Linux 上的 SDL OpenGL 新手,这有什么问题吗?
我已经编写了一些代码来在 Ubuntu 上试验 opengl 编程,虽然已经有一段时间了,但我曾经对 C 有一定的了解。由于我被告知 c++ 是游戏编程的首选语言,我正在尝试用它进行开发。
这是我第一次真正尝试使用 sdl 进行 opengl,到目前为止,它可以编译并运行,但我的相机功能似乎没有做任何事情。 我知道可能有很多更好的方法来做这类事情,但我想在继续更高级的事情之前先了解基础知识。
main.cpp
#include <iostream>
#include <cmath>
#include "SDL/SDL.h"
#include "SDL/SDL_opengl.h"
int screen_width = 640;
int screen_height = 480;
const int screen_bpp = 32;
float rotqube = 0.9f;
float xpos = 0, ypos = 0, zpos = 0, xrot = 0, yrot = 0, angle=0.0;
float lastx, lasty;
SDL_Surface *screen = NULL; // create a default sdl_surface to render our opengl to
void camera (void) {
glRotatef(xrot,1.0,0.0,0.0); // x-axis (left and right)
glRotatef(yrot,0.0,1.0,0.0); // y-axis (up and down)
glTranslated(-xpos,-ypos,-zpos); // translate the screen to the position
SDL_GL_SwapBuffers();
}
int DrawCube(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f, 0.0f,-7.0f);
glRotatef(rotqube,0.0f,1.0f,0.0f);
glRotatef(rotqube,1.0f,1.0f,1.0f);
glBegin(GL_QUADS);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f( 1.0f, 1.0f,-1.0f);
glVertex3f(-1.0f, 1.0f,-1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glColor3f(1.0f,0.5f,0.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f( 1.0f,-1.0f,-1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glColor3f(1.0f,1.0f,0.0f);
glVertex3f( 1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f, 1.0f,-1.0f);
glVertex3f( 1.0f, 1.0f,-1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glColor3f(1.0f,0.0f,1.0f);
glVertex3f( 1.0f, 1.0f,-1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f,-1.0f);
glEnd();
SDL_GL_SwapBuffers();
rotqube +=0.9f;
return true;
}
bool init_sdl(void)
{
if( SDL_Init( SDL_INIT_EVERYTHING ) != 0 )
{
return false;
}
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
// TODO: Add error check to this screen surface init
screen = SDL_SetVideoMode( screen_width, screen_height, screen_bpp, SDL_OPENGL | SDL_HWSURFACE | SDL_RESIZABLE );
return true;
}
static void init_opengl()
{
float aspect = (float)screen_width / (float)screen_height;
glViewport(0, 0, screen_width, screen_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, aspect, 0.1, 100.0);
glMatrixMode(GL_MODELVIEW);
glClearColor(0.0, 0.0 ,0.0, 0);
glEnable(GL_DEPTH_TEST);
}
void heartbeat()
{
float xrotrad, yrotrad;
int diffx, diffy;
SDL_Event event;
while(1)
{
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_KEYDOWN:
switch(event.key.keysym.sym)
{
case SDLK_ESCAPE:
exit(0);
break;
case SDLK_w:
yrotrad = (yrot / 180 * 3.141592654f);
xrotrad = (xrot / 180 * 3.141592654f);
xpos += (float)sin(yrotrad);
zpos -= (float)cos(yrotrad);
ypos -= (float)sin(xrotrad);
std::cout << "w pressed" << std::endl;
break;
case SDLK_s:
yrotrad = (yrot / 180 * 3.141592654f);
xrotrad = (xrot / 180 * 3.141592654f);
xpos -= (float)sin(yrotrad);
zpos += (float)cos(yrotrad);
ypos += (float)sin(xrotrad);
break;
case SDLK_d:
yrotrad = (yrot / 180 * 3.141592654f);
xpos += (float)cos(yrotrad) * 0.2;
zpos += (float)sin(yrotrad) * 0.2;
break;
case SDLK_a:
yrotrad = (yrot / 180 * 3.141592654f);
xpos -= (float)cos(yrotrad) * 0.2;
zpos -= (float)sin(yrotrad) * 0.2;
break;
default:
break;
}
break;
case SDL_MOUSEMOTION:
diffx=event.motion.x-lastx; //check the difference between the current x and the last x position
diffy=event.motion.y-lasty; //check the difference between the current y and the last y position
lastx=event.motion.x; //set lastx to the current x position
lasty=event.motion.y; //set lasty to the current y position
