C++ 我的C++;OpenGL SDL程序没有像我预期的那样工作
我刚刚开始学习OpenGL,我正在尝试做一个乒乓球游戏。 我很难让拨片出现在屏幕上,我不明白为什么:我想用这个代码,它应该出现在左上角,按下向下键和向上键时移动 main.cpp-C++ 我的C++;OpenGL SDL程序没有像我预期的那样工作,c++,opengl,sdl,C++,Opengl,Sdl,我刚刚开始学习OpenGL,我正在尝试做一个乒乓球游戏。 我很难让拨片出现在屏幕上,我不明白为什么:我想用这个代码,它应该出现在左上角,按下向下键和向上键时移动 main.cpp- #include <SDL/SDL.h> #include <SDL/SDL_opengl.h> #include "classes.h" #include "functions.h" int main (int argc, char *argv[]) { init_everythi
#include <SDL/SDL.h>
#include <SDL/SDL_opengl.h>
#include "classes.h"
#include "functions.h"
int main (int argc, char *argv[])
{
init_everything();
PlayerPaddle paddle;
bool quit = false;
while( quit == false )
{
while( SDL_PollEvent( &event ) )
{
paddle.handle_input();
if( event.type == SDL_QUIT )
{
quit = true;
}
}
glClear( GL_COLOR_BUFFER_BIT );
paddle.show();
SDL_GL_SwapBuffers();
}
SDL_Quit();
return 0;
}
试一试:
#include <SDL.h>
#include <SDL_opengl.h>
class PlayerPaddle
{
private:
int xloc;
int yloc;
int paddle_height;
int paddle_width;
public:
PlayerPaddle()
{
xloc = 0;
yloc = 0;
paddle_height = 50;
paddle_width = 15;
}
void show()
{
glPushMatrix();
glTranslatef( xloc, yloc, 0 );
glBegin( GL_QUADS );
glColor4f( 1.0, 1.0, 1.0, 1.0 );
glVertex2f( 0, 0 );
glVertex2f( paddle_width, 0 );
glVertex2f( paddle_width, paddle_height );
glVertex2f( 0, paddle_height );
glEnd();
glPopMatrix();
}
void handle_input( const SDL_Event& event )
{
if( event.type == SDL_KEYDOWN )
{
switch( event.key.keysym.sym )
{
case SDLK_UP: yloc += 10; break;
case SDLK_DOWN: yloc -= 10; break;
}
}
if (yloc < 0)
{
yloc = 0;
}
if (yloc > 640)
{
yloc = 640;
}
}
};
void init_GL()
{
glClearColor( 0, 0, 0, 0 );
glViewport(0, 0, 640, 480);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0, 640, 0, 480, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
}
void init_everything()
{
SDL_Init( SDL_INIT_EVERYTHING );
SDL_SetVideoMode( 640, 480, 32, SDL_OPENGL );
init_GL();
SDL_WM_SetCaption( "Pong by Michael Clover", NULL );
}
int main (int argc, char *argv[])
{
init_everything();
PlayerPaddle paddle;
bool quit = false;
while( quit == false )
{
SDL_Event event;
while( SDL_PollEvent( &event ) )
{
paddle.handle_input( event );
if( event.type == SDL_QUIT )
{
quit = true;
}
}
glClear( GL_COLOR_BUFFER_BIT );
paddle.show();
SDL_GL_SwapBuffers();
}
SDL_Quit();
return 0;
}
#包括
#包括
类PlayerPaddle
{
私人:
int-xloc;
内洛克;
内桨高度;
内桨宽度;
公众:
PlayerPaddle()
{
xloc=0;
yloc=0;
桨叶高度=50;
桨叶宽度=15;
}
无效显示()
{
glPushMatrix();
glTranslatef(xloc,yloc,0);
glBegin(GL_QUADS);
glColor4f(1.0,1.0,1.0,1.0);
glVertex2f(0,0);
glVertex2f(桨叶宽度,0);
glVertex2f(桨叶宽度、桨叶高度);
glVertex2f(0,桨叶高度);
格伦德();
glPopMatrix();
}
无效句柄输入(常量SDL事件和事件)
{
if(event.type==SDL\u KEYDOWN)
{
开关(event.key.keysym.sym)
{
案例SDLK_UP:yloc+=10;中断;
案例SDLK_DOWN:yloc-=10;中断;
