OpenGL flood fill not recognizing boundary - c++

I'm trying to implement the flood fill algorithm in OpenGL, but I'm encountering an error doing so. The error is that the algorithm does not stop at the boundary, and simply keeps going until the edge of the window, and eventually crashes with a bad memory access error. I'm working on MacOS Mojave 10.14.4.
I think my implementation's logic is correct, however, I've printed out the color of each pixel from getPixel, and it is always white (the background color), even when getting the color of boundary pixels.
The code below draws a circle using Bresenham's Line algorithm (midpoint algorithm), and then flood fills it (unsuccessfully).
#include <GLUT/GLUT.h>
#include <iostream>
struct Color {
GLubyte r;
GLubyte g;
GLubyte b;
};
Color getPixelColor(GLint x, GLint y) {
Color color;
glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &color);
return color;
}
void setPixel (GLint x, GLint y) {
glBegin(GL_POINTS);
glVertex2i(x, y);
glEnd();
Color color = getPixelColor(x, y);
}
void setPixelColor(GLint x, GLint y, Color color) {
glColor3ub(color.r, color.g, color.b);
setPixel(x, y);
glEnd();
glFlush();
}
void floodFill4 (GLint x, GLint y, Color fillColor, Color interiorColor) {
Color color = getPixelColor(x, y);
if (color.r == interiorColor.r && color.g == interiorColor.g &&
color.b == interiorColor.b) {
setPixelColor(x, y, fillColor);
floodFill4 (x + 1, y, fillColor, interiorColor);
floodFill4 (x - 1, y, fillColor, interiorColor);
floodFill4 (x, y + 1, fillColor, interiorColor);
floodFill4 (x, y - 1, fillColor, interiorColor);
}
}
void drawCirclePoint(GLint x, GLint y, GLint cx, GLint cy) {
setPixel(cx+x, cy+y);
setPixel(cx+y, cy+x);
setPixel(cx-y, cy+x);
setPixel(cx-x, cy+y);
setPixel(cx-x, cy-y);
setPixel(cx-y, cy-x);
setPixel(cx+y, cy-x);
setPixel(cx+x, cy-y);
}
void drawCircle(GLint cx, GLint cy, GLint radius) {
int p = 1 - radius;
GLint x = 0;
GLint y = radius;
while (x < y) {
drawCirclePoint(x, y, cx, cy);
if (p < 0) {
x++;
p += (2 * x) + 1;
} else {
x++;
y--;
p += (2 * x) + 1 - (2 * y);
}
}
}
void displayMe(void) {
glClear(GL_COLOR_BUFFER_BIT);
glColor3ub(0, 0, 0);
GLint cx = 0;
GLint cy = 0;
GLint radius = 200;
// Draw head
glColor3ub(0, 0, 0);
drawCircle(cx, cy, radius);
glEnd();
glFlush();
Color interiorColor = {255, 255, 255};
Color fillColor = {0, 0, 255};
// floodFill4(100, 100, fillColor, interiorColor);
}
void init (void) {
glClearColor(1.0, 1.0, 1.0, 0.0); // Set display-window color to white.
glMatrixMode(GL_PROJECTION); // Set projection parameters.
glLoadIdentity();
gluOrtho2D(-1000.0, 1000.0, -1000.0, 1000.0);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(1000, 1000);
glutInitWindowPosition(100, 100);
glutCreateWindow("My Drawing");
init();
glutDisplayFunc(displayMe);
glutMainLoop();
return 0;
}
I've looked at this post, which seems similar, but wasn't able to find a solution.