xrot += (float)diffy; //set the xrot to xrot with the addition of the difference in the y position
yrot += (float)diffx; //set the xrot to yrot with the addition of the difference in the x position
break;
case SDL_QUIT:
exit(0);
break;
case SDL_VIDEORESIZE:
screen = SDL_SetVideoMode( event.resize.w, event.resize.h, screen_bpp, SDL_OPENGL | SDL_HWSURFACE | SDL_RESIZABLE );
screen_width = event.resize.w;
screen_height = event.resize.h;
init_opengl();
std::cout << "Resized to width: " << event.resize.w << " height: " << event.resize.h << std::endl;
break;
default:
break;
}
}
DrawCube();
camera();
SDL_Delay( 50 );
}
}
int main(int argc, char* argv[])
{
if( init_sdl() != false )
{
std::cout << "SDL Init Successful" << std::endl;
}
init_opengl();
std::cout << "Hello World" << std::endl;
heartbeat(); // this is essentially the main loop
SDL_Quit();
return 0;
}
Makefile
all:
g++ -o test main.cpp -lSDL -lGL -lGLU
它编译并运行,我想我只需要一些帮助来进行相机翻译。 谢谢
I have written some code to experiment with opengl programming on Ubuntu, its been a little while but I used to have a reasonable understanding of C. Since c++ i'm told is the language of choice for games programming I am trying to develop with it.
This is my first real attempt at opengl with sdl and I have gotten to this far, it compiles and runs but my camera function doesn't seem to do anything. I know there is probably a lot better ways to do this sort of stuff but I wanted to get the basics before I moved on to more advanced stuff.
main.cpp
#include <iostream>
#include <cmath>
#include "SDL/SDL.h"
#include "SDL/SDL_opengl.h"
int screen_width = 640;
int screen_height = 480;
const int screen_bpp = 32;
float rotqube = 0.9f;
float xpos = 0, ypos = 0, zpos = 0, xrot = 0, yrot = 0, angle=0.0;
float lastx, lasty;
SDL_Surface *screen = NULL; // create a default sdl_surface to render our opengl to
void camera (void) {
glRotatef(xrot,1.0,0.0,0.0); // x-axis (left and right)
glRotatef(yrot,0.0,1.0,0.0); // y-axis (up and down)
glTranslated(-xpos,-ypos,-zpos); // translate the screen to the position
SDL_GL_SwapBuffers();
}
int DrawCube(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f, 0.0f,-7.0f);
glRotatef(rotqube,0.0f,1.0f,0.0f);
glRotatef(rotqube,1.0f,1.0f,1.0f);
glBegin(GL_QUADS);
glColor3f(0.0f,1.0f,0.0f);
glVertex3f( 1.0f, 1.0f,-1.0f);
glVertex3f(-1.0f, 1.0f,-1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glColor3f(1.0f,0.5f,0.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f( 1.0f,-1.0f,-1.0f);
glColor3f(1.0f,0.0f,0.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glColor3f(1.0f,1.0f,0.0f);
glVertex3f( 1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f, 1.0f,-1.0f);
glVertex3f( 1.0f, 1.0f,-1.0f);
glColor3f(0.0f,0.0f,1.0f);
glVertex3f(-1.0f, 1.0f, 1.0f);
glVertex3f(-1.0f, 1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f,-1.0f);
glVertex3f(-1.0f,-1.0f, 1.0f);
glColor3f(1.0f,0.0f,1.0f);
glVertex3f( 1.0f, 1.0f,-1.0f);
glVertex3f( 1.0f, 1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f, 1.0f);
glVertex3f( 1.0f,-1.0f,-1.0f);
glEnd();
SDL_GL_SwapBuffers();
rotqube +=0.9f;
return true;
}
bool init_sdl(void)
{
if( SDL_Init( SDL_INIT_EVERYTHING ) != 0 )
{
return false;
}
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
// TODO: Add error check to this screen surface init
screen = SDL_SetVideoMode( screen_width, screen_height, screen_bpp, SDL_OPENGL | SDL_HWSURFACE | SDL_RESIZABLE );
return true;
}
static void init_opengl()
{
float aspect = (float)screen_width / (float)screen_height;
