Окей .. новенький в C ++ (я имею в виду супер новый).Я понимаю много PHP и JavaScript, поэтому я понимаю основную структуру кода и тому подобное.Прямо сейчас я просто пытаюсь овладеть концепциями C ++.Я могу создать квадрат и перемещать его, используя учебник, который я нашел в Интернете.Не берите в голову размер квадрата против текстуры (его 175x55, и он находится в корневом каталоге [texture.bmp]). Однако я пытаюсь получить текстуру и получаю ошибку.Я использую SDL и openGL.Я получаю сообщение об ошибке:
"Необработанное исключение в 0x0020fee9 в Test1.exe: 0x0000005: Место чтения нарушения доступа 0x00139000"
Я посмотрел в Интернете, и из того, что я понимаю, что-то вызываетсяпорядка (из всех результатов, которые я нашел в Интернете).Я думаю ..
Мой код выглядит следующим образом:
//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;
}
Вы можете вставить это в MS Visual C ++ 2010 (что я использую).Пожалуйста, дайте мне предложения, если это лучше сделать по-другому или любые другие предложения, которые вы можете иметь.Спасибо.