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c++ - 尝试使用 C++ 使纹理在 OpenGL 中工作时访问冲突

转载 作者:太空狗 更新时间:2023-10-29 21:49:16 26 4
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好的.. 全新的 C++(我的意思是 super 新)。我了解很多 PHP 和 javascript,所以我了解基本的代码结构等。现在,我只是想掌握 C++ 概念。我可以制作一个正方形并使用我在网上找到的教程移动它。不要介意正方形大小与纹理(它是 175x55,它位于根目录 [texture.bmp] 中)。但是我试图打开纹理,但出现错误。我正在使用 SDL 和 openGL。我得到的错误是:

“Test1.exe 中 0x0020fee9 处未处理的异常:0x0000005:访问冲突读取位置 0x00139000”

我在网上看过,据我所知,有些东西被乱序调用(根据我在网上找到的所有结果)。我觉得..

我的代码如下:

//The headers
#include "SDL.h"
#include "SDL_opengl.h"
#include "stdio.h"
#pragma comment( lib, "opengl32.lib" )
#pragma comment( lib, "glu32.lib" )

//Screen attributes
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
const int SCREEN_BPP = 32;

//The frame rate
const int FRAMES_PER_SECOND = 60;

//The attributes of the square
const int SQUARE_WIDTH = 20;
const int SQUARE_HEIGHT = 20;

//Event handler
SDL_Event event;

//The square
class Square
{
private:
//The offsets
int x, y;

//The velocity of the square
int xVel, yVel;

public:
//Initializes
Square();

//Handles key presses
void handle_input();

//Moves the square
void move();

//Shows the square on the screen
void show();

void getTexture();
};

//The timer
class Timer
{
private:
//The clock time when the timer started
int startTicks;

//The ticks stored when the timer was paused
int pausedTicks;

//The timer status
bool paused;
bool started;

public:
//Initializes variables
Timer();

//The various clock actions
void start();
void stop();
void pause();
void unpause();

//Gets the timer's time
int get_ticks();

//Checks the status of the timer
bool is_started();
bool is_paused();
};

bool init_GL()
{
//Set clear color
glClearColor( 0, 0, 0, 0 );

//Set projection
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1, 1 );

//Initialize modelview matrix
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();

//If there was any errors
if( glGetError() != GL_NO_ERROR )
{
return false;
}

//If everything initialized
return true;
}

bool init()
{
//Initialize SDL
if( SDL_Init( SDL_INIT_EVERYTHING ) < 0 )
{
return false;
}

//Create Window
if( SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_OPENGL ) == NULL )
{
return false;
}

//Initialize OpenGL
if( init_GL() == false )
{
return false;
}

//Set caption
SDL_WM_SetCaption( "OpenGL Test", NULL );

return true;
}

void clean_up()
{
//Quit SDL
SDL_Quit();
}

Square::Square()
{
//Initialize offsets
x = 0;
y = 0;

//Initialize velocity
xVel = 0;
yVel = 0;
}

void Square::handle_input()
{
//If a key was pressed
if( event.type == SDL_KEYDOWN )
{
//Adjust the velocity
switch( event.key.keysym.sym )
{
case SDLK_UP: yVel -= SQUARE_HEIGHT / 2; break;
case SDLK_DOWN: yVel += SQUARE_HEIGHT / 2; break;
case SDLK_LEFT: xVel -= SQUARE_WIDTH / 2; break;
case SDLK_RIGHT: xVel += SQUARE_WIDTH / 2; break;
}
}
//If a key was released
else if( event.type == SDL_KEYUP )
{
//Adjust the velocity
switch( event.key.keysym.sym )
{
case SDLK_UP: yVel += SQUARE_HEIGHT / 2; break;
case SDLK_DOWN: yVel -= SQUARE_HEIGHT / 2; break;
case SDLK_LEFT: xVel += SQUARE_WIDTH / 2; break;
case SDLK_RIGHT: xVel -= SQUARE_WIDTH / 2; break;
}
}
}

void Square::move()
{
//Move the square left or right
x += xVel;

//If the square went too far
if( ( x < 0 ) || ( x + SQUARE_WIDTH > SCREEN_WIDTH ) )
{
//Move back
x -= xVel;
}

//Move the square up or down
y += yVel;

//If the square went too far
if( ( y < 0 ) || ( y + SQUARE_HEIGHT > SCREEN_HEIGHT ) )
{
//Move back
y -= yVel;
}
}

void getTexture()
{
GLuint texture; // Texture object handle

SDL_Surface *surface; // Gives us the information to make the texture

if ( (surface = SDL_LoadBMP("image.bmp")) ) {

// Check that the image's width is a power of 2
if ( (surface->w & (surface->w - 1)) != 0 ) {
printf("warning: image.bmp's width is not a power of 2\n");
}

