这是给我分段错误转储的功能, 这是一行:
optimizedImage = SDL_DisplayFormat( loadedImage );
尝试使用我的IDE的代码块在ubuntu Linux上构建它。
我非常接近,并且想使用SDL混音器功能,并且png也应该完全设置好。
刚刚发现该功能可能已被弃用。 SDL_ConvertSurfaceFormat();似乎是替代产品,并且是sdl2的一部分。。但是尝试时出现未定义的错误。.sdl和sdl2似乎已正确链接。
SDL_Surface *load_image( std::string filename )
{
//The image that's loaded
cout<< "entered load image files"<< endl;
SDL_Surface* loadedImage = NULL;
//The optimized surface that will be used
SDL_Surface* optimizedImage = NULL;
//Load the image
loadedImage = IMG_Load( filename.c_str() );
cout<< "image image should be set"<< endl;
//If the image loaded
if( loadedImage != NULL )
{
cout<< "loaded image isn't null, hooray!"<< endl;
//Create an optimized surface
optimizedImage = SDL_DisplayFormat( loadedImage );
cout<< "optimized image should be in display format now"<< endl;
//Free the old surface
SDL_FreeSurface( loadedImage );
cout<< "sdl surface is free"<< endl;
//If the surface was optimized
if( optimizedImage != NULL )
{cout<< "optimized image is not null"<< endl;
//Color key surface
SDL_SetColorKey( optimizedImage, SDL_SRCCOLORKEY, SDL_MapRGB( optimizedImage->format, 0, 0xFF, 0xFF ) );
cout<< "sdl setcolor key is ok"<< endl;
}
}
//Return the optimized surface
return optimizedImage;
}
在这里,我的cmakelists.text文件
# CMake entry point
cmake_minimum_required (VERSION 3.0)
project (maficengine LANGUAGES C CXX ASM)
set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/external/")
find_package(PNG REQUIRED)
find_package(ZLIB)
find_package(OpenGL REQUIRED)
find_package(SDL2 REQUIRED)
find_package(SDL2_image REQUIRED)
add_definitions(${PNG_DEFINITIONS})
include_directories(${SDL2_INCLUDE_DIRS}
${SDL2_IMAGE_INCLUDE_DIRS})
include_directories(${PNG_INCLUDE_DIR})
find_path(PNG_INCLUDE_DIR png.h)
find_file(SDL2_INCLUDE_DIR NAME SDL.h HINTS SDL2)
find_library(SDL2_LIBRARY NAME SDL2)
set(SDL2_INCLUDE_DIR /usr/include/SDL2)
set(SDL2_LIBRARY /usr/lib/x86_64-linux-gnu/libSDL2.so)
file(GLOB_RECURSE SOURCE_FILES/usr/lib/x86_64-linux-gnu
${CMAKE_SOURCE_DIR}/src/*.c
${CMAKE_SOURCE_DIR}/src/*.cpp)
INCLUDE(FindPkgConfig)
PKG_SEARCH_MODULE(SDL2 REQUIRED sdl2)
PKG_SEARCH_MODULE(SDL REQUIRED sdl)
set(SDL_INCLUDE_DIR "/usr/include/SDL2")
set(SDL_LIBRARY "SDL2")
include(FindSDL)
if(SDL_FOUND)
message(STATUS "SDL FOUND")
elseif(!SDL_FOUND)
message(STATUS "SDL not FOUND")
endif()
find_library(SDL_MIXER_LIBRARY
NAMES SDL2_mixer
HINTS
ENV SDLMIXERDIR
ENV SDLDIR
PATH_SUFFIXES lib
)
if( CMAKE_BINARY_DIR STREQUAL CMAKE_SOURCE_DIR )
message( FATAL_ERROR "Please select another Build Directory ! (and give it a clever name, like bin_Visual2012_64bits/)" )
endif()
if( CMAKE_SOURCE_DIR MATCHES " " )