If you're going to persist with glVertex() for point plotting make sure you set up your matrix stack transforms (GL_PROJECTION/GL_MODELVIEW) so they match the glReadPixels() coordinate system:
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
gluOrtho2D( 0, glutGet(GLUT_WINDOW_WIDTH), 0, glutGet(GLUT_WINDOW_HEIGHT) );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
Or switch to glRasterPos() + glDrawPixels() for setPixel*().
Better yet, do the flood-fill logic host-side & upload the results to a GL texture for display.
Either way you're going to run into a stack overflow with that recursive solution on even fairly reasonably sized inputs so you'll probably want to switch to an explicit stack/queue:
void floodFill4( GLint aX, GLint aY, Color fillColor, Color interiorColor )
{
typedef std::pair< GLint, GLint > Location;
std::queue< Location > locations;
locations.push( Location( aX, aY ) );
while( !locations.empty() )
{
const Location loc = locations.front();
locations.pop();
GLint x = loc.first;
GLint y = loc.second;
Color color = getPixelColor( x, y );
if( color.r == interiorColor.r &&
color.g == interiorColor.g &&
color.b == interiorColor.b )
{
setPixelColor( x, y, fillColor );
locations.push( Location( x, y - 1 ) );
locations.push( Location( x, y + 1 ) );
locations.push( Location( x - 1, y ) );
locations.push( Location( x + 1, y ) );
}
}
}

Related

adding mouse event to change the color of simple circle [closed]

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I draw a circle and trying to add mouse event, that change the color of the circle i cannot find good sources
Here is the whole code:
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define window_width 1080
#define window_height 720
void drawFilledSun() {
//static float angle;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0, 0, -10);
int i, x, y;
double radius = 0.30;
//glColor3ub(253, 184, 19);
glColor3ub(255, 0, 0);
double twicePi = 2.0 * 3.142;
x = 0, y = 0;
glBegin(GL_TRIANGLE_FAN); //BEGIN CIRCLE
glVertex2f(x, y); // center of circle
for (i = 0; i <= 20; i++) {
glVertex2f(
(x + (radius * cos(i * twicePi / 20))), (y + (radius * sin(i * twicePi / 20)))
);
}
glEnd(); //END
}
void main_loop_function() {
int c;
drawFilledSun();
glutSwapBuffers();
c = getchar();
}
void GL_Setup(int width, int height) {
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glEnable(GL_DEPTH_TEST);
gluPerspective(45, (float)width / height, .1, 100);
glMatrixMode(GL_MODELVIEW);
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitWindowSize(window_width, window_height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutCreateWindow("GLUT Example!!!");
glutIdleFunc(main_loop_function);
GL_Setup(window_width, window_height);
glutMainLoop();
}
Add an array for the red green and blue color components of the sun and a color index:
int color_i = 0;
GLubyte color[][3] = { {255, 0, 0 }, {253, 184, 19} };
Use the color arrays to set the color attribute
void drawFilledSun() {
// [...]
glColor3ubv(color[color_i]);
Get rid of the getchar in main_loop_function, it prevents the window from responding. But call glutPostRedisplay for continuously updating the window:
void main_loop_function() {
drawFilledSun();
glutSwapBuffers();
glutPostRedisplay();
}
Use glutDisplayFunc rather than glutIdleFunc and add a glutMouseFunc callback:
int main(int argc, char** argv) {
// [...]
glutDisplayFunc(main_loop_function);
glutMouseFunc( mouseFunc );
Change the color index in the mouse callback:
void mouseFunc(int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
color_i = (color_i == 0) ? 1 : 0;
}
}
See the example:
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#define window_width 1080
#define window_height 720
int color_i = 0;
GLubyte color[][3] = { {255, 0, 0 }, {253, 184, 19} };
void drawFilledSun() {
//static float angle;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0, 0, -10);
int i, x, y;
double radius = 0.30;
glColor3ubv(color[color_i]);
double twicePi = 2.0 * 3.142;
x = 0, y = 0;
glBegin(GL_TRIANGLE_FAN); //BEGIN CIRCLE
glVertex2f(x, y); // center of circle
for (i = 0; i <= 20; i++) {
glVertex2f(
(x + (radius * cos(i * twicePi / 20))), (y + (radius * sin(i * twicePi / 20)))
);
}
glEnd(); //END
}
void main_loop_function() {
drawFilledSun();
glutSwapBuffers();
glutPostRedisplay();
}
void GL_Setup(int width, int height) {
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glEnable(GL_DEPTH_TEST);
gluPerspective(45, (float)width / height, .1, 100);
glMatrixMode(GL_MODELVIEW);
}
void mouseFunc(int button, int state, int x, int y)
{
if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN) {
color_i = (color_i == 0) ? 1 : 0;
}
}
int main(int argc, char** argv) {
glutInit(&argc, argv);
glutInitWindowSize(window_width, window_height);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE);
glutCreateWindow("GLUT Example!!!");
glutDisplayFunc(main_loop_function);
glutMouseFunc( mouseFunc );
GL_Setup(window_width, window_height);
glutMainLoop();
}
GLFW provided some callback functions which you need such as glfwSetCursorPosCallback.
In this case you can simply check it by a if branch while drawing, main_loop_function in your code. The rest work is about C/C++, and there are many paths to reach it such as kbhit.
By the way, it's not elegant to ues several naming styles.

