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c - opengl:如何在调整大小时将对象保留在窗口中

转载 作者:行者123 更新时间:2023-12-02 06:43:43 24 4
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我正在使用 Bresenham 的中点算法作为家庭作业,在 OpenGL 上开发一个类似于 MS 绘图的应用程序。到目前为止,我可以画线和椭圆。调整窗口大小时,我将它们全部丢失。如何让它们保持绘制状态?

完整代码:

#include "GL/glut.h"

#include <stdio.h>
#include <math.h>
int i;

//int mainWindow, subWindow;
int X1, Y1, X2, Y2;

int modoDeDibujo;

int W = 1000, H = 1000;
/*void menuApp (int value)
{
if (value == 1) printf("Linea\n");
if (value == 2) printf("Circulo\n");
if (value == 3) printf("Elipsis\n");
if (value == 4) exit(0);

}

void crearMenu()
{
//inicio Creando el menu
int submenu;
submenu = glutCreateMenu(menuApp);
glutAddMenuEntry("Linea", 1);

glutAddMenuEntry("Elipse",3);
glutAddMenuEntry("Salir",4);
glutCreateMenu(menuApp);
glutAddSubMenu("SubMenu", submenu);
glutAttachMenu(GLUT_RIGHT_BUTTON);

//fin Creando el menu
}*/

void renderPoint(void) /*REVISAR ESTO*/
{
glClear (GL_COLOR_BUFFER_BIT);
glBegin (GL_POINTS);
glVertex2f (-0.98, 0.98);
glEnd ();
glFlush ();
}





void renderPoint(double x, double y)
{

//printf("BEFORE TRANSFORM %f\t%f\t# renderPoint\n", x, y);

W = glutGet(GLUT_WINDOW_WIDTH);
H = glutGet(GLUT_WINDOW_HEIGHT);

float X;
float Y;
glBegin (GL_POINTS);
X = (2*x/W) - 1;
Y = (-2*y/H) + 1;
glVertex2f (X, Y);
//printf("TRANSFORMED POINT %f\t%f\t# renderPoint\n", X, Y);

glEnd ();
glFlush ();

}

/*wiki pseudo:

function line(x0, x1, y0, y1) //x1
boolean steep := abs(y1 - y0) > abs(x1 - x0)//x2
if steep then//x3
swap(x0, y0) //x4
swap(x1, y1) //x5
if x0 > x1 then //x6
swap(x0, x1) //x7
swap(y0, y1) //x8
int deltax := x1 - x0 //x9
int deltay := abs(y1 - y0) //x10
int error := deltax / 2 //x11
int ystep //x12
int y := y0 //x13
if y0 < y1 then ystep := 1 else ystep := -1 //x14
for x from x0 to x1 //x15
if steep then plot(y,x) else plot(x,y) //x16
error := error - deltay //x17
if error < 0 then //x18
y := y + ystep //x19
error := error + deltax //x20
*/


void bresenham1(GLint x0, GLint x1, GLint y0, GLint y1) //function line(x0, x1, y0, y1)
{


//double result1 = fabs((double)y1 - y0); //abs(y1 - y0)
//double result2 = fabs((double)x1 - x0); //abs(x1 - x0)


int result1 = abs(y1-y0);
int result2 = abs(x1-x0);

bool steep = (result1 > result2); //boolean steep := abs(y1 - y0) > abs(x1 - x0)

if (steep){ //if steep then

GLint aux1 = x0; //swap(x0, y0)
x0=y0;
y0 = aux1;

GLint aux2 = x1; // swap (x1,y1)
x1=y1;
y1=aux2;

}

if(x0>x1){ // if (x0>x1)
GLint aux3=x0; //swap(x0,x1)
x0=x1;
x1=aux3;

GLint aux4=y0;//swap(y0,y1)
y0=y1;
y1=aux4;

}

int deltax = x1-x0; // deltax = x1-x0
int deltay = abs(y1-y0); // int deltay := abs(y1 - y0) - revisar
int error = (deltax / 2); //int error := deltax / 2
int ystep; // int ystep

int y = y0; //int y := y0

if (y0<y1){ //if y0 < y1 then ystep := 1 else ystep := -1

ystep=1;

