好吧.. C++全新(我的意思是超級新)。我瞭解了很多PHP和JavaScript,所以我瞭解基本的代碼結構等。現在,我只是試圖掌握C++概念。我可以製作一個廣場,並使用我在網上找到的教程移動它。不要介意正方形大小與紋理(其175x55,它位於根目錄[texture.bmp])。但是我試圖獲取紋理,並且出現錯誤。我正在使用SDL和OpenGL。我得到的錯誤是:嘗試使用C++在OpenGL中獲取紋理時訪問違規
「未處理的0x0020fee9在Test1.exe例外:0x0000005:訪問衝突讀取位置0x00139000」
我在網上看了一下,從我的理解是什麼東西是越來越叫出來的順序(從我在網上找到的所有結果)。我想..
我的代碼如下:
//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;
}
您可以粘貼到微軟的Visual C++ 2010(我正在使用)。請給我建議,如果它更好地做它不同或任何其他建議,你可能有。謝謝。
C++新手?我有義務推薦[一本好的介紹性C++書](http://stackoverflow.com/q/388242/46642)。 :) – 2011-12-22 02:38:52
您是否嘗試過使用調試器來確定異常被拋出的位置? – 2011-12-22 02:40:33
Visual C中的「Disassembly」說:0020FEE9 movzx ebx,byte ptr [esi + 2]。不知道這是否有幫助。 – ALF 2011-12-22 02:56:53