C++ SDL2 OpenGL C++;移动使用VBO和FBO绘制的精灵
我使用fbo和vbo在我的Sprite.cpp中绑定并绘制了一个由两个三角形组成的矩形,下面是我的init方法C++ SDL2 OpenGL C++;移动使用VBO和FBO绘制的精灵,c++,opengl,sdl-2,C++,Opengl,Sdl 2,我使用fbo和vbo在我的Sprite.cpp中绑定并绘制了一个由两个三角形组成的矩形,下面是我的init方法 void Sprite::init(float x, float y, float width, float height) { _x = x; _y = y; _width = width; _height = height; if (_vboID == 0) { glGenBuffers(1, &_vboID); } vertexData[0] = x
void Sprite::init(float x, float y, float width, float height) {
_x = x;
_y = y;
_width = width;
_height = height;
if (_vboID == 0) {
glGenBuffers(1, &_vboID);
}
vertexData[0] = x + width;
vertexData[1] = y + height;
vertexData[2] = x;
vertexData[3] = y + height;
vertexData[4] = x;
vertexData[5] = y;
vertexData[6] = x + width;
vertexData[7] = y + height;
vertexData[8] = x;
vertexData[9] = y;
vertexData[10] = x + width;
vertexData[11] = y;
glBindBuffer(GL_ARRAY_BUFFER, _vboID);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexData), vertexData, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
这是画法
void Sprite::draw() {
glBindBuffer(GL_ARRAY_BUFFER, _vboID);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, 0x1406, GL_FALSE, 0, 0);
glDrawArrays(GL_TRIANGLES, 0, 6);
glDisableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
很明显,我遗漏了一些非常明显的概念,因为我似乎在任何地方都找不到解决方案,我的问题是当我按下s时,我的矩形没有向下移动。(因为我使用的是WASD移动)下面是输入处理程序的代码
void InputHandler::handleInput(SDL_Event* event, Sprite *toMove) {
switch (event->type) {
case SDL_KEYDOWN:
{
if (event->key.keysym.sym == SDLK_a) {
toMove->setMovementBooleans(MovementTuples::LEFT, true);
std::cout << "Set left ";
}
if (event->key.keysym.sym == SDLK_d) {
toMove->setMovementBooleans(MovementTuples::RIGHT, true);
std::cout << "Set right ";
}
if (event->key.keysym.sym == SDLK_s) {
toMove->setMovementBooleans(MovementTuples::DOWN, true);
std::cout << "Set down ";
}
if (event->key.keysym.sym == SDLK_w) {
toMove->setMovementBooleans(MovementTuples::UP, true);
std::cout << "Set up ";
}
break;
}
case SDL_KEYUP:
{
if (event->key.keysym.sym == SDLK_a) {
toMove->setMovementBooleans(MovementTuples::LEFT, false);
}
if (event->key.keysym.sym == SDLK_d) {
toMove->setMovementBooleans(MovementTuples::RIGHT, false);
}
if (event->key.keysym.sym == SDLK_s) {
toMove->setMovementBooleans(MovementTuples::DOWN, false);
}
if (event->key.keysym.sym == SDLK_w) {
toMove->setMovementBooleans(MovementTuples::UP, false);
}
}
}
void InputHandler::handleInput(SDL_事件*事件,精灵*移动){
开关(事件->类型){
案例SDL_按键关闭:
{
if(事件->key.keysym.sym==SDLK\u a){
toMove->setMovementBooleans(MovementTuples::LEFT,true);
std::cout key.keysym.sym==SDLK\u d){
toMove->setMovementBooleans(MovementTuples::RIGHT,true);
std::cout key.keysym.sym==SDLK\u s){
toMove->setMovementBooleans(MovementTuples::DOWN,true);
std::cout key.keysym.sym==SDLK\u w){
toMove->setMovementBooleans(MovementTuples::UP,true);
std::cout key.keysym.sym==SDLK_a){
toMove->setMovementBooleans(MovementTuples::LEFT,false);
}