message( "Your Source Directory contains spaces. If you experience problems when compiling, this can be the cause." )
endif()
if( CMAKE_BINARY_DIR MATCHES " " )
message( "Your Build Directory contains spaces. If you experience problems when compiling, this can be the cause." )
endif()
file(GLOB SOURCES "external/myCustomHeaders/*.cpp")
add_library(loaders SHARED ${SOURCES}
${SDL2_INCLUDE_DIR}
external/SDL2_image-2.0.4/SDL_image.h
external/myCustomHeaders/include/loadTexture.h
external/myCustomHeaders/loadTexture.cpp
/usr/include/SDL2/SDL.h
/usr/include/SDL/SDL_image.h
external/SDL2_mixer-2.0.4/SDL_mixer.h
external/zlib-1.2.11/zlib.h
external/libpng-1.6.37/png.h
)
find_package(ZLIB)
if (ZLIB_FOUND)
include_directories(external/zlib-1.2.11)
#target_link_libraries(loaders ${ZLIB_LIBRARIES})
endif()
if (!PNG_FOUND)
message(STATUS "PNG not FOUND Don't use it")
endif()
if(!ZLIB_FOUND)
message(STATUS "ZLIB not FOUND")
endif()
include_directories(ZLIB external/zlib-1.2.11)
include_directories(PNG_INCLUDE_DIRS external/libpng-1.6.37)
include_directories( external/myCustomHeaders/include )
include_directories( external/SDL2_mixer-2.0.4/acinclude )
include_directories( ${CMAKE_CURRENT_SOURCE_DIR}external/SDL2_mixer-2.0.4 )
include_directories(/usr/include/SDL2)
include_directories(/usr/include/SDL)
include_directories(${SDL2_INCLUDE_DIRS})
include_directories(/usr/include)
include(FindPackageHandleStandardArgs)
find_path(
SDL_MIXER_INCLUDE_DIR
PATHS
/usr/include/SDL
/usr/include/SDL2
/usr/include
/usr/local/include
/sw/include
/opt/local/include
${SDL_MIXER_ROOT_DIR}/include
DOC "The directory where SDL_mixer.h resides")
link_directories(external/myCustomHeaders/include)
link_directories(external/myCustomHeaders)
link_directories(external/SDL2_mixer-2.0.4)
link_directories(/usr/include/SDL2)
link_directories(/usr/include/SDL)
link_directories(/usr/include)
link_directories(external/libpng-1.6.37)
link_directories(ZLIB external/zlib-1.2.11)
add_subdirectory (external)
# On Visual 2005 and above, this module can set the debug working directory
cmake_policy(SET CMP0026 OLD)
#cmake_policy(SET CMP0079 NEW)
list(APPEND CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/external/rpavlik-cmake-modules-fe2273")
include(CreateLaunchers)
include(MSVCMultipleProcessCompile) # /MP
if(INCLUDE_DISTRIB)
add_subdirectory(distrib)
endif(INCLUDE_DISTRIB)
include_directories(
external/AntTweakBar-1.16/include/
external/glfw-3.1.2/include/
external/glm-0.9.7.1/
external/glew-1.13.0/include/
external/assimp-3.0.1270/include/
external/bullet-2.81-rev2613/src/
external/myCustomHeaders/include
common/
)