glViewport(0, 0, screen_width, screen_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60.0, aspect, 0.1, 100.0);
glMatrixMode(GL_MODELVIEW);
glClearColor(0.0, 0.0 ,0.0, 0);
glEnable(GL_DEPTH_TEST);
}
void heartbeat()
{
float xrotrad, yrotrad;
int diffx, diffy;
SDL_Event event;
while(1)
{
while(SDL_PollEvent(&event))
{
switch(event.type)
{
case SDL_KEYDOWN:
switch(event.key.keysym.sym)
{
case SDLK_ESCAPE:
exit(0);
break;
case SDLK_w:
yrotrad = (yrot / 180 * 3.141592654f);
xrotrad = (xrot / 180 * 3.141592654f);
xpos += (float)sin(yrotrad);
zpos -= (float)cos(yrotrad);
ypos -= (float)sin(xrotrad);
std::cout << "w pressed" << std::endl;
break;
case SDLK_s:
yrotrad = (yrot / 180 * 3.141592654f);
xrotrad = (xrot / 180 * 3.141592654f);
xpos -= (float)sin(yrotrad);
zpos += (float)cos(yrotrad);
ypos += (float)sin(xrotrad);
break;
case SDLK_d:
yrotrad = (yrot / 180 * 3.141592654f);
xpos += (float)cos(yrotrad) * 0.2;
zpos += (float)sin(yrotrad) * 0.2;
break;
case SDLK_a:
yrotrad = (yrot / 180 * 3.141592654f);
xpos -= (float)cos(yrotrad) * 0.2;
zpos -= (float)sin(yrotrad) * 0.2;
break;
default:
break;
}
break;
case SDL_MOUSEMOTION:
diffx=event.motion.x-lastx; //check the difference between the current x and the last x position
diffy=event.motion.y-lasty; //check the difference between the current y and the last y position
lastx=event.motion.x; //set lastx to the current x position
lasty=event.motion.y; //set lasty to the current y position
xrot += (float)diffy; //set the xrot to xrot with the addition of the difference in the y position
yrot += (float)diffx; //set the xrot to yrot with the addition of the difference in the x position
break;
case SDL_QUIT:
exit(0);
break;
case SDL_VIDEORESIZE:
screen = SDL_SetVideoMode( event.resize.w, event.resize.h, screen_bpp, SDL_OPENGL | SDL_HWSURFACE | SDL_RESIZABLE );
screen_width = event.resize.w;
screen_height = event.resize.h;
init_opengl();
std::cout << "Resized to width: " << event.resize.w << " height: " << event.resize.h << std::endl;
break;
default:
break;
}
}
DrawCube();
camera();
SDL_Delay( 50 );
}
}
int main(int argc, char* argv[])
{
if( init_sdl() != false )
{
std::cout << "SDL Init Successful" << std::endl;
}
init_opengl();
std::cout << "Hello World" << std::endl;
heartbeat(); // this is essentially the main loop
SDL_Quit();
return 0;
}
Makefile
all:
g++ -o test main.cpp -lSDL -lGL -lGLU
It compiles and runs, I guess I just need some help with doing the camera translation. Thanks
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从 DrawCube() 中删除 glLoadIdentity() 调用。 将其替换为开头的 glPushMatrix() 和结尾的 glPopMatrix()。 现在按“w”会执行一些操作。 (我不完全确定它应该做什么。)
问题是 glLoadIdentity 清除了以前使用 glTranslatef 等设置的所有转换。 详细说明:http://www.opengl .org/documentation/specs/man_pages/hardcopy/GL/html/gl/pushmatrix.html
Remove the glLoadIdentity() call from DrawCube(). Replace it with glPushMatrix() at the beginning and glPopMatrix() at the end. Now pressing 'w' does something. (I am not entirely sure what it is supposed to do.)
The problem is glLoadIdentity clears all the previous transformations set up with glTranslatef and the like. Detailed description: http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/pushmatrix.html
在绘制立方体之前尝试渲染相机。 现在相机平移工作正常,但是您正在相对于相机的相同位置绘制立方体。 如果您先绘制立方体,然后移动相机,您应该会看到您期望的翻译。
Try rendering the camera before drawing the cube. Right now the camera translation is working fine, but you're drawing the cube in the same position relative to the camera. If you draw the cube first, then move the camera, you should see the translation you were expecting.