if(事件->key.keysym.sym==SDLK\u d){
toMove->setMovementBooleans(MovementTuples::RIGHT,false);
}
if(事件->key.keysym.sym==SDLK\u s){
toMove->setMovementBooleans(MovementTuples::DOWN,false);
}
if(事件->key.keysym.sym==SDLK\u w){
toMove->setMovementBooleans(MovementTuples::UP,false);
}
}
}
}
此方法是静态访问的。以下是在“我的精灵cpp”中单击s键时向下移动精灵的代码
void Sprite::update() {
if (movementBooleans[MovementTuples::DOWN]) {
_x -= .1f;
init(_x, _y, _width, _height);
std::cout << "Moved to: (" << _x << ", " << _y << ")"<< std::endl;
}
void Sprite::update(){
if(movementBooleans[MovementTuples::DOWN]){
_x-=.1f;
初始值(x,y,宽度,高度);
我使用的是OpenGL。虽然我没有使用SDL,因为我使用的是用户实现的输入处理程序,但概念应该是相同的
我当前使用的游戏引擎有一个游戏类对象,该对象继承自引擎类对象,其中引擎类是一个单例对象。由于此游戏引擎的结构,引擎类需要游戏类实现虚拟键盘输入功能。以下是原型的外观
发动机等级
class Engine : public Singleton {
protected:
// Protected Members
private:
// Private Members
public:
// virtual destructor & public functions
protected:
// explicit protected Constructor & protected functions
private:
bool messageHandler( unsigned uMsg, WPARAM wParam, LPARAM lParam );
virtual void keyboardInput( unsigned vkCode, bool isPressed ) = 0;
// Other Private Functions
}; // Engine
class Game sealed : public Engine {
private:
// private members here
public:
// Constructor and virtual Destructor
private:
virtual void keyBoardInput( unsigned vkCode, bool isPressed ) override;
}; // Game
游戏类
class Engine : public Singleton {
protected:
// Protected Members
private:
// Private Members
public:
// virtual destructor & public functions
protected:
// explicit protected Constructor & protected functions
private:
bool messageHandler( unsigned uMsg, WPARAM wParam, LPARAM lParam );
virtual void keyboardInput( unsigned vkCode, bool isPressed ) = 0;
// Other Private Functions
}; // Engine
class Game sealed : public Engine {
private:
// private members here
public:
// Constructor and virtual Destructor
private:
virtual void keyBoardInput( unsigned vkCode, bool isPressed ) override;
}; // Game
下面是适用于Windows的messageHandler()函数
// ----------------------------------------------------------------------------
// messageHandler()
bool Engine::messageHandler( unsigned uMsg, WPARAM wParam, LPARAM lParam ) {
switch( uMsg ) {
case WM_CLOSE: {
PostQuitMessage( 0 );
return true;
}
case WM_SYSKEYDOWN : {
if ( ( VK_MENU == wParam ) && ( lParam & 0x1000000 ) ) {
wParam = VK_RMENU; // Alt Key
}
// Fall Through
}
case WM_KEYDOWN: {
if ( ( VK_RETURN == wParam ) && ( lParam & 0x1000000 ) ) {
wParam = VK_SEPARATOR;
} else if ( ( VK_CONTROL == wParam ) && ( lParam & 0x1000000 ) ) {
wParam = VK_RCONTROL;
}
if ( 0 == ( lParam & 0x40000000 ) ) { // Supress Key Repeats
keyboardInput( wParam, true );
}
return true;
}
case WM_SYSKEYUP: {
if ( ( VK_MENU == wParam ) && ( lParam & 0x1000000 ) ) {
wParam = VK_RMENU; // Alt Key
}
// Fall Through
}
case WM_KEYUP: {
if ( ( VK_RETURN == wParam ) && ( lParam & 0x1000000 ) ) {
wParam = VK_SEPARATOR;
} else if ( ( VK_CONTROL == wParam ) && ( lParam & 0x1000000 ) ) {
