使对象消失并出现在OpenGL中

时间:2018-12-24 14:31:56

标签: c++ opengl glut

#include <stdio.h> // this library is for standard input and output
#include "glut.h" // this library is for glut the OpenGL Utility Toolkit
#include <math.h>

// left square
void drawShape1(void) {
    glBegin(GL_POLYGON);
    glColor3f(1.0, 0.0, 0.0);
    glVertex2f(82, 250);
    glVertex2f(82, 200);
    glVertex2f(140, 200);
    glVertex2f(140, 250);
    glEnd();
}

// right square
void drawShape2(void) {
    glBegin(GL_POLYGON);
    glColor3f(1.0, 0.0, 0.0);
    glVertex2f(232, 250);
    glVertex2f(232, 200);
    glVertex2f(290, 200);
    glVertex2f(290, 250);
    glEnd();
}

void initRendering() {
    glEnable(GL_DEPTH_TEST);
}

// called when the window is resized
void handleResize(int w, int h) {
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    glOrtho(0.0f, (float)w, 0.0f, (float)h, -1.0f, 1.0f);
}

void display() {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    drawShape1();
    drawShape2();
    glutSwapBuffers();
    glutPostRedisplay();
}

// the timer code
void update(int value) {
    // add code here

    glutPostRedisplay();
    glutTimerFunc(5, update, 0);
}

int main(int argc, char** argv) {
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(400, 400);
    glutCreateWindow("Squares");
    initRendering();
    glutDisplayFunc(display);
    glutReshapeFunc(handleResize);
    glutTimerFunc(5, update, 0);
    glutMainLoop();
    return(0);
}

我中间有两个正方形。一个正方形在左边,另一个正方形在右边(请参见下面的屏幕截图)。我正在尝试使左方方块每5秒消失/出现一次。我已经添加了计时器代码,但是我在如何使对象消失/显示方面苦苦挣扎。

预览:

Two squares

1 个答案:

答案 0 :(得分:1)

第一个参数glutTimerFunc的单位是毫秒,而不是秒。所以5秒等于值5000。

创建类型为square1_visible的变量(bool),该变量指出左方格是否可见:

bool square1_visible = true;

每5秒钟在计时器函数square1_visible中更改变量update的状态:

void update(int value) {
    glutTimerFunc(5000, update, 0);
    square1_visible = !square1_visible;
}

根据变量square1_visible的状态绘制左方方块:

void display() {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    if ( square1_visible )
        drawShape1();
    drawShape2();
    glutSwapBuffers();
    glutPostRedisplay();
}
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