How to map clicked point on surface of a sphere in OpenGL?

I would like to be able to click on a point on the surface of a sphere in OpenGL. Here's what I have so far:
#include <iostream>
#include <stdlib.h>
#include "GL/freeglut.h"
#include "glm/glm.hpp"
#include "quaternion.h"
const GLsizei WINDOW_WIDTH = 640;
const GLsizei WINDOW_HEIGHT = 640;
int mouse_x = 0;
int mouse_y = 0;
float zoom = 1.0f;
float zoom_sensitivity = 0.1f;
const float zoom_max = 1.5f;
const float zoom_min = 0.1f;
bool clicked = false;
glm::vec3 pointClick;
glm::vec3 GetOGLPos(int x, int y);
void display(void) {
// Clear display port
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// Reset camera
gluLookAt(
0.0, 0.0, 2.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0
);
// Zoom
glScalef(zoom, zoom, zoom);
// Render sphere
glPushMatrix();
glTranslatef(0, 0, 0);
glColor3f(1, 0, 0);
glutSolidSphere(1, 64, 64);
glPopMatrix();
// Render point
if (clicked == true) {
glPushMatrix();
glColor3f(0, 1, 0);
glPointSize(0.5f);
glBegin(GL_POINTS);
glVertex3f(pointClick.x, pointClick.y, pointClick.z);
printf("%f, %f, %f\n", pointClick.x, pointClick.y, pointClick.z);
glEnd();
glPopMatrix();
}
// Swap buffers
glutSwapBuffers();
}
void reshape(GLsizei width, GLsizei height) {
if (height == 0) {
height = 1;
}
float ratio = 1.0 * width / height;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glViewport(0, 0, width, height);
gluPerspective(45, ratio, 1, 100);
glMatrixMode(GL_MODELVIEW);
}
// Handles mouse input for camera rotation.
void motion(int x, int y) {
pointClick = GetOGLPos(x, y);
clicked = true;
glutPostRedisplay();
}
// Handles scroll input for zoom.
void mouseWheel(int button, int state, int x, int y) {
if (state == 1) {
zoom = zoom + zoom_sensitivity >= zoom_max ? zoom_max : zoom + zoom_sensitivity;
}
else if (state == -1) {
zoom = zoom - zoom_sensitivity <= zoom_min ? zoom_min : zoom - zoom_sensitivity;
}
glutPostRedisplay();
}
int main(int argc, char** argv) {
// Initialize glut.
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DOUBLE);
glutInitWindowPosition(
(glutGet(GLUT_SCREEN_WIDTH) - WINDOW_WIDTH) / 2,
(glutGet(GLUT_SCREEN_HEIGHT) - WINDOW_HEIGHT) / 2
);
glutInitWindowSize(WINDOW_WIDTH, WINDOW_HEIGHT);
glutCreateWindow("Window");
// Register callbacks.
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutMotionFunc(motion);
glutMouseWheelFunc(mouseWheel);
// Start glut.
glutMainLoop();
return 0;
}
// Get position of click in 3-d space
glm::vec3 GetOGLPos(int x, int y)
{
GLint viewport[4];
GLdouble modelview[16];
GLdouble projection[16];
GLfloat winX, winY, winZ;
GLdouble posX, posY, posZ;
glGetDoublev(GL_MODELVIEW_MATRIX, modelview);
glGetDoublev(GL_PROJECTION_MATRIX, projection);
glGetIntegerv(GL_VIEWPORT, viewport);
winX = (float)x;
winY = (float)viewport[3] - (float)y;
glReadPixels(x, int(winY), 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &winZ);
gluUnProject(winX, winY, winZ, modelview, projection, viewport, &posX, &posY, &posZ);
return glm::vec3(posX, posY, posZ);
}
This is the visual output:
This renders a point on the screen, but it's not "on" the sphere. I'm wondering how to put the point on the surface of the sphere so, if I were to rotate and zoom the camera, the point would stay in the same place. How do I "project" the point on the surface of the sphere?
You first want to convert the cursor to a ray in the world, and then perform a ray-sphere intersection test to figure out where the ray intersects the sphere. You can read this article regarding how to convert the cursor to a ray in the world: http://antongerdelan.net/opengl/raycasting.html.

