[英]SDL2 OpenGL3 How to initialize SDL inside a function
我正在試驗新的SDL2 beta和OpenGL3上下文,但遇到一個奇怪的問題:
如果我在main()函數中運行SDL初始化代碼,則可以正常工作,但是我想將此代碼放在單獨的init_sdl()函數中。
如果我將初始化代碼放在單獨的init_sdl()函數中,然后從main()調用此函數,則背景顏色將永遠不會繪制,並且程序開始瘋狂消耗我所有的系統資源。
有人可以指出一個工作示例,其中在單獨的函數中初始化SDL嗎? 我似乎找不到一個……也許這不可能嗎? 我想我模糊地記得SDL 1.2遇到過類似的問題,但是自從使用它已有幾年了,我認為我從未找到解決方案。 實際上,這可能就是我選擇改用SFML的原因。
我真的想使用SDL2而不是SFML,因為它可以在更多平台上運行,但是對我來說,無法將其分解為小功能是很麻煩的。 這應該很容易,我是否缺少明顯的東西?
編輯:
這有效:
#include <iostream>
#include <GL/glew.h>
#include <SDL.h>
#define PROGRAM_NAME "SDL2 OpenGL3 Example"
int main(int argc, char** argv)
{
SDL_Window* sdl2_window = 0;
SDL_GLContext opengl3_context;
SDL_Init(SDL_INIT_VIDEO);
// set the opengl context version
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
// turn on double buffering set the depth buffer to 24 bits
// you may need to change this to 16 or 32 for your system
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
// create the sdl2 window
sdl2_window = SDL_CreateWindow(PROGRAM_NAME, SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, 512, 512,
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
// create the opengl3 context
opengl3_context = SDL_GL_CreateContext(sdl2_window);
GLenum status = glewInit();
if (status != GLEW_OK)
{
std::cerr << "GLEW Error: " << glewGetErrorString(status) << "\n";
exit(1);
}
// sync buffer swap with monitor's vertical refresh rate
SDL_GL_SetSwapInterval(1);
// set background color
glClearColor( 1.0, 0.0, 0.0, 1.0 );
while (true)
{
int status = 0;
glClear( GL_COLOR_BUFFER_BIT );
SDL_GL_SwapWindow(sdl2_window);
SDL_Event event;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_KEYDOWN:
break;
case SDL_KEYUP:
// if escape is pressed, quit
if (event.key.keysym.sym == SDLK_ESCAPE)
status = 1; // set status to 1 to exit main loop
break;
case SDL_QUIT:
status = 1;
break;
}
}
if (status == 1) // if received instruction to quit
break;
}
// delete opengl3 context, destroy sdl2 window, and shut down sdl subsystems
SDL_GL_DeleteContext(opengl3_context);
SDL_DestroyWindow(sdl2_window);
SDL_Quit();
return 0;
}
這不起作用:
#include <iostream>
#include <GL/glew.h>
#include <SDL.h>
#define PROGRAM_NAME "SDL2 OpenGL3 Example"
void init_sdl(SDL_Window* sdl2_window, SDL_GLContext& opengl3_context)
{
SDL_Init(SDL_INIT_VIDEO);
// set the opengl context version
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
// turn on double buffering set the depth buffer to 24 bits
// you may need to change this to 16 or 32 for your system
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
// create the sdl2 window
sdl2_window = SDL_CreateWindow(PROGRAM_NAME, SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, 512, 512,
SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
// create the opengl3 context
opengl3_context = SDL_GL_CreateContext(sdl2_window);
}
int main(int argc, char** argv)
{
SDL_Window* sdl2_window = 0;
SDL_GLContext opengl3_context;
init_sdl(sdl2_window, opengl3_context);
GLenum status = glewInit();
if (status != GLEW_OK)
{
std::cerr << "GLEW Error: " << glewGetErrorString(status) << "\n";
exit(1);
}
// sync buffer swap with monitor's vertical refresh rate
SDL_GL_SetSwapInterval(1);
// set background color
glClearColor( 1.0, 0.0, 0.0, 1.0 );
while (true)
{
int status = 0;
glClear( GL_COLOR_BUFFER_BIT );
SDL_GL_SwapWindow(sdl2_window);
SDL_Event event;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_KEYDOWN:
break;
case SDL_KEYUP:
// if escape is pressed, quit
if (event.key.keysym.sym == SDLK_ESCAPE)
status = 1; // set status to 1 to exit main loop
break;
case SDL_QUIT:
status = 1;
break;
}
}
if (status == 1) // if received instruction to quit
break;
}
// delete opengl3 context, destroy sdl2 window, and shut down sdl subsystems
SDL_GL_DeleteContext(opengl3_context);
SDL_DestroyWindow(sdl2_window);
SDL_Quit();
return 0;
}
void init_sdl(SDL_Window* sdl2_window, SDL_GLContext& opengl3_context)
您的第一個參數也應該是參考。 否則,當您返回main()
sdl2_window
仍為零。
您確定上下文沒有錯誤嗎?
int flags = SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS | SDL_WINDOW_SHOWN;
win = SDL_CreateWindow("3Doodle", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1024, 768, flags);
SDL_assert(win != NULL);
context = SDL_GL_CreateContext(win);
SDL_assert(context != NULL);
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