我正在研究Lazy Foo的SDL2教程,并尝试渲染多个viewports。想法是将PNG加载为纹理,为3个不同的视口(左上,右上,下)创建SDL_Rect
结构,然后将纹理复制到每个视口中,最后渲染所有3个视口。我的代码仅呈现第一个视口。
我尝试过更改顺序-在每种情况下,首先定义的任何视口都是唯一呈现的视口。
[我还尝试过更改视口尺寸,以防出现重叠-同样的问题。
[我发现的关于多个视口的唯一question并没有指出正确的方向。但这确实让我开始思考-我的代码是用C编写的,是C ++的教程。尽管我认为我正在正确翻译所有内容(其他课程都可以正常工作),但也许我在这里遗漏了一些明显的东西?
我正在使用CFLAGS = -Wall -Wextra -pedantic -std=c99
进行编译-没有警告或错误。
编辑:我尝试渲染填充的矩形而不是加载的PNG,但是问题是相同的-仅第一个渲染。
这是我的代码:
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <stdio.h>
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
int init_renderer();
int load_media();
SDL_Texture *load_texture(char *);
void close_renderer();
SDL_Window *g_window = NULL;
SDL_Renderer *g_renderer = NULL;
SDL_Texture *g_texture = NULL;
int main()
{
if (init_renderer() != 1) {
return -1;
}
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1")) {
printf("Warning: Linear texture filtering not enabled!\n");
}
if (load_media() != 1) {
return -1;
}
int quit = 0;
SDL_Event e;
while (quit != 1) {
while (SDL_PollEvent(&e) != 0) {
if (e.type == SDL_QUIT || e.key.keysym.sym == SDLK_q) {
quit = 1;
}
}
SDL_SetRenderDrawColor(g_renderer, 0xff, 0xff, 0xff, 0xff);
SDL_RenderClear(g_renderer);
SDL_Rect top_left_vp;
top_left_vp.x = 0;
top_left_vp.y = 0;
top_left_vp.w = SCREEN_WIDTH / 2;
top_left_vp.h = SCREEN_HEIGHT / 2;
SDL_RenderSetViewport(g_renderer, &top_left_vp);
SDL_RenderCopy(g_renderer, g_texture, NULL, NULL);
SDL_Rect top_right_vp;
top_right_vp.x = SCREEN_WIDTH / 2;
top_right_vp.y = 0;
top_right_vp.w = SCREEN_WIDTH / 2;
top_right_vp.h = SCREEN_HEIGHT / 2;
SDL_RenderSetViewport(g_renderer, &top_right_vp);
SDL_RenderCopy(g_renderer, g_texture, NULL, NULL);
SDL_Rect bottom_vp;
bottom_vp.x = 0;
bottom_vp.y = SCREEN_HEIGHT / 2;
bottom_vp.w = SCREEN_WIDTH;
bottom_vp.h = SCREEN_HEIGHT / 2;
SDL_RenderSetViewport(g_renderer, &bottom_vp);
SDL_RenderCopy(g_renderer, g_texture, NULL, NULL);
SDL_RenderPresent(g_renderer);
}
close_renderer();
return 0;
}
int init_renderer()
{
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
printf("Failed to initialize SDL. Error: %s\n", SDL_GetError());
return 0;
}
g_window = SDL_CreateWindow("SDL Tuts",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
SCREEN_WIDTH,
SCREEN_HEIGHT,
SDL_WINDOW_SHOWN);
if (g_window == NULL) {
printf("Failed to create window. Error: %s\n", SDL_GetError());
return 0;
}
g_renderer = SDL_CreateRenderer(g_window, -1, SDL_RENDERER_ACCELERATED);
if (g_renderer == NULL) {
printf("Failed to create renderer. Error: %s\n", SDL_GetError());
return 0;
}
SDL_SetRenderDrawColor(g_renderer, 0x29, 0xAB, 0x87, 0xFF);
int img_flags = IMG_INIT_PNG;
if (!(IMG_Init(img_flags) & img_flags)) {
printf("Failed to initialize SDL Image. SDL_Image Error: %s\n", IMG_GetError());
return 0;
}
return 1;
}
int load_media()
{
g_texture = load_texture("assets/texture.png");
if (g_texture == NULL) {
return 0;
}
return 1;
}
SDL_Texture *load_texture(char *path)
{
SDL_Texture *new_texture = NULL;
SDL_Surface *loaded_surface = IMG_Load(path);
if (loaded_surface == NULL) {
printf("Failed to load image. SDL_Image Error: %s\n", IMG_GetError());
} else {
new_texture = SDL_CreateTextureFromSurface(g_renderer, loaded_surface);
if (new_texture == NULL) {
printf("Failed to create texture from %s. Error: %s\n", path, SDL_GetError());
}
SDL_FreeSurface(loaded_surface);
}
return new_texture;
}
void close_renderer()
{
SDL_DestroyTexture(g_texture);
g_texture = NULL;
SDL_DestroyRenderer(g_renderer);
SDL_DestroyWindow(g_window);
g_renderer = NULL;
g_window = NULL;
IMG_Quit();
SDL_Quit();
}
要检查更多错误,您应该查看对SDL_RenderSetViewPort
的调用返回了什么。根据the docs,它返回一个int,成功则为0,如果有错误,则为负int。完全有可能在SDL中更深层次的内容适合。
其他提示:您可以在while循环之外定义SDL_Rect
结构,以节省微不足道的处理能力。为了省去打字的麻烦,您可以使用列表构造函数初始化SDL_Rect,而不必手动打孔每个属性。例如:
SDL_Rect top_left_vp;
top_left_vp.x = 0;
top_left_vp.y = 0;
top_left_vp.w = SCREEN_WIDTH / 2;
top_left_vp.h = SCREEN_HEIGHT / 2;
更简单地说
SDL_Rect top_left_vp = {
0,
0,
SCREEN_WIDTH / 2,
SCREEN_HEIGHT / 2
};