wParam = VK_RCONTROL;
}
keyboardInput( wParam, false );
return true;
}
case WM_MOUSEMOVE: {
// Mouse Motion Detected, Coordinates Are WRT Window Therefore
// 0,0 Is The Coordinate Of The Top Left Corner Of The Window
m_mouseState.position = glm::ivec2( LOWORD( lParam ), HIWORD( lParam ) );
mouseInput();
return true;
}
case WM_LBUTTONDOWN: {
m_mouseState.isButtonPressed[MOUSE_LEFT_BUTTON] = true;
mouseInput();
return true;
}
case WM_LBUTTONUP: {
m_mouseState.isButtonPressed[MOUSE_LEFT_BUTTON] = false;
mouseInput();
return true;
}
case WM_RBUTTONDOWN: {
m_mouseState.isButtonPressed[MOUSE_RIGHT_BUTTON] = true;
mouseInput();
return true;
}
case WM_RBUTTONUP: {
m_mouseState.isButtonPressed[MOUSE_RIGHT_BUTTON] = false;
mouseInput();
return true;
}
case WM_MBUTTONDOWN: {
m_mouseState.isButtonPressed[MOUSE_MIDDLE_BUTTON] = true;
mouseInput();
return true;
}
case WM_MBUTTONUP: {
m_mouseState.isButtonPressed[MOUSE_MIDDLE_BUTTON] = false;
mouseInput();
return true;
}
case WM_MOUSEWHEEL: {
// Mouse Wheel Moved
// wParam Contains How Much It Was Moved
return true;
}
default: {
return false; // Did Not Handle The Message
}
}
} // messageHandler
最后是keyboardInput()函数
//----------------------------------------------------------------------------
//键盘输入()
void Game::键盘输入(未签名的vkCode,bool-isPressed){
std::ostringstream strStream;
strStream我使用的是OpenGL。虽然我没有使用SDL,因为我使用的是用户实现的输入处理程序,但概念应该是相同的
我当前使用的游戏引擎有一个游戏类对象,该对象继承自引擎类对象,其中引擎类是一个单例对象。由于此游戏引擎的结构,引擎类需要游戏类实现虚拟键盘输入功能。以下是原型的外观
发动机等级
class Engine : public Singleton {
protected:
// Protected Members
private:
// Private Members
public:
// virtual destructor & public functions
protected:
// explicit protected Constructor & protected functions
private:
bool messageHandler( unsigned uMsg, WPARAM wParam, LPARAM lParam );
virtual void keyboardInput( unsigned vkCode, bool isPressed ) = 0;
// Other Private Functions
}; // Engine
class Game sealed : public Engine {
private:
// private members here
public:
// Constructor and virtual Destructor
private:
virtual void keyBoardInput( unsigned vkCode, bool isPressed ) override;
}; // Game
游戏类
class Engine : public Singleton {
protected:
// Protected Members
private:
// Private Members
public:
// virtual destructor & public functions
protected:
// explicit protected Constructor & protected functions
private:
bool messageHandler( unsigned uMsg, WPARAM wParam, LPARAM lParam );
virtual void keyboardInput( unsigned vkCode, bool isPressed ) = 0;
// Other Private Functions
}; // Engine
class Game sealed : public Engine {
private:
// private members here
public:
// Constructor and virtual Destructor
private:
virtual void keyBoardInput( unsigned vkCode, bool isPressed ) override;
}; // Game
下面是适用于Windows的messageHandler()函数
// ----------------------------------------------------------------------------
// messageHandler()
bool Engine::messageHandler( unsigned uMsg, WPARAM wParam, LPARAM lParam ) {
