X2) {
        x ++;
        if(pi < 0) {
            glVertex2f(x, y);
        }
        else {
            y ++
            glVertex2f(x, y);
        }
    }
    int flag = (pi >= 0);
    pi = pi + 2*dely - 2*delx*flag;
glEnd();
于 2018-01-20T16:16:20.720 回答