我的GLUT计划表现非常出乎意料。它所做的一切(它应该做的全部)都是清晰的屏幕蓝色并画出一个向后移动的紫色三角形。
首先,这是我的代码:
#include <GL/glut.h>
#include <iostream>
class Ground{
private:
float zpos;
public:
Ground(){
zpos = -5.0f;
}
void Render(){
glColor3f(1.0,0.0,1.0);
glBegin(GL_TRIANGLES);
glVertex3f(0,0,zpos);
glVertex3f(0,1,zpos);
glVertex3f(1,1,zpos);
glEnd();
zpos -= 0.1f;
}
};
class Skybox{
public:
Skybox(){
}
void Render(){
glClearColor(0.5, 0.8, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
};
Skybox s;
Ground g;
void init(void)
{
s = Skybox();
g = Ground();
glShadeModel (GL_SMOOTH);
glMatrixMode(GL_MODELVIEW);
glDepthFunc(GL_LEQUAL);
glViewport(0,0,glutGet(GLUT_SCREEN_WIDTH), glutGet(GLUT_SCREEN_HEIGHT));
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60,glutGet(GLUT_SCREEN_WIDTH)/glutGet(GLUT_SCREEN_HEIGHT),0.1,100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void display(void)
{
std::cout << "Hi";
glClearColor(0,0,0,0);
glClearDepth(1);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
s.Render();
g.Render();
glLoadIdentity();
glutSwapBuffers();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize( 800, 600 );
glutCreateWindow ("Umm");
init ();
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
然而,代码无法按预期工作 - 紫色三角形不会退回到距离中,它会保持静止,简单的cout
甚至不会做任何事情! (但不知何故,显示功能之后的所有代码都被执行,但只执行一次?)
我做错了什么?
答案 0 :(得分:1)
添加计时器回调以反复发布重新显示:
void timer( int value )
{
glutPostRedisplay();
glutTimerFunc( 16, timer, 0 );
}
否则display()
仅在操作系统感觉到时才会被调用,通常是after an expose/damage/paint event (like a window resize, or exposing more of the window by moving another window off of it)。
所有在一起:
#include <GL/glut.h>
#include <iostream>
class Ground{
private:
float zpos;
public:
Ground(){
zpos = -5.0f;
}
void Render(){
glColor3f(1.0,0.0,1.0);
glBegin(GL_TRIANGLES);
glVertex3f(0,0,zpos);
glVertex3f(0,1,zpos);
glVertex3f(1,1,zpos);
glEnd();
zpos -= 0.1f;
}
};
class Skybox{
public:
Skybox(){
}
void Render(){
glClearColor(0.5, 0.8, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
}
};
Skybox s;
Ground g;
void init(void)
{
s = Skybox();
g = Ground();
glShadeModel (GL_SMOOTH);
glMatrixMode(GL_MODELVIEW);
glDepthFunc(GL_LEQUAL);
glViewport(0,0,glutGet(GLUT_SCREEN_WIDTH), glutGet(GLUT_SCREEN_HEIGHT));
glEnable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60,glutGet(GLUT_SCREEN_WIDTH)/glutGet(GLUT_SCREEN_HEIGHT),0.1,100);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void display(void)
{
std::cout << "Hi";
glClearColor(0,0,0,0);
glClearDepth(1);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
s.Render();
g.Render();
glLoadIdentity();
glutSwapBuffers();
}
void timer( int value )
{
glutTimerFunc( 16, timer, 0 );
glutPostRedisplay();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode (GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize( 800, 600 );
glutCreateWindow ("Umm");
init ();
glutTimerFunc( 0, timer, 0 );
glutDisplayFunc(display);
glutMainLoop();
return 0;
}