}
}
if(yloc<0)
{
yloc=0;
}
如果(yloc>640)
{
yloc=640;
}
}
};
void init_GL()
{
glClearColor(0,0,0,0);
glViewport(0,060480);
glMatrixMode(GL_投影);
glLoadIdentity();
格洛托(0640,0480,-1,1);
glMatrixMode(GLU模型视图);
glLoadIdentity();
}
void init_everything()
{
SDL_Init(SDL_Init_EVERYTHING);
SDL_设置视频模式(640480 32,SDL_OPENGL);
init_GL();
SDL_WM_SetCaption(“迈克尔·克洛弗的乒乓球”,空);
}
int main(int argc,char*argv[])
{
初始化一切();
游戏者桨;
bool-quit=false;
while(quit==false)
{
SDL_事件;
while(SDL_事件和事件))
{
处理输入(事件);
if(event.type==SDL\u QUIT)
{
退出=真;
}
}
glClear(GLU颜色缓冲位);
划桨;
SDL_GL_SwapBuffers();
}
SDL_退出();
返回0;
}
最值得注意的是,您的构造函数已损坏。您正在声明和设置局部变量,而不是成员变量。这导致了未初始化的成员变量,远离了la la land(-8万左右,在我的机器上),而且(显然)离您的视口很远:)
我切换了
glOrtho()
调用以生成标准的笛卡尔坐标系,左下角为(0,0),右上角为(640480)。非常感谢!。现在你要指出,我对我的构造函数犯了这样一个愚蠢的错误感到很愚蠢,但在查看代码时,我并没有意识到这一点:/@Michael,事情发生了。。。但如果这个答案解决了所有问题,请将其标记为已接受。
#ifndef FUNCTIONS_H
#define FUNCTIONS_H
void init_GL()
{
glClearColor( 0, 0, 0, 0 );
glViewport(0, 0, 640, 480);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0, 640, 480, 0, 1, -1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
}
void init_everything()
{
SDL_Init( SDL_INIT_EVERYTHING );
SDL_SetVideoMode( 640, 480, 32, SDL_OPENGL );
init_GL();
SDL_WM_SetCaption( "Pong by Michael Clover", NULL );
}
#endif
#include <SDL.h>
#include <SDL_opengl.h>
class PlayerPaddle
{
private:
int xloc;
int yloc;
int paddle_height;
int paddle_width;
public:
PlayerPaddle()
{
xloc = 0;
yloc = 0;
paddle_height = 50;
paddle_width = 15;
}
void show()
{
glPushMatrix();
glTranslatef( xloc, yloc, 0 );
glBegin( GL_QUADS );
glColor4f( 1.0, 1.0, 1.0, 1.0 );
glVertex2f( 0, 0 );
glVertex2f( paddle_width, 0 );
glVertex2f( paddle_width, paddle_height );
glVertex2f( 0, paddle_height );
glEnd();
glPopMatrix();
}
void handle_input( const SDL_Event& event )
{
if( event.type == SDL_KEYDOWN )
{
switch( event.key.keysym.sym )
{
case SDLK_UP: yloc += 10; break;
case SDLK_DOWN: yloc -= 10; break;
}
}
if (yloc < 0)
{
yloc = 0;
}
if (yloc > 640)
{
yloc = 640;
}
}
};
void init_GL()
{
glClearColor( 0, 0, 0, 0 );
glViewport(0, 0, 640, 480);
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
glOrtho( 0, 640, 0, 480, -1, 1 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
}
void init_everything()
{
SDL_Init( SDL_INIT_EVERYTHING );
SDL_SetVideoMode( 640, 480, 32, SDL_OPENGL );
init_GL();
SDL_WM_SetCaption( "Pong by Michael Clover", NULL );
}
int main (int argc, char *argv[])
{
init_everything();
PlayerPaddle paddle;
bool quit = false;
while( quit == false )
{
SDL_Event event;
while( SDL_PollEvent( &event ) )
{
paddle.handle_input( event );
if( event.type == SDL_QUIT )
{
quit = true;
}
}
glClear( GL_COLOR_BUFFER_BIT );
paddle.show();
SDL_GL_SwapBuffers();
}
SDL_Quit();
return 0;
}