// Also check if the height is a power of 2
if ( (surface->h & (surface->h - 1)) != 0 ) {
printf("warning: image.bmp's height is not a power of 2\n");
}

// Have OpenGL generate a texture object handle for us
glGenTextures( 1, &texture );

// Bind the texture object
glBindTexture( GL_TEXTURE_2D, texture );

// Set the texture's stretching properties
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

// Edit the texture object's image data using the information SDL_Surface gives us
glTexImage2D( GL_TEXTURE_2D, 0, 3, surface->w, surface->h, 0,
GL_BGR, GL_UNSIGNED_BYTE, surface->pixels );
}

// Free the SDL_Surface only if it was successfully created
if ( surface ) {
SDL_FreeSurface( surface );
}

// Bind the texture to which subsequent calls refer to
glBindTexture( GL_TEXTURE_2D, texture );

}

void Square::show()
{
//Move to offset
glTranslatef( x, y, 0 );

//Start quad
glBegin( GL_QUADS );
// Top-left vertex (corner)
glTexCoord2i( 0, 0 );
glVertex3f( 100, 100, 0 );

// Bottom-left vertex (corner)
glTexCoord2i( 1, 0 );
glVertex3f( 228, 100, 0 );

// Bottom-right vertex (corner)
glTexCoord2i( 1, 1 );
glVertex3f( 228, 228, 0 );

// Top-right vertex (corner)
glTexCoord2i( 0, 1 );
glVertex3f( 100, 228, 0 );
glEnd();

//Reset
glLoadIdentity();
}

Timer::Timer()
{
//Initialize the variables
startTicks = 0;
pausedTicks = 0;
paused = false;
started = false;
}

void Timer::start()
{
//Start the timer
started = true;

//Unpause the timer
paused = false;

//Get the current clock time
startTicks = SDL_GetTicks();
}

void Timer::stop()
{
//Stop the timer
started = false;

//Unpause the timer
paused = false;
}

void Timer::pause()
{
//If the timer is running and isn't already paused
if( ( started == true ) && ( paused == false ) )
{
//Pause the timer
paused = true;

//Calculate the paused ticks
pausedTicks = SDL_GetTicks() - startTicks;
}
}

void Timer::unpause()
{
//If the timer is paused
if( paused == true )
{
//Unpause the timer
paused = false;

//Reset the starting ticks
startTicks = SDL_GetTicks() - pausedTicks;

//Reset the paused ticks
pausedTicks = 0;
}
}

int Timer::get_ticks()
{
//If the timer is running
if( started == true )
{
//If the timer is paused
if( paused == true )
{
//Return the number of ticks when the timer was paused
return pausedTicks;
}
else
{
//Return the current time minus the start time
return SDL_GetTicks() - startTicks;
}
}

//If the timer isn't running
return 0;
}

bool Timer::is_started()
{
return started;
}

bool Timer::is_paused()
{
return paused;
}

int main( int argc, char *argv[] )
{
//Quit flag
bool quit = false;

//Initialize
if( init() == false )
{
return 1;
}

//Our square object
Square square;

getTexture();

//The frame rate regulator
Timer fps;

//Wait for user exit
while( quit == false )
{
//Start the frame timer
fps.start();

//While there are events to handle
while( SDL_PollEvent( &event ) )
{
//Handle key presses
square.handle_input();

if( event.type == SDL_QUIT )
{
quit = true;
}
}

//Move the square
square.move();

//Clear the screen
glClear( GL_COLOR_BUFFER_BIT );

//Show the square
square.show();

//Update screen
SDL_GL_SwapBuffers();

//Cap the frame rate
if( fps.get_ticks() < 1000 / FRAMES_PER_SECOND )
{
SDL_Delay( ( 1000 / FRAMES_PER_SECOND ) - fps.get_ticks() );
}
}

//Clean up
clean_up();

return 0;
}

您可以将其粘贴到 MS Visual C++ 2010(我正在使用的)中。如果最好以不同的方式做,或者您可能有任何其他建议,请给我建议。谢谢。

最佳答案

我无法真正重现您的问题。该程序执行得很好,并且通过添加 glEnable(GL_TEXTURE_2D) 它甚至可以显示一个纹理正方形。请注意,您不应在对象的类中进行输入处理,而应使用专用的输入处理程序,将输入事件的结果委托(delegate)给对象。这不是 Java,您不必将所有内容都放在一个类中,尤其是对于像 SDL 这样与类无关的库。 getTextures 在您的代码中被声明为成员函数,但未定义。

在对 http://pastebin.com/c58Hmw9Z 中的代码进行这 4 次更改之后按预期执行。顺便说一句:由于 OpenGL-2 纹理可能具有任意分辨率。

关于c++ - 尝试使用 C++ 使纹理在 OpenGL 中工作时访问冲突,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/8598859/

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