OpenGL多边形填充时默认为凸多边形
void MyDraw()填充结果:
{
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_POLYGON);
glVertex2i(380, 380);
glVertex2i(320, 410);
glVertex2i(180, 280);
glVertex2i(90, 330);
glVertex2i(50, 310);
glVertex2i(50, 150);
glVertex2i(90, 130);
glVertex2i(180, 180);
glVertex2i(320, 50);
glVertex2i(380, 80);
glEnd();
glFlush();
}
OpenGL中认为合法的多边形必须是凸多边形,凹多边形、自交多边形、带孔的多边形等非凸的多边形在OpenGL中绘制会出现出乎意料的结果。例如,在大多数系统中,只有多边形的凸包被填充,而在有些系统中,并非所有的凸包都被填充。OpenGL之所以对合法多边形类型做出限制,是为了更方便地提供能够对符合条件的多边形进行快速渲染的硬件。简单多边形可被快速地渲染,而复杂多边形难以快速检测出来。为了最大限度的提高性能,OpenGL假定多边形是简单的。
非凸多边形最简单的填充方法最简单的应该是GLU 网格化对象GLUtesselator
就是GLUtesselator, 能将任意多边形,简化为三角形或凸多边形的组合,从而使OpenGL能绘制出任意形状的多边形。
1. gluNewTess(); //创建一个新的分格化对象2. gluTessCallback(); //注册回调函数,完成分格化的一些操作,照着写就行了。
3. gluTessProperty(); //可有可无的,设置一些分格化的属性值
4. gluTessBeginPolygon(); //开始画多边形
draw polygon... //在这里画多边形,一个一个点画就可以,最后一个点会和第一个点自动连接起来
gluTessEdnPolygon(); //结束画多边形
5. gluDeleteTess(); //删除分格化对象
#include <stdio.h>
#include <stdlib.h>
#include <GL/glut.h>
GLdouble quad[12][3] = { {-2,3,0}, {-2,0,0}, {2,0,0}, { 2,3,0},
{-1,2,0}, {-1,1,0}, {1,1,0}, { 1,2,0}
, {-0.5,1,0}, {-0.5,2,0}, {0.5,2,0}, { 0.5,1,0} };
void myIdle(void)
{
glutPostRedisplay();
}
//------------------------------------------------------------OnDraw()
//
void CALLBACK vertexCallback(GLvoid *vertex)
{
const GLdouble *pointer;
pointer = (GLdouble *) vertex;
glColor3dv(pointer+3);//在此设置颜色
glVertex3dv(pointer);
}
void CALLBACK beginCallback(GLenum which){
glBegin(which);
}
void CALLBACK endCallback (){
glEnd();
}
void CALLBACK errorCallback(GLenum errorCode){
const GLubyte *estring;
estring = gluErrorString(errorCode);
fprintf(stderr, "Tessellation Error: %s\n", estring);
exit(0);
}
void CALLBACK combineCallback(GLdouble coords[3],
GLdouble *vertex_data[4],
GLfloat weight[4], GLdouble **dataOut )
{
GLdouble *vertex;
int i;
vertex = (GLdouble *) malloc(6 * sizeof(GLdouble));
vertex[0] = coords[0];
vertex[1] = coords[1];
vertex[2] = coords[2];
for (i = 3; i < 7; i++)
vertex[i] = weight[0] * vertex_data[0][i]
+ weight[1] * vertex_data[1][i]
+ weight[2] * vertex_data[2][i]
+ weight[3] * vertex_data[3][i];
*dataOut = vertex;
}
void OnDraw() {
// clear the screen & depth buffer
glClear(GL_COLOR_BUFFER_BIT);
// clear the previous transform
glLoadIdentity();
GLUtesselator* tobj = gluNewTess();
if (!tobj) return;
gluTessCallback(tobj, GLU_TESS_VERTEX, (void (CALLBACK *)())vertexCallback);
gluTessCallback(tobj, GLU_TESS_BEGIN, (void (CALLBACK *)())beginCallback);
gluTessCallback(tobj, GLU_TESS_END, (void (CALLBACK *)())endCallback);
gluTessCallback(tobj, GLU_TESS_ERROR, (void (CALLBACK *)())errorCallback);
gluTessCallback(tobj, GLU_TESS_COMBINE, (void (CALLBACK *)())combineCallback);
//glShadeModel(GL_FLAT);
//gluTessProperty(tobj,GLU_TESS_WINDING_RULE,GLU_TESS_WINDING_POSITIVE); //GLU_TESS_WINDING_ODD
gluTessBeginPolygon(tobj,NULL);
gluTessBeginContour(tobj);
gluTessVertex(tobj, quad[0], quad[0]);
gluTessVertex(tobj, quad[1], quad[1]);
gluTessVertex(tobj, quad[2], quad[2]);
gluTessVertex(tobj, quad[3], quad[3]);
gluTessEndContour(tobj);
gluTessBeginContour(tobj); // inner quad (hole)
gluTessVertex(tobj, quad[4], quad[4]);
gluTessVertex(tobj, quad[5], quad[5]);
gluTessVertex(tobj, quad[6], quad[6]);
gluTessVertex(tobj, quad[7], quad[7]);
gluTessEndContour(tobj);
gluTessBeginContour(tobj); // inner quad (hole)
gluTessVertex(tobj, quad[8], quad[8]);
gluTessVertex(tobj, quad[9], quad[9]);
gluTessVertex(tobj, quad[10], quad[10]);
gluTessVertex(tobj, quad[11], quad[11]);
gluTessEndContour(tobj);
gluTessEndPolygon(tobj);
gluDeleteTess(tobj);
glutSwapBuffers();
}
//------------------------------------------------------------OnInit()
//
void OnInit()
{
//glClearColor(1,1,1,0);
}
//------------------------------------------------------------OnExit()
//
void OnExit() {
}
//------------------------------------------------------------OnReshape()
//
void OnReshape(int w, int h)
{
// prevents division by zero when minimising window
if (h==0)
h=1;
// set the drawable region of the window
glViewport(0,0,w,h);
// set up the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// just use a perspective projection
//gluPerspective(45,(float)w/h,0.1,100);
if(w<=h)
glOrtho(-4.0,4.0,-4.0*(GLfloat)h/(GLfloat)w,4.0*(GLfloat)h/(GLfloat)w,0.0,100.0);
else
glOrtho(-4.0,4.0,-4.0*(GLfloat)h/(GLfloat)w,4.0*(GLfloat)h/(GLfloat)w,0.0,100.0);
// go back to modelview matrix so we can move the objects about
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
//------------------------------------------------------------main()
//
int main(int argc,char** argv) {
// initialise glut
glutInit(&argc,argv);
// request a depth buffer, RGBA display mode, and we want double buffering
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE);
// set the initial window size
glutInitWindowSize(480,480);
// create the window
glutCreateWindow("filling");
// run our custom initialisation
OnInit();
// set the function to use to draw our scene
glutDisplayFunc(OnDraw);
// set the function to handle changes in screen size
glutReshapeFunc(OnReshape);
//glutIdleFunc(&myIdle);
// set the function to be called when we exit
atexit(OnExit);
// this function runs a while loop to keep the program running.
