我正致力于在wxWidets openGl应用中进行简单的动画循环。我在循环迭代问题上没有完全绘制屏幕,然后在每次迭代中显示它。似乎.1s足以完全绘制简单的场景....任何人都可以让我知道为什么它不会?
谢谢!
#include <wx/wx.h>
#include <wx/glcanvas.h>
#ifdef __WXMAC__
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#ifndef WIN32
#include <unistd.h> // FIXME: ¿This work/necessary in Windows?
//Not necessary, but if it was, it needs to be replaced by process.h AND io.h
#endif
//#include "GlBox.cpp"
#include <iostream>
using namespace std;
class wxGLCanvasSubClass: public wxGLCanvas {
public:
wxGLCanvasSubClass(wxFrame* parent);
void Paintit(wxPaintEvent& event);
void Render();
protected:
DECLARE_EVENT_TABLE()
//GlBox myBox;
};
wxGLCanvasSubClass *thing;
static void timerRender(int count)
{
thing->Render();
cout << "render timeout was called \n";
glutTimerFunc(25, timerRender, 0);
}
static void myIdleFunc()
{
cout << "idleing \n";
cout.flush();
}
static void setRender(wxGLCanvasSubClass *thing2)
{
thing = thing2;
cout << "global thing was set \n";
glutTimerFunc(1100, timerRender, 0);
}
BEGIN_EVENT_TABLE(wxGLCanvasSubClass, wxGLCanvas)
EVT_PAINT (wxGLCanvasSubClass::Paintit)
END_EVENT_TABLE()
wxGLCanvasSubClass::wxGLCanvasSubClass(wxFrame *parent)
:wxGLCanvas(parent, wxID_ANY, wxDefaultPosition, wxDefaultSize, 0, wxT("GLCanvas")){
int argc = 1;
char* argv[1] = { wxString((wxTheApp->argv)[0]).char_str() };
/*
NOTE: this example uses GLUT in order to have a free teapot model
to display, to show 3D capabilities. GLUT, however, seems to cause problems
on some systems. If you meet problems, first try commenting out glutInit(),
then try comeenting out all glut code
*/
glutInit(&argc, argv);
glutIdleFunc(myIdleFunc);
}
void wxGLCanvasSubClass::Paintit(wxPaintEvent& WXUNUSED(event)){
Render();
}
void wxGLCanvasSubClass::Render()
{
SetCurrent();
wxPaintDC(this);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, (GLint)GetSize().x, (GLint)GetSize().y);
glBegin(GL_POLYGON);
glColor3f(1.0, 1.0, 1.0);
glVertex2f(-0.5, -0.5);
glVertex2f(-0.5, 0.5);
glVertex2f(0.5, 0.5);
glVertex2f(0.5, -0.5);
glColor3f(0.4, 0.5, 0.4);
glVertex2f(0.0, -0.8);
glEnd();
// using a little of glut
glColor4f(0,0,1,1);
glutWireTeapot(0.4);
glLoadIdentity();
glColor4f(2,0,1,1);
glutWireTeapot(0.6);
//myBox.getIt();
SwapBuffers();
glFlush();
//
}
class MyApp: public wxApp
{
virtual bool OnInit();
void onIdle(wxIdleEvent& evt);
time_t lastEvent;
bool slept ;
wxGLCanvas * MyGLCanvas;
wxGLCanvasSubClass * myCanvas;
};
IMPLEMENT_APP(MyApp)
bool MyApp::OnInit()
{
slept = false;
lastEvent = time( &lastEvent);
wxFrame *frame = new wxFrame((wxFrame *)NULL, -1, wxT("Hello GL World"), wxPoint(50,50), wxSize(200,200));
myCanvas = new wxGLCanvasSubClass(frame);
frame->Show(TRUE);
Connect( wxID_ANY, wxEVT_IDLE, wxIdleEventHandler(MyApp::onIdle) );
return TRUE;
}
void MyApp::onIdle(wxIdleEvent& evt)
{
if(slept)
{
slept = false;
cout << "event hit " << lastEvent;
myCanvas->Render();
evt.RequestMore();
} else {
cout << "idleing \n " << lastEvent;
usleep(100000);
slept = true;
evt.RequestMore();
}
}
答案 0 :(得分:2)
在OpenGL方面,GLUT不是必须使用的东西。 GLUT是第三方框架,wxWidgets是第三方框架。并且都实现了一个事件循环。
你不应该混合这些。只使用wxWidgets,它提供了一个非常精细的OpenGL小部件。