How to stop stretching in opengl

I created Lines and when I'm rotate the line. Line will be stretch. How can I stop stretch at rotation time. When I change height in Ortho it will be not displaying properly. When Line is going left or right it will be start strtching but when it will be reach in main point it will come in real position.
#include<fstream>
#include<iostream>
#include<stdlib.h>
#include<glut.h>
using namespace std;
float yr = 0;
void introscreen();
void screen();
void screen1();
void PitchLadder();
int width = 1268;
int height = 720;
float translate = 0.0f;
GLfloat angle = 0.0f;
void display(void) {
glClearColor(0, 0, 0, 0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-300, 300, -10, 25, 0, 1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
static int center_x = 0;
static int center_y = 0;
}
void specialKey(int key, int x, int y) {
switch (key) {
case GLUT_KEY_UP:
translate += 1.0f;
break;
case GLUT_KEY_DOWN:
translate -= 1.0f;
break;
case GLUT_KEY_LEFT:
angle += 1.0f;
break;
case GLUT_KEY_RIGHT:
angle -= 1.0f;
break;
}
glutPostRedisplay();
}
void Rolling(void) {
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0, 1, 0);
glPushMatrix();
glRotatef(-angle, 0, 0, 1);
glTranslatef(-10, translate,0);
PitchLadder();
glPopMatrix();
glFlush();
}
void PitchLadder() {
GLfloat y;
GLfloat y2;
GLfloat fSize[5];
GLfloat fCurrSize;
fCurrSize = fSize[2];
for (y2 = -90.0f ; y2 <= 90.0f ; y2 += 10.0f) {
glLineWidth(fCurrSize);
glBegin(GL_LINES);
glVertex3f(-50.0f , y2 , 0);
glVertex3f(50.0f , y2 , 0);
glEnd();
fCurrSize += 1.0f;
screen();
screen1();
}
}
void renderbitmap1(float x3, float y3, void *font1, char *string1) {
char *c1;
glRasterPos2f(x3, y3);
for (c1=string1; *c1 != '\0'; c1++) {
glutBitmapCharacter(font1, *c1);
}
}
void screen(void) {
glColor3f(0, 1, 0);
char buf1[20] = { '\0' };
for (int row1 = -90.0f; row1 <= 90 + yr; row1 +=10.0f) {
sprintf_s(buf1,"%i", row1);
renderbitmap1(70 , (yr+row1), GLUT_BITMAP_TIMES_ROMAN_24, buf1);
}
}
void renderbitmap2(float x4, float y4, void *font2, char *string2) {
char *c1;
glRasterPos2f(x4, y4);
for (c1=string2; *c1 != '\0'; c1++) {
glutBitmapCharacter(font2, *c1);
}
}
void screen1(void) {
glColor3f(0, 1, 0);
char buf1[20] = { '\0' };
for (int row1 = -90.0f; row1 <= 90 + yr; row1 +=10.0f) {
sprintf_s(buf1,"%i", row1);
renderbitmap2(-70 , (yr+row1), GLUT_BITMAP_TIMES_ROMAN_24, buf1);
}
}
int main(int arg, char** argv) {
glutInit(&arg, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowSize(width, height);
glutInitWindowPosition(50, 100);
glutCreateWindow("HUD Lines");
display();
glutDisplayFunc(Rolling);
glutSpecialFunc(specialKey);
glutMainLoop();
return 0;
}
At Orthographic Projection, the view space coordinates are linearly mapped to the clip space coordinates respectively normalized device coordinates. The normlaized device space is a cube with a minimum of (-1, -1, -1) and a maximum of (1, 1, 1).
Finally the coordinates in normalized device space are mapped to the rectangular viewport.
If the viewport is rectangular then the aspect ratio has to be considered, when the view space coordinates are transformed to clip space.
The mapping of the normalized device coordinates to the viewport distorted the geometry by the reciprocal aspect ration of the viewport. This distortion has to be compensated by the orthographic projection.
When the orthographic projection is set by glOrtho(left, right, bottom, top, near, far), then the cuboid volume is defined, which maps (left, bottom, near) to (-1, -1, -1) and (right, top, far) to (1, 1, 1).
It is not necessary that the x and y range of the orthographic projection is equal the view port rectangle, bit the ration (left-right)/(top-bottom)hast to be equal the ration of the viewport rectangle else the geometry will be distored.
double size = 200.0f;
double aspect = (double)width / (double)height;
glOrtho(-aspect*size/2.0, aspect*size/2.0, -size/2.0, size/2.0, -1.0, 1.0);
Your window size and orthographic "view" do not have the same aspect ratio:
// This creates a window that's 1268 x 720 (a wide rectangle)
int width = 1268;
int height = 720;
glutInitWindowSize(width, height);
// This creates a "view" that's 300 x 300 (a square)
glOrtho(-300, 300, -10, 25, 0, 1);
The "view" will be stretched to fill the viewport (window). You are seeing a 300 x 300 image being stretched to 1268x720, which definitely makes horizontal lines appear longer than vertical lines even though they're the same length in the code.
You should call glOrtho using the width and height variables of your window:
glOrtho(0, width, 0, height, 0, 1);
Notice that I have changed the arguments to (left = 0, right = width, bottom = 0, top = height, ...). This allows you to work with a screen coordinate space that is similar to 2D rendering but the bottom-left corner is (0,0) and the top-right is (width,height).

