我的完整代码 -
#include <SDL.h>
#include <SDL_opengl.h>
#include <GL\GLU.h>
#include <fstream>
using namespace std;
int index = 0;
int speed = 0;
int frames = 0;
int lasttime = 0;
int mousex = 0;
int mousey = 0;
bool postRedraw = true;
int screenWidth = 640;
int screenHeight = 480;
float screenAspect = screenWidth/screenHeight;
bool init();
bool initGL();
void handleKeys( unsigned char key, int x, int y );
void update();
void render();
void close();
void Initialize();
void handleEvents();
ofstream logFile;
SDL_Window* gWindow = NULL;
bool isRunning = true;
SDL_GLContext gContext;
float xpos = 0.0;
float ypos = 0.0;
float zpos = 0.0;
void Initialize()
{
gluPerspective(60.0f, screenAspect, 1.0, 400.0);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_NORMALIZE);
glTranslatef(0.0f, 0.0f, -5.0f);
glFrontFace(GL_CCW);
glEnable(GL_LIGHT0);
}
void render()
{
glTranslatef(xpos, ypos, zpos);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glColor3f(1.0, 0.0, 0.0);
glBegin(GL_TRIANGLES);
glVertex3f(-1.0f,0.0f,-1.0f);
glVertex3f(0.0f, 1.0f, -1.0f);
glVertex3f(0.0f, 2.0f, -2.0f);
glEnd();
postRedraw = true;
}
void handleEvents()
{
const Uint8* keystates = SDL_GetKeyboardState(NULL);
if(keystates[SDL_GetScancodeFromKey(SDLK_w)])
{
zpos += 0.01;
}
if(keystates[SDL_GetScancodeFromKey(SDLK_s)])
{
zpos -= 0.01;
} else {
}
}
bool init()
{
bool success = true;
if( SDL_Init( SDL_INIT_VIDEO ) < 0 )
{
logFile<<"SDL could not initialize! SDL Error: "<<SDL_GetError()<<endl;
success = false;
}
else
{
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MAJOR_VERSION, 2 );
SDL_GL_SetAttribute( SDL_GL_CONTEXT_MINOR_VERSION, 1 );
gWindow = SDL_CreateWindow( "SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screenWidth, screenHeight, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE );
if( gWindow == NULL )
{
logFile<<"Window could not be created! SDL Error: "<<SDL_GetError()<<endl;
success = false;
}
else
{
gContext = SDL_GL_CreateContext( gWindow );
if( gContext == NULL )
{
logFile<<"OpenGL context could not be created! SDL Error: "<<SDL_GetError()<<endl;
success = false;
}
else
{
if( SDL_GL_SetSwapInterval( 1 ) < 0 )
{
logFile<<"Warning: Unable to set VSync! SDL Error: "<<SDL_GetError()<<endl;
}
if( !initGL() )
{
logFile<<"Unable to initialize OpenGL!"<<endl;
success = false;
}
}
}
}
logFile.open("log.txt");
if(logFile.is_open())
{
success = true;
} else {
success = false;
}
return success;
}
bool initGL()
{
bool success = true;
GLenum error = GL_NO_ERROR;
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
error = glGetError();
if( error != GL_NO_ERROR )
{
logFile<<"Error initializing OpenGL! "<<gluErrorString( error )<<endl;
success = false;
}
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
error = glGetError();
if( error != GL_NO_ERROR )
{
logFile<<"Error initializing OpenGL! "<<gluErrorString( error )<<endl;
success = false;
}
glClearColor( 0.f, 0.f, 0.f, 1.f );
error = glGetError();
if( error != GL_NO_ERROR )
{
logFile<<"Error initializing OpenGL! "<<gluErrorString( error );
success = false;
}
return success;
}
void close()
{
logFile.close();
SDL_DestroyWindow( gWindow );
gWindow = NULL;
SDL_Quit();
}
int main( int argc, char* args[] )
{
if( !init() )
{
logFile<<"Failed to initialize!"<<endl;
}
else
{
SDL_Event event;
Initialize();
lasttime = SDL_GetTicks();
while(isRunning)
{
while( SDL_PollEvent( &event ) != 0 )
{
if(event.type == SDL_QUIT)
{
isRunning = false;
} else if(event.type == SDL_MOUSEMOTION) {
SDL_GetMouseState(&mousex, &mousey);
} else if(event.type == SDL_MOUSEBUTTONDOWN) {
SDL_GetMouseState(&mousex, &mousey);
} else if(event.type == SDL_MOUSEBUTTONUP) {
SDL_GetMouseState(&mousex, &mousey);
}
}
handleEvents();
if(postRedraw)
{
postRedraw = false;
render();
SDL_GL_SwapWindow( gWindow );
}
if((SDL_GetTicks()-lasttime)>=1000)
{
lasttime = SDL_GetTicks();
speed = frames;
logFile<<speed<<endl;
frames = 0;
} else {
frames++;
}
}
}
close();
return 0;
}
以上代码仅用于测试,我遇到问题的简约代码是 -
void handleEvents()
{
const Uint8* keystates = SDL_GetKeyboardState(NULL);
if(keystates[SDL_GetSancodeFromKey(SDLK_w)]) {
zpos += 0.01;
}
if(keystates[SDL_GetScancodeFromKey(SDLK_s)])
{
zpos -= 0.01;
} else {
}
}
预期: 当按下w / s键时,绘制的trangle将向前/向后移动。
输出: 即使钥匙被释放,三角形仍然沿着所需的方向移动。
答案 0 :(得分:3)
随着时间的推移积累矩阵变化。 glTranslatef
使用翻译修改当前矩阵。下一帧再次修改它。再次,....
您通过glLoadIdentity()
电话重置矩阵。请注意,它会修改当前选定的矩阵,并撤消您在Initialize
中所做的矩阵更改(至少在此处glTranslatef
- 透视图应转到GL_PROJECTION
矩阵,您可以使用#39; t)。