set(ALL_LIBS
${OPENGL_LIBRARY}
glfw
GLEW_1130
loaders
)
add_definitions(
-DTW_STATIC
-DTW_NO_LIB_PRAGMA
-DTW_NO_DIRECT3D
-DGLEW_STATIC
-D_CRT_SECURE_NO_WARNINGS
)
# Tutorial 17
add_executable(mageengine
${SDL2_LIBRARY}
Mafic/mafic.cpp
common/shader.cpp
common/shader.hpp
common/controls.cpp
common/controls.hpp
common/texture.cpp
common/texture.hpp
common/objloader.cpp
common/objloader.hpp
common/vboindexer.cpp
common/vboindexer.hpp
common/quaternion_utils.cpp
common/quaternion_utils.hpp
Mafic/StandardShading.vertexshader
Mafic/StandardShading.fragmentshader
)
target_link_libraries(loaders
-lSDLmain)
target_link_libraries(loaders
-lSDL)
target_link_libraries(loaders
-lSDL2_ttf)
target_link_libraries(loaders ${ZLIB_LIBRARIES})
target_link_libraries(loaders
-lSDL2_mixer)
target_link_libraries(loaders -zlib)
target_link_libraries(loaders ${PNG_LIBRARIES})
set_target_properties(loaders
PROPERTIES LINKER_LANGUAGE CXX)
target_link_libraries(loaders ${SDL2_LIBRARIES} ${SDL2_IMAGE_LIBRARIES})
target_link_libraries(mageengine
${ALL_LIBS}
ANTTWEAKBAR_116_OGLCORE_GLFW
${SDL2_LIBRARIES}
loaders
)
set_target_properties(mageengine PROPERTIES XCODE_ATTRIBUTE_CONFIGURATION_BUILD_DIR "${CMAKE_CURRENT_SOURCE_DIR}/Mafic/")
create_target_launcher(mageengine WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/Mafic/")
SOURCE_GROUP(common REGULAR_EXPRESSION ".*/common/.*" )
SOURCE_GROUP(shaders REGULAR_EXPRESSION ".*/.*shader$" )
if (NOT ${CMAKE_GENERATOR} MATCHES "Xcode" )
add_custom_command(
TARGET mageengine POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_CURRENT_BINARY_DIR}/${CMAKE_CFG_INTDIR}/mageengine${CMAKE_EXECUTABLE_SUFFIX}" "${CMAKE_CURRENT_SOURCE_DIR}/Mafic/"
)
#target_link_libraries(mageengine LINK_PUBLIC ${mylibrary}
# )
elseif (${CMAKE_GENERATOR} MATCHES "Xcode" )
endif (NOT ${CMAKE_GENERATOR} MATCHES "Xcode" )
我希望我的程序不会崩溃,所以我可以进一步实现和调试代码。
这是输出,充满可爱但有用的消息。
aaron@Zog:~/Desktop/maficengine/Mafic$ ./mageengine
LoadTexture object got constructed in mageengine from loadtexture.cpp
Reading image ./paint.bmp
Compiling shader : StandardShading.vertexshader
Compiling shader : StandardShading.fragmentshader
Linking program
Loading OBJ file plane.obj...
loadtexture() function works, inboundtexture is 1
ERROR(AntTweakBar) >> Parsing error in def string: Unknown attribute [true ...]
Compiling shader : StandardShading.vertexshader
Compiling shader : StandardShading.fragmentshader
Linking program
Loading OBJ file plane.obj...
passed sdl init everything
passed sdl init
entered load files
likely opened file background.png
entered load image files
image image should be set
loaded image isn't null, hooray!