}

else {ystep=-1;}

for (int x=x0; x<=x1; x++){ //for x from x0 to x1
if (steep){ // if steep then plot(y,x) else plot(x,y)

renderPoint(y,x);
}
else {

renderPoint(x,y);
}

error = error - deltay; //error := error - deltay

if (error<0) { //if error < 0 then
y = y + ystep; // y := y + ystep
error = error + deltax; //error := error + deltax

} // end if (error<0)


}// end for from x0 to x1


}// end bresenham


void Plot4EllipsePoints(int X, int Y,int CX,int CY){

renderPoint(CX+X, CY+Y); //point in quadrant 1
renderPoint(CX-X, CY+Y); // point in quadrant 2
renderPoint(CX-X, CY-Y); // point in quadrant 3
renderPoint(CX+X, CY-Y); // point in quadrant 4

}



void PlotEllipse (int CX, int CY, int XRadius, int YRadius) {


int X, Y;
int XChange, YChange;
int EllipseError;
int TwoASquare, TwoBSquare;
int StoppingX, StoppingY;


TwoASquare = 2 * XRadius * XRadius;
TwoBSquare = 2 * YRadius * YRadius;

X = XRadius;
Y =0;

XChange = YRadius*YRadius*(1-(2*XRadius));
YChange = XRadius * XRadius;

EllipseError =0;
StoppingX = TwoBSquare*XRadius;
StoppingY = 0;

while(StoppingX >= StoppingY){

Plot4EllipsePoints(X,Y,CX,CY);
Y++;
StoppingY=StoppingY + TwoASquare;

EllipseError= EllipseError+ YChange;

YChange= YChange+ TwoASquare;

if( ((2*EllipseError) + XChange)>0)
{
X--;
StoppingX = StoppingX - TwoBSquare;
EllipseError= EllipseError + XChange;
XChange = XChange + TwoBSquare;

}


}

//1st set of points done, start second set


X=0;
Y= YRadius;

XChange= YRadius*YRadius;
YChange = XRadius*XRadius*(1-2*YRadius);

EllipseError=0;
StoppingX =0;
StoppingY= TwoASquare * YRadius;
while(StoppingX <= StoppingY){ // 2nd set of points, y'<-1

Plot4EllipsePoints(X,Y, CX,CY);
X++;
StoppingX = StoppingX + TwoBSquare;
EllipseError = EllipseError + XChange;
XChange = XChange + TwoBSquare;

if (((2*EllipseError) + YChange)>0){

Y--;
StoppingY = StoppingY - TwoASquare;
EllipseError = EllipseError + YChange;
YChange = YChange + TwoASquare;


}

}

}











void renderAll (void)
{
/*glutSetWindow(mainWindow);
glutPostRedisplay();
glutSetWindow(subWindow);
glutPostRedisplay();*/
}

void movimiento(int boton, int estado, int x, int y)
{
if((estado == GLUT_DOWN) && (boton == GLUT_LEFT_BUTTON))//mouse down
{
X1 = x; Y1 = y;


PlotEllipse (x, y, 200, 100);
renderPoint(x,y);
}
if((estado == GLUT_UP) && (boton == GLUT_LEFT_BUTTON))//mouse up
{
//printf(" Up|x:%d, y:%d\n",x,y);
X2 = x; Y2 = y;
//renderLine();
bresenham1(X1,X2,Y1,Y2);


//PRUEBA USANDO LA PRIMITIVA DE OPENGL

glBegin( GL_LINES );



glEnd();


//renderPoint(x, y);
}
}

void MouseMove(int x, int y)
{
//printf("x:%d | y:%d\n", x,y);
X2 = x; Y2 = y;
//renderLine();
//bresenham1(X1, Y1, X2, Y2);
}

void teclado(unsigned char key, int x, int y)
{
if(key==1){
modoDeDibujo=1; // dibuja lineas
printf("Modo de dibujo: linea");
}

if (key==2){
modoDeDibujo=2; //dibuja elipses
}


if(key == 27)exit(0);
}

void especiales(int key, int x, int y)
{
if(key == GLUT_KEY_F1) exit(0);
}

static void
key(unsigned char k, int x, int y)
{
switch (k) {
case 27: /* Escape */
exit(0);
break;
default:
return;
}
glutPostRedisplay();
}

int main (int argc, char *argv [])
{
i = 0;
//inicializa las operaciones de OpenGL/GLUT, db cr antes de usar funciones GLUT
glutInit (&argc, argv);

glutInitDisplayMode (GLUT_SINGLE | GLUT_RGBA);
glutInitWindowPosition (100, 100);
glutInitWindowSize (W, H);
//Crea una ventana de Opengl
glutCreateWindow ("tarea");
glutDisplayFunc (renderPoint);
glutMouseFunc(movimiento);
glutKeyboardFunc(teclado);//teclas ASCII
glutSpecialFunc(especiales);//captura las teclas [f1..f12]