glutMainLoop();
return 0;
}
简单版:
#include <stdio.h>
#include <stdlib.h>
#include <GL/glut.h>
GLdouble quad[12][3] = { {5,5,0}, {15,5,0}, {15,-5,0}, { 5,-5,0},
{0,5,0}, {-15,10,0}, {-5,-10,0}, { -10,5,0}
, {-0.5,1,0}, {-0.5,2,0}, {0.5,2,0}, { 0.5,1,0} };
void myIdle(void)
{
glutPostRedisplay();
}
//------------------------------------------------------------OnDraw()
//
void CALLBACK PolyLine3DBegin(GLenum type)
{
glBegin(type);
}
void CALLBACK PolyLine3DVertex ( GLdouble * vertex)
{
const GLdouble *pointer;
pointer = (GLdouble *) vertex;
glColor3d(1.0,0,0);//在此设置颜色
glVertex3dv(pointer);
}
void CALLBACK PolyLine3DEnd()
{
glEnd();
}
GLUtesselator* tesser()
{
GLUtesselator * tess;
tess=gluNewTess();
gluTessCallback(tess,GLU_TESS_BEGIN,(void (CALLBACK*)())&PolyLine3DBegin);
gluTessCallback(tess,GLU_TESS_VERTEX,(void (CALLBACK*)())&PolyLine3DVertex);
gluTessCallback(tess,GLU_TESS_END,(void (CALLBACK*)())&PolyLine3DEnd);
return tess;
}
/////////////////////////////////////////////////////////////////////////////////
void OnDraw() {
glClear(GL_STENCIL_BUFFER_BIT);
GLUtesselator* tess = tesser();
if (!tess) return;
gluTessBeginPolygon(tess,NULL);
gluTessBeginContour(tess);
for(int i=0;i<4;i++)
gluTessVertex(tess, quad[i], quad[i]);
gluTessEndContour(tess);
gluTessBeginContour(tess);
for(int i=4;i<8;i++)
gluTessVertex(tess, quad[i], quad[i]);
gluTessEndContour(tess);
gluTessEndPolygon(tess);
glutSwapBuffers();
}
//------------------------------------------------------------OnInit()
//
void OnInit()
{
//glClearColor(1,1,1,0);
}
//------------------------------------------------------------OnExit()
//
void OnExit() {
}
//------------------------------------------------------------OnReshape()
//
void OnReshape(int w, int h)
{
// prevents division by zero when minimising window
if (h==0)
h=1;
// set the drawable region of the window
glViewport(0,0,w,h);
// set up the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// just use a perspective projection
//gluPerspective(45,(float)w/h,0.1,100);
if(w<=h)
glOrtho(-20.0,20.0,-20.0*(GLfloat)h/(GLfloat)w,20.0*(GLfloat)h/(GLfloat)w,0.0,100.0);
else
glOrtho(-20.0,20.0,-20.0*(GLfloat)h/(GLfloat)w,20.0*(GLfloat)h/(GLfloat)w,0.0,100.0);
// go back to modelview matrix so we can move the objects about
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
//------------------------------------------------------------main()
//
int main(int argc,char** argv) {
// initialise glut
glutInit(&argc,argv);
// request a depth buffer, RGBA display mode, and we want double buffering
glutInitDisplayMode(GLUT_RGBA|GLUT_DOUBLE);
// set the initial window size
glutInitWindowSize(480,480);
// create the window
glutCreateWindow("fill tess");
// run our custom initialisation
OnInit();
// set the function to use to draw our scene
glutDisplayFunc(OnDraw);
// set the function to handle changes in screen size
glutReshapeFunc(OnReshape);
//glutIdleFunc(&myIdle);
// set the function to be called when we exit
atexit(OnExit);
// this function runs a while loop to keep the program running.
glutMainLoop();
return 0;
}
Reference:
其他填充方法:
http://www.cnblogs.com/mazhenyu/archive/2010/05/18/1738487.html
函数简介:
http://hi.baidu.com/zhujianzhai/item/6ed52336d67e7b9ab80c03eb
http://bbs.csdn.net/topics/100086684
各种填充算法详细讲解:
http://blog.csdn.net/orbit/article/details/7368996