Segmentation fault (core dumped)
清洁后更新的cmakelists.text,如以下评论所述
# CMake entry point
cmake_minimum_required (VERSION 3.0)
project (maficengine LANGUAGES C CXX ASM)
set(CMAKE_MODULE_PATH "/home/aaron/Desktop/maficengine/cmake/")
find_package(PNG REQUIRED)
find_package(ZLIB REQUIRED)
find_package(OpenGL REQUIRED)
find_package(SDL2 REQUIRED)
find_package(SDL_image REQUIRED)# maybe sdl2_image
find_package(SDL_mixer REQUIRED)
#set(CMAKE_MODULE_PATH "/home/aaron/Desktop/maficengine/cmake/")
#et(SDL2_mixer_DIR ${CMAKE_CURRENT_SOURCE_DIR}/cmake)
add_definitions(${PNG_DEFINITIONS})
include_directories(
${PNG_INCLUDE_DIRS}
${SDL2_INCLUDE_DIRS}
${SDL_MIXER_INCLUDE_DIR}
${SDL2_TTF_INCLUDE_DIRS}
${SDL_IMAGE_INCLUDE_DIRS}
${SDL2_IMAGE_INCLUDE_DIR}
)
file(GLOB_RECURSE SOURCE_FILES/usr/lib/x86_64-linux-gnu
${CMAKE_SOURCE_DIR}/src/*.c
${CMAKE_SOURCE_DIR}/src/*.cpp)
#include(FindSDL)
if( CMAKE_BINARY_DIR STREQUAL CMAKE_SOURCE_DIR )
message( FATAL_ERROR "Please select another Build Directory ! (and give it a clever name, like bin_Visual2012_64bits/)" )
endif()
if( CMAKE_SOURCE_DIR MATCHES " " )
message( "Your Source Directory contains spaces. If you experience problems when compiling, this can be the cause." )
endif()
if( CMAKE_BINARY_DIR MATCHES " " )
message( "Your Build Directory contains spaces. If you experience problems when compiling, this can be the cause." )
endif()
#add_library(loaders
#external/myCustomHeaders/include/loadTexture.h
#external/myCustomHeaders/loadTexture.cpp
#)
if (ZLIB_FOUND)
include_directories(external/zlib-1.2.11)
message(STATUS "ZLIB FOUND")
elseif (!ZLIB_FOUND)
message(STATUS "Zlib not FOUND!")
endif()
if (PNG_FOUND)
message(STATUS "PNG FOUND ")
elseif (!PNG_FOUND)
message(STATUS "PNG not FOUND! ")
endif()
#if(SDL_FOUND)
# message(STATUS "sdl LIB FOUND!")
#elseif(!SDL_FOUND)
# message(STATUS "sdl LIB not FOUND!")
#endif()
if(SDL2_FOUND)
message(STATUS "sdl2 FOUND")
elseif(!SDL2_FOUND)
message(STATUS "sdl2 not FOUND!")
endif()
if(SDL_MIXER_FOUND)
message(STATUS "sdl mixer FOUND")
elseif(!SDL_MIXER_FOUND)
message(STATUS "sdl mixer not FOUND!")
endif()
if(SDL_IMAGE_FOUND)
message(STATUS "sdl image FOUND")
elseif(!SDL_IMAGE_FOUND)
message(STATUS "sdl image not FOUND!")
endif()
include_directories( external/myCustomHeaders/include )
include_directories(/usr/include)
include(FindPackageHandleStandardArgs)
#link_directories(external/myCustomHeaders/include)
#link_directories(external/myCustomHeaders)
link_directories(external/SDL2_mixer-2.0.4)
link_directories(/usr/include/SDL2)
link_directories(/usr/include/SDL)
link_directories(/usr/include)
link_directories(external/libpng-1.6.37)
link_directories(ZLIB external/zlib-1.2.11)
add_subdirectory (external)
# On Visual 2005 and above, this module can set the debug working directory
cmake_policy(SET CMP0026 OLD)