//glutPassiveMotionFunc(pasivo);
glutKeyboardFunc(key);
glutMotionFunc(MouseMove);
//crearMenu();
glutMainLoop ();


}

最佳答案

首先,你需要整理代码。你必须有一个且只有一个显示函数,它清除缓冲区,调用其他绘制函数并将它们刷新到屏幕(或者如果你使用双缓冲区则交换缓冲区)。

在调整窗口大小时,GLUT 将调用显示函数,如您所知,它是 renderPoint() :

glutDisplayFunc (renderPoint);

renderPoint 在重绘“点”之前清除缓冲区,例如:

void renderPoint(void) /*REVISAR ESTO*/
{
glClear (GL_COLOR_BUFFER_BIT);
glBegin (GL_POINTS);
glVertex2f (-0.98, 0.98);
glEnd ();
glFlush ();
}

由于缓冲区已被清除,所有在函数 renderPoint 之外绘制的点(圆的点,线的点..)都没有意义,因为你没有从“主显示函数”中调用它们是渲染点。

如何让点保持在屏幕上?

您必须将点(您想要绘制的任何点)存储在缓冲区中,例如数组、动态数组、std::vector 或其他任何东西。在显示函数中,编写一个循环语句来访问每个点并提取 x 和 y .. 然后绘制它们。

例如,将上面的函数替换为:

class MyPoint {
public:
float x;
float y;
MyPoint(float x, float y)
{
this->x = x;
this->y = y;
} };

#include <vector>
std::vector<MyPoint> testPoints;

void renderPoint(void) /*REVISAR ESTO*/ {
testPoints.push_back(MyPoint(-0.58,0.58));
testPoints.push_back(MyPoint(0.58,0.58));
testPoints.push_back(MyPoint(0.58,-0.58));

glClear (GL_COLOR_BUFFER_BIT);
glPointSize(2);

glBegin (GL_POINTS);
for(int i=0;i<testPoints.size();i++)
{
glVertex2f (testPoints[i].x, testPoints[i].y);
}
glEnd ();

glFlush ();
}

如您所见,通过使用 (std::vector) 等动态数组来存储点并使用 for 循环语句,我们能够使这三个点保持可见。

还有什么?

  • 对其他形状执行相同的方法,以便对于每个“鼠标单击”事件,您可以添加或 push_back 两个点代表一条线的端点在名为 lineArray 的数组或 std::vector 中。在display function中,做一个for循环语句,在提取两个线点后绘制每条线。

  • 您应该使用 glutReshapeFuncglViewport 来确保在调整大小事件后视口(viewport)与窗口具有相同的尺寸。而且我认为 gluOrtho2d 比尝试从 Windows 坐标空间映射到 OpenGL 坐标空间更优雅

  • 整理您的代码,以便您只使用一个显示功能。

你的程序可能是这样的:

void drawTestPoints()
{
for(int i=0;i<length;i++)
{
renderPoint(pointsArray[i].x,pointsArray[i].y);// vector of points/(MyPoint)

}

}

void drawLines()
{
for(int i=0;i<length;)
{

MyPoint startPoint = linesArray[i];
MyPoint endPoint = linesArray[i+1];
bresenham1(startPoint.x,endPoint.x,startPoint.y,endPoint.y);
i+=2;
}

}

void drawAll()
{
glClear (GL_COLOR_BUFFER_BIT);

drawTestPoints();
drawLines();
drawOtherShapes();

glFlush();
}

.
.
.

// in the main func:
glutDisplayFunc (drawAll);

==

关于c - opengl:如何在调整大小时将对象保留在窗口中,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/3939032/

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