SDL2 OpenGL3如何在函数内初始化SDL

8
我正在尝试新的SDL2 beta和OpenGL3上下文,并且遇到了一个奇怪的问题:
如果我在主函数中运行SDL初始化代码,它可以正常工作,但是我想把这个代码放在一个单独的init_sdl()函数中。
如果我将初始化代码放在单独的init_sdl()函数中,并从main()函数中调用此函数,则永远不会绘制背景颜色,并且程序开始疯狂消耗所有系统资源。
有人能指向一个在单独的函数中初始化SDL的可行示例吗?我似乎找不到一个...也许这是不可能的?我模糊地记得在SDL 1.2中遇到过类似的问题,但自从使用它已经过了几年了,我认为我从未找到解决方案。事实上,这可能是我选择改用SFML的原因。
我真的想使用SDL2而不是SFML,因为它可以在更多平台上运行,但是不能将事物分解成小函数对我来说是一个致命问题。这应该很容易,我错过了什么明显的东西吗?
编辑:
这个有效:
#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;
}

这个不起作用:

#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;
}

1
SSCCE 时间。 - genpfault
2个回答

3
void init_sdl(SDL_Window* sdl2_window, SDL_GLContext& opengl3_context)

你的第一个参数应该是一个引用。否则,当你回到main()时,sdl2_window仍然为零。


谢谢!指针引用,是吗?我没意识到指针和指针引用之间有区别。 - Defcronyke
没问题!这就是为什么我喜欢 SSCCEs :) - genpfault
1
@Defcronyke,当你通过值发送变量(到函数)时,你复制了它的内容,函数将无法更改该变量。如果该变量恰好是指针,那么情况就一样。你正在“按值”传递指针,这意味着init_sdl有一个地址(它可以更改其指向的位置),但无法更改保存该地址的原始变量。这就是为什么你需要通过引用发送它,以便你可以更改指针本身。 - Shahbaz
谢谢你的澄清,Shahbaz。我曾以为只要有数据的地址,就可以将数据写入该地址,但如果我理解你的话,被传递指针的函数只能读取该地址处的数据。 - Defcronyke
我刚才说的似乎不对,这里解释得很好:http://markgodwin.blogspot.ca/2009/08/c-reference-to-pointer.html 根据那篇博客文章,当通过值传递指针到函数时,你可以修改指针地址中找到的数据,但是你不能改变它所指向的地址,因为你实际上只会改变本地指针副本所指向的地址。 - Defcronyke

0

你确定上下文没有问题吗:

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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