蓝宝书 第三章
单缓冲与双缓冲
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);单缓冲 相关代码见例3.12
直接将图像改变显示在画布上,使用glFlush()提交缓冲
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB);双缓冲
一般图像改变在后台缓冲区,使用glutSwapBuffers()将后台缓冲提交至前台缓冲区
void glDrawBuffer(Glenummode) 该函数可设置当前改变前台缓冲区还是后台缓冲区
glDrawBuffer(GL_FRONT) 前台
glDrawBuffer(GL_BACK) 后台
颜色缓冲区与深度缓冲区
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH)
上述语句初始化了颜色缓冲区、双缓冲区以及深度缓冲区
若未启用深度缓冲区(glDisable(GL_DEPTH_TEST)),则深度数据也会写入颜色缓冲区,使用glDepthMask(GL_FALSE)禁止写入,第六章详细讲解
剪刀盒(类似于opencv的感兴趣区域)
只对剪刀盒范围内进行处理
glEnable(GL_SCISSOR_TEST);启用剪刀盒
void glScissor(GLintx, GLint y, GLsizeiwidth, GLsizei height); 设置剪刀盒范围
相关代码见例3.13
模板缓冲区
类似于喷油漆,在纸上镂空一个模板,再喷上油漆,下面的纸上只有镂空部分才有颜色。
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_STENCIL);初始化模板缓冲区glEnable(GL_STENCIL_TEST);启用模板缓冲区
void glStencilFunc(GLenumfunc, GLint ref, GLuint mask);设置模板参考:
点击打开链接
点击打开链接
相关代码见例3.14
例3.12 单缓冲区示例(单击窗口进行新的缓冲,增大了图形半径)
#include <windows.h> #include <math.h> #include <GL/GL.h> #include <GL/GLU.h> #include <GL/glut.h> #define GL_PI 3.1415f // This function does any needed initialization on the rendering void RenderScene(void){ static GLdouble dRadius = 15; static GLdouble dAngle = 0.0; // Clear blue window glClearColor(0.0f, 0.0f, 1.0f, 0.0f); if (dAngle == 0.0) glClear(GL_COLOR_BUFFER_BIT); glBegin(GL_POINTS); glVertex2d(dRadius * cos(dAngle), dRadius * sin(dAngle)); glEnd(); dRadius *= 1.01; dAngle += 0.2; if (dAngle > 30.0) { dRadius = 15; dAngle = 0.0; } glFlush();}void SetuPRC(){ // Black background glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set drawing color to red glColor3f(1.0f, 0.0f, 0.0f); //glPolygonMode(GL_BACK, GL_LINE); //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Enable polygon stippling //glEnable(GL_POLYGON_STIPPLE); // Specify a specific stipple pattern //glPolygonStipple(fire);}void ChangeSize(GLsizei w, GLsizei h){ GLfloat nRange = 100.0f; // Prevent a divide by zero if (h == 0) h = 1; // Set Viewport to window dimensions glViewport(0, 0, w, h); // Reset projection matrix stack glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Establish clipping volume (left, right, bottom, top, near, far) if (w <= h) glOrtho(-nRange, nRange, -nRange*h / w, nRange*h / w, -nRange, nRange); else glOrtho(-nRange*w / h, nRange*w / h, -nRange, nRange, -nRange, nRange); // Reset Model view matrix stack glMatrixMode(GL_MODELVIEW); glLoadIdentity();}int main(int argc, char* argv[]){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA); glutInitWindowSize(800, 600); glutCreateWindow("Bounce"); glutDisplayFunc(RenderScene);//显示回调函数 glutReshapeFunc(ChangeSize);//窗口大小变形回调函数 SetupRC(); glutMainLoop(); return 0;}例3.13 剪刀盒示例#include <windows.h> #include <math.h> #include <GL/GL.h> #include <GL/GLU.h> #include <GL/glut.h> #define GL_PI 3.1415f // This function does any needed initialization on the rendering void RenderScene(void){ glClearColor(0.0f, 0.0f, 1.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); // Now set scissor to smaller red sub region glClearColor(1.0f, 0.0f, 0.0f, 0.0f); glScissor(100, 100, 600, 400); glEnable(GL_SCISSOR_TEST); glClear(GL_COLOR_BUFFER_BIT); // Finally, an even smaller green rectangle glClearColor(0.0f, 1.0f, 0.0f, 0.0f); glScissor(200, 200, 400, 200); glClear(GL_COLOR_BUFFER_BIT); // Turn scissor back off for next render glDisable(GL_SCISSOR_TEST); glutSwapBuffers();}void SetupRC(){ // Black background glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set drawing color to red glColor3f(1.0f, 0.0f, 0.0f); //glPolygonMode(GL_BACK, GL_LINE); //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Enable polygon stippling //glEnable(GL_POLYGON_STIPPLE); // Specify a specific stipple pattern //glPolygonStipple(fire);}void ChangeSize(GLsizei w, GLsizei h){ GLfloat nRange = 100.0f; // Prevent a divide by zero if (h == 0) h = 1; // Set Viewport to window dimensions glViewport(0, 0, w, h); // Reset projection matrix stack glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Establish clipping volume (left, right, bottom, top, near, far) if (w <= h) glOrtho(-nRange, nRange, -nRange*h / w, nRange*h / w, -nRange, nRange); else glOrtho(-nRange*w / h, nRange*w / h, -nRange, nRange, -nRange, nRange); // Reset Model view matrix stack glMatrixMode(GL_MODELVIEW); glLoadIdentity();}int main(int argc, char* argv[]){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(800, 600); glutCreateWindow("Bounce"); glutDisplayFunc(RenderScene);//显示回调函数 glutReshapeFunc(ChangeSize);//窗口大小变形回调函数 SetupRC(); glutMainLoop(); return 0;}例3.14 模板示例#include <windows.h> #include <math.h> #include <GL/GL.h> #include <GL/GLU.h> #include <GL/glut.h> #define GL_PI 3.1415f // This function does any needed initialization on the rendering void RenderScene(void){ GLdouble dRadius = 0.1; // Initial radius of spiral GLdouble dAngle; // Looping variable // Clear blue window glClearColor(0.0f, 0.0f, 1.0f, 0.0f); // Use 0 for clear stencil, enable stencil test glClearStencil(0.0f); glEnable(GL_STENCIL_TEST); // Clear color and stencil buffer glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); // All drawing commands fail the stencil test, and are not // drawn, but increment the value in the stencil buffer. glStencilFunc(GL_NEVER, 0x0, 0x0); glStencilOp(GL_INCR, GL_INCR, GL_INCR); // Spiral pattern will create stencil pattern // Draw the spiral pattern with white lines. We // make the lines white to demonstrate that the // stencil function prevents them from being drawn glColor3f(1.0f, 1.0f, 1.0f); glBegin(GL_LINE_STRIP); for (dAngle = 0; dAngle < 400.0; dAngle += 0.1) { glVertex2d(dRadius * cos(dAngle), dRadius * sin(dAngle)); dRadius *= 1.002; } glEnd(); // Now, allow drawing, except where the stencil pattern is 0x1 // and do not make any further changes to the stencil buffer glStencilFunc(GL_NOTEQUAL, 0x1, 0x1); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // Now draw red bouncing square // (x and y) are modified by a timer function glColor3f(1.0f, 0.0f, 0.0f); glRectf(0, 0, 100, 100); // All done, do the buffer swap glutSwapBuffers();}void SetupRC(){ // Black background glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set drawing color to red glColor3f(1.0f, 0.0f, 0.0f); //glPolygonMode(GL_BACK, GL_LINE); //glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Enable polygon stippling //glEnable(GL_POLYGON_STIPPLE); // Specify a specific stipple pattern //glPolygonStipple(fire);}void ChangeSize(GLsizei w, GLsizei h){ GLfloat nRange = 100.0f; // Prevent a divide by zero if (h == 0) h = 1; // Set Viewport to window dimensions glViewport(0, 0, w, h); // Reset projection matrix stack glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Establish clipping volume (left, right, bottom, top, near, far) if (w <= h) glOrtho(-nRange, nRange, -nRange*h / w, nRange*h / w, -nRange, nRange); else glOrtho(-nRange*w / h, nRange*w / h, -nRange, nRange, -nRange, nRange); // Reset Model view matrix stack glMatrixMode(GL_MODELVIEW); glLoadIdentity();}int main(int argc, char* argv[]){ glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(800, 600); glutCreateWindow("Bounce"); glutDisplayFunc(RenderScene);//显示回调函数 glutReshapeFunc(ChangeSize);//窗口大小变形回调函数 SetupRC(); glutMainLoop(); return 0;}
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