switch( uMsg ) {
case WM_CLOSE: {
PostQuitMessage( 0 );
return true;
}
case WM_SYSKEYDOWN : {
if ( ( VK_MENU == wParam ) && ( lParam & 0x1000000 ) ) {
wParam = VK_RMENU; // Alt Key
}
// Fall Through
}
case WM_KEYDOWN: {
if ( ( VK_RETURN == wParam ) && ( lParam & 0x1000000 ) ) {
wParam = VK_SEPARATOR;
} else if ( ( VK_CONTROL == wParam ) && ( lParam & 0x1000000 ) ) {
wParam = VK_RCONTROL;
}
if ( 0 == ( lParam & 0x40000000 ) ) { // Supress Key Repeats
keyboardInput( wParam, true );
}
return true;
}
case WM_SYSKEYUP: {
if ( ( VK_MENU == wParam ) && ( lParam & 0x1000000 ) ) {
wParam = VK_RMENU; // Alt Key
}
// Fall Through
}
case WM_KEYUP: {
if ( ( VK_RETURN == wParam ) && ( lParam & 0x1000000 ) ) {
wParam = VK_SEPARATOR;
} else if ( ( VK_CONTROL == wParam ) && ( lParam & 0x1000000 ) ) {
wParam = VK_RCONTROL;
}
keyboardInput( wParam, false );
return true;
}
case WM_MOUSEMOVE: {
// Mouse Motion Detected, Coordinates Are WRT Window Therefore
// 0,0 Is The Coordinate Of The Top Left Corner Of The Window
m_mouseState.position = glm::ivec2( LOWORD( lParam ), HIWORD( lParam ) );
mouseInput();
return true;
}
case WM_LBUTTONDOWN: {
m_mouseState.isButtonPressed[MOUSE_LEFT_BUTTON] = true;
mouseInput();
return true;
}
case WM_LBUTTONUP: {
m_mouseState.isButtonPressed[MOUSE_LEFT_BUTTON] = false;
mouseInput();
return true;
}
case WM_RBUTTONDOWN: {
m_mouseState.isButtonPressed[MOUSE_RIGHT_BUTTON] = true;
mouseInput();
return true;
}
case WM_RBUTTONUP: {
m_mouseState.isButtonPressed[MOUSE_RIGHT_BUTTON] = false;
mouseInput();
return true;
}
case WM_MBUTTONDOWN: {
m_mouseState.isButtonPressed[MOUSE_MIDDLE_BUTTON] = true;
mouseInput();
return true;
}
case WM_MBUTTONUP: {
m_mouseState.isButtonPressed[MOUSE_MIDDLE_BUTTON] = false;
mouseInput();
return true;
}
case WM_MOUSEWHEEL: {
// Mouse Wheel Moved
// wParam Contains How Much It Was Moved
return true;
}
default: {
return false; // Did Not Handle The Message
}
}
} // messageHandler
最后是keyboardInput()函数
//----------------------------------------------------------------------------
//键盘输入()
void Game::键盘输入(未签名的vkCode,bool-isPressed){
std::ostringstream strStream;
strStream如果你想移动OpenGL图形,你真的应该做矩阵变换
我个人使用GLM为我完成所有繁重的工作,因此我所要做的就是在转换完成后将矩阵传递到GLSL。如果你想移动OpenGL图形,你真的应该进行矩阵转换
我个人使用GLM为我完成所有繁重的工作,所以我所要做的就是在变换完成后将矩阵传递到GLSL。+1为了努力,但这与我的问题毫无关系,是的,我知道你在做什么,但我的问题是如何移动我的精灵…我的输入工作。从你向我描述的内容来看:“…,我的问题是当我按下s键时,我的矩形没有向下移动…”
“然后你显示了你的inputHandler()
的逻辑,然后你继续说,“当我按下时,我的矩形完全消失,x值保持不变;…
”这个行为听起来像是重复按下了这个键
尝试使用从0.1f
到0.05f
的较小值,而不是修改\ux
变量,将其替换为\uy
。如果要垂直移动它,请增加和减少向量的y分量。您还没有显示调用这些函数的代码。我希望它触发contin就像这样,我把它放到了0.00001f,它在我的messageHandler中做了同样的事情,我要做的就是注释掉这段代码:if(0==(lParam&0x40000000)){//superss key Repeats keyboardInput(wParam,true);}
因为这会抑制多个关键动作。+1表示努力,但这实际上与我的问题无关,是的,我知道你在做什么,但我的问题是如何移动我的精灵…我的输入工作。根据你对我的描述:“,我的问题是当我按下s时,我的矩形不会向下移动…”
”然后你展示了你的inputHandler()
的逻辑,然后你继续说,“当我点击下时,我的矩形完全消失,x值保持不变,…
”,行为听起来就像是重复按下键。在你的Sprite::update()中
尝试使用从0.1f
到0.05f
的较小值,而不是修改\ux
变量