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(Glenum mode) 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(GLint x, GLint y, GLsizei width, 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(GLenum func, GLint ref, GLuint mask);设置模板
参考:
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;
}