list(APPEND CMAKE_MODULE_PATH "${CMAKE_SOURCE_DIR}/external/rpavlik-cmake-modules-fe2273")
include(CreateLaunchers)
include(MSVCMultipleProcessCompile) # /MP
if(INCLUDE_DISTRIB)
add_subdirectory(distrib)
endif(INCLUDE_DISTRIB)
include_directories(
external/AntTweakBar-1.16/include/
external/glfw-3.1.2/include/
external/glm-0.9.7.1/
external/glew-1.13.0/include/
external/assimp-3.0.1270/include/
external/bullet-2.81-rev2613/src/
external/myCustomHeaders/include
common/
)
set(ALL_LIBS
${OPENGL_LIBRARY}
glfw
GLEW_1130
#loaders
${SDL2_LIBRARIES}
${SDL2_IMAGE_LIBRARIES}
${SDL2_MIXER_LIBRARIES}
${SDL2_TTF_LIBRARIES}
)
add_definitions(
-DTW_STATIC
-DTW_NO_LIB_PRAGMA
-DTW_NO_DIRECT3D
-DGLEW_STATIC
-D_CRT_SECURE_NO_WARNINGS
)
# Tutorial 17
add_executable(mageengine
#${SDL2_LIBRARY}
Mafic/mafic.cpp
common/shader.cpp
common/shader.hpp
common/controls.cpp
common/controls.hpp
common/texture.cpp
common/texture.hpp
common/objloader.cpp
common/objloader.hpp
common/vboindexer.cpp
common/vboindexer.hpp
common/quaternion_utils.cpp
common/quaternion_utils.hpp
Mafic/StandardShading.vertexshader
Mafic/StandardShading.fragmentshader
)
target_link_libraries(mageengine
-lSDLmain)
target_link_libraries(mageengine
-lSDL)
# target_link_libraries(loaders
# -lSDL2_ttf)
#target_link_libraries(loaders ${ZLIB_LIBRARIES})
target_link_libraries(mageengine
-lSDL2_mixer)
#(loaders -zlib)
#target_link_libraries(loaders ${PNG_LIBRARIES})
set_target_properties(mageengine
PROPERTIES LINKER_LANGUAGE CXX)
#target_link_libraries(loaders ${SDL2_LIBRARIES} ${SDL2_IMAGE_LIBRARIES})
target_link_libraries(mageengine
${ALL_LIBS}
ANTTWEAKBAR_116_OGLCORE_GLFW
)
set_target_properties(mageengine PROPERTIES XCODE_ATTRIBUTE_CONFIGURATION_BUILD_DIR "${CMAKE_CURRENT_SOURCE_DIR}/Mafic/")
create_target_launcher(mageengine WORKING_DIRECTORY "${CMAKE_CURRENT_SOURCE_DIR}/Mafic/")
SOURCE_GROUP(common REGULAR_EXPRESSION ".*/common/.*" )
SOURCE_GROUP(shaders REGULAR_EXPRESSION ".*/.*shader$" )
if (NOT ${CMAKE_GENERATOR} MATCHES "Xcode" )
add_custom_command(
TARGET mageengine POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy "${CMAKE_CURRENT_BINARY_DIR}/${CMAKE_CFG_INTDIR}/mageengine${CMAKE_EXECUTABLE_SUFFIX}" "${CMAKE_CURRENT_SOURCE_DIR}/Mafic/"
)
elseif (${CMAKE_GENERATOR} MATCHES "Xcode" )
endif (NOT ${CMAKE_GENERATOR} MATCHES "Xcode" )
答案 0 :(得分:0)
最后...再次为我的游戏引擎尝试了SDL声音库....并找到了解决方法,!!!,良好的声音...现在像铃铛一样清晰,但是我仍然认为我必须添加sdl_mixer库要满足。但是这次我想我能做到。我发现了一个旧博客,它向正确的方向发送了我。我想我已经安装了SDL然后升级到开发库,但是顺序错误,然后我无法正确清除旧库,但是挖了更深的东西并添加了工具来跟踪和销毁和精化文件和符号,直到发生魔术..很难做到。这是发送给我正确方法的博客->
”“如果您构建自己的SDL,则可能没有开发标头 用于PulseAudio(或ALSA),因此它尝试使用/ dev / dsp,但不使用 存在于许多现代Linux系统上(因此,SDL_Init(SDL_INIT_AUDIO) 成功,但尝试打开一个设备时未找到任何设备。 “ apt-get 安装libasound2-dev libpulse-dev”,然后重建SDL ...让配置 脚本查找新的标头,使其包含PulseAudio和ALSA支持。 “