Drawing shape using opengl

how can i draw shape like (sin) if i describe the shape like half circle closed and the other half circle connected with the first one. using Cartesian method this is my trying:
#include <windows.h>
#include <gl/Gl.h>
#include <gl/glut.h>
#include<math.h>
#include<cstdlib>
static void myDisplay()
{
glClear(GL_COLOR_BUFFER_BIT); // clear the screen
glColor3f(1.0,0.0,0.0);
glColor3f(0.0,0.0,0.0);
glBegin(GL_LINE_LOOP);
double xc=200, yc=200,r=100;
double x,y;
for (x = xc - r; x<= xc + r;x++)
{
y = sqrt((r*r)-((xc - x)*(xc - x)));
glVertex2d(x, yc + y);
}
for (x = xc +r ; x<= xc - r ; x++)
{
y = sqrt((r*r)-((xc - x)*(xc - x)));
glVertex2d(x , yc - y);
}
glEnd();
glFlush();
}
void myInit(void)
{
glClearColor(1.0,1.0,1.0,0.0); // set white background color
glColor3f(0.0f, 0.0f, 0.0f); // set the drawing color
glPointSize(4.0); // a ‘dot’ is 4 by 4 pixels
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, 640.0, 0.0, 480.0);
}
void main(int argc, char** argv)
{
glutInit(&argc, argv); // initialize the toolkit
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB); // set display mode
glutInitWindowSize(640,480); // set window size
glutInitWindowPosition(100, 150); // set window position on screen
glutCreateWindow("Line Scan Conversion"); // open the screen window
glutDisplayFunc(myDisplay); // register redraw function
myInit();
glutMainLoop(); // go into a perpetual loop
}
Just sample the function (sin()) directly:
#include <GL/glut.h>
#include <cmath>
static void myDisplay()
{
glClearColor( 0, 0, 0, 1 ); // set white background color
glClear(GL_COLOR_BUFFER_BIT); // clear the screen
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho( -0.5, 7, -1.2, 1.2, -1, 1 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// axes
glColor3ub( 255, 255, 255 );
glBegin( GL_LINES );
glVertex2i( 0, 0 );
glVertex2i( 7, 0 );
glVertex2i( 0, -1 );
glVertex2i( 0, 1 );
glEnd();
// sin() function plot
glColor3ub( 255, 0, 0 );
glBegin(GL_LINE_STRIP);
const unsigned int samples = 100;
for( unsigned int i = 0; i <= samples; ++i )
{
const float pct = ( (float)i / samples );
const float x = 2 * 3.14159 * pct;
const float y = sin( x );
glVertex2f( x, y );
}
glEnd();
glutSwapBuffers();
}
void main(int argc, char** argv)
{
glutInit(&argc, argv); // initialize the toolkit
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB); // set display mode
glutInitWindowSize(600, 600); // set window size
glutCreateWindow("Line Scan Conversion"); // open the screen window
glutDisplayFunc(myDisplay); // register redraw function
glutMainLoop(); // go into a perpetual loop
}
There is an issue in your second for loop:
for( x = xc + r; x <= xc - r; x++ )
this is being executed as x = 400; x <= 0; x++ which clearly will never run. Your issue (other than the obvious pointed out above) is that you are trying to account for the x offset in the loop iterations. I suggest changing to the following:
for( x = 0; x < 2r; x++ )
and then instead of
glVertex2d(x, yc + y);
glVertex2d(x, yc - y);
do
glVertex2d((xc - r) + x, yc + y);
glVertex2d((xc + r) + x, yc - y);
or something similar (not in a position to actual test this, but you should get the idea).

Segmentation Fault on OpenGL program

I'm trying to draw the Sierpinski carpet plane fractal using OpenGL, but my program keeps receiving a SegFault error.
My code is as follows:
#include <GL/gl.h>
#include <GL/glut.h>
#include <stdlib.h>
#include <math.h>
class GLintPoint
{
public:
GLint x, y;
};
int random(int m)
{
return rand() % m;
}
void drawDot(GLint x, GLint y)
{
glBegin(GL_POINTS);
glVertex2i(x, y);
glEnd();
}
void init()
{
glClearColor(1.0, 1.0, 1.0, 0.0);
glColor3f(0.0, 0.0, 0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0.0, 640.0, 0.0, 480.0);
}
int isSierpinskiCarpetPixelFilled(int x, int y, int width, int height)
{
GLintPoint point;
// base case 1 of 2
if ((x <= 0)||(y <= 0)||(x>=width)||(y>=height)) //top row or left column or out of bounds should be full
{
point.x = x;
point.y = y;
drawDot(point.x, point.y);
}
{
/*
If the grid was split in 9 parts, what part(x2,y2) would x,y fit into?
*/
int x2 = x * 3 / width; // an integer from 0..2 inclusive
int y2 = y * 3 / height; // an integer from 0..2 inclusive
// base case 2 of 2
if (x2 == 1 && y2 == 1) // if in the center square, it should be empty
return 0;
// general case
/* offset x and y so it becomes bounded by 0..width/3 and 0..height/3
and prepares for recursive call
some offset is added to make sure the parts have all the correct size when
width and height isn't divisible by 3 */
x -= (x2 * width+2) / 3;
y -= (y2 * height+2) / 3;
width = (width +2-x2)/3;
height = (height+2-y2)/3;
}
return isSierpinskiCarpetPixelFilled(x, y, width, height);
}
void drawSierpinskiCarpet()
{
glClear(GL_COLOR_BUFFER_BIT);
glColor3f(0.0, 1.0, 0.0);
int x = 50;
int y = 50;
isSierpinskiCarpetPixelFilled(x,y,50,50);
glFlush();
}
int main(int argc, char *argv[])
{
glutInit(&argc, argv);
glutInitWindowSize(640,480);
glutInitWindowPosition(10,10);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
glutCreateWindow("The Sierpinski Carpet");
glutDisplayFunc(drawSierpinskiCarpet);
init();
glutMainLoop();
return EXIT_SUCCESS;
}
It is likely getting a stack overflow. It appears to be recursing infinitely. Each call to isSierpinskiCarpetPixelFilled results in another call:
return isSierpinskiCarpetPixelFilled(x, y, width, height);
With the given input values, the input parameters (in order) will be:
50, 50, 50, 50
0, 0, 16, 16
0, 0, 6, 6
0, 0, 2, 2
0, 0, 1, 1
0, 0, 1, 1
... (until stack overflow)