系統規格和任務GL/glx鏈接不正確
我在Ubuntu 10.10上使用Code :: Blocks並使用OpenGL和glx。我正在學習C++(從C和Java的背景),所以任何代碼的風格都不符合任何真正的好標準(但是我願意提供如何改進的建議,即使你沒有一個問題的答案)
編輯:
巨大的實現:默認OpenGL的項目代碼:: Blocks的創建是C,而不是C++。我現在正在研究這個。
我目前正在嘗試將Code :: Blocks中的默認OpenGL項目修改爲簡單的3d引擎。我目前得到的錯誤:
expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before 'Draw'
其中就消失,我註釋掉的#include爲< GL/glx.h>
我在一個論壇上讀到某處代碼::塊沒有按」 t默認查看usr/include /,但是我在項目編譯選項中將它添加到編譯器的搜索目錄中,但似乎沒有解決任何問題。
代碼:
main.cpp中:
的main.c:
#include <time.h>
#include "Draw.h"
#include <stdio.h>
#include <stdlib.h>
int main(int argc, char **argv)
{
/*draw init here*/
Draw::Draw renderer = Draw::Draw.getDraw();
printf("Press left mouse button to rotate around X axis\n");
printf("Press middle mouse button to rotate around Y axis\n");
printf("Press right mouse button to rotate around Z axis\n");
printf("Press ESC to quit the application\n");
/* timing variable*/
/* Set it to delay half a second before rendering the first frame*/
clock_t flip_time = clock() + 0.5f * CLOCKS_PER_SEC;
while (1)
{
/* Update models */
/* Draw scene */
/* wait until it's been 1/60th of a second*/
while(clock() < flip_time){}
flip_time = clock() + (1.0f/60.0f) * CLOCKS_PER_SEC;
/* Actually flip the frame */
}
}
Draw.h:
#ifndef DRAW_H
#define DRAW_H
#include <GL/glx.h> /* This is the problem line */
#include <GL/gl.h>
#include <X11/X.h> /* X11 constant (e.g. TrueColor) */
#include <X11/keysym.h>
class Draw
{
public:
static Draw getDraw();
virtual ~Draw();
void update();
void render();
protected:
private:
Draw();
bool init();
/* The singleton*/
static Draw *instance;
static bool exists;
/* X Window values */
Display *dpy;
Window win;
GLboolean doubleBuffer;
/* X Parameters*/
XVisualInfo *vi;
Colormap cmap;
XSetWindowAttributes swa;
GLXContext cx;
XEvent event;
int dummy;
};
#endif // DRAW_H
最後,但並非最不重要Draw.cpp:
#include "Draw.h"
/* Set up the singleton*/
bool Draw::exists = false;
Draw* Draw::instance = NULL;
Draw::Draw()
{
/*TODO: make this constructor */
}
Draw::~Draw()
{
//dtor
}
Draw Draw::getDraw()
{
if(!exists)
{
instance = new Draw();
instance->init();
exists = true; //Thanks mat, This line was accidentally removed with extraneous comments
}
return *instance;
}
bool Draw::init()
{
/* Get the buffers ready */
static int snglBuf[] = {GLX_RGBA, GLX_DEPTH_SIZE, 16, None};
static int dblBuf[] = {GLX_RGBA, GLX_DEPTH_SIZE, 16, GLX_DOUBLEBUFFER, None};
/* Double Buffered is best*/
doubleBuffer = GL_TRUE;
/*TODO: add constructor if it hasn't been constructed already*/
dpy = XOpenDisplay(NULL);
if (dpy == NULL)
{
return false;
}
/* make sure OpenGL's GLX extension supported */
if(!glXQueryExtension(dpy, &dummy, &dummy))
{
return false;
}
/* find an appropriate visual */
/* find an OpenGL-capable RGB visual with depth buffer */
vi = glXChooseVisual(dpy, DefaultScreen(dpy), dblBuf);
if (vi == NULL)
{
vi = glXChooseVisual(dpy, DefaultScreen(dpy), snglBuf);
if (vi == NULL)
{
return false;
}
doubleBuffer = GL_FALSE;
}
/*
TODO: Fix or remove this
if(vi->class != TrueColor)
{
return false;
}
*/
/* create an OpenGL rendering context */
/* create an OpenGL rendering context */
cx = glXCreateContext(dpy, vi, /* no shared dlists */ None,
/* direct rendering if possible */ GL_TRUE);
if (cx == NULL)
{
return false;
}
/* create an X window with the selected visual */
/* create an X colormap since probably not using default visual */
cmap = XCreateColormap(dpy, RootWindow(dpy, vi->screen), vi->visual, AllocNone);
swa.colormap = cmap;
swa.border_pixel = 0;
swa.event_mask = KeyPressMask | ExposureMask
| ButtonPressMask | StructureNotifyMask;
win = XCreateWindow(dpy, RootWindow(dpy, vi->screen), 0, 0,
300, 300, 0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColormap | CWEventMask, &swa);
XSetStandardProperties(dpy, win, "main", "main", None,
NULL, NULL, NULL);
/* bind the rendering context to the window */
glXMakeCurrent(dpy, win, cx);
/* request the X window to be displayed on the screen */
XMapWindow(dpy, win);
/* configure the OpenGL context for rendering */
glEnable(GL_DEPTH_TEST); /* enable depth buffering */
glDepthFunc(GL_LESS); /* pedantic, GL_LESS is the default */
glClearDepth(1.0); /* pedantic, 1.0 is the default */
/* frame buffer clears should be to black */
glClearColor(0.0, 0.0, 0.0, 0.0);
/* set up projection transform */
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum(-1.0, 1.0, -1.0, 1.0, 1.0, 10.0);
/* establish initial viewport */
/* pedantic, full window size is default viewport */
glViewport(0, 0, 300, 300);
return true;
}
void Draw::update()
{
/*TODO: Add things to draw here*/
}
void Draw::render()
{
/* actually flip buffers here */
}
在發佈這裏之前,我刪除了大量的評論,但這不應該影響它是否編譯。
謝謝!
謝謝,我糾正了第一個錯誤,並添加了一行,我複製代碼時省略了。我早些時候看過那個頁面,但是建議使用[this](http://www.codeproject.com/KB/cpp/singletonrvs.aspx)。我會再看一遍,以確保我的模式正常工作,但我敢肯定,一旦我可以編譯和測試我正在處理的內容,就不會太困難。 – Jeremy 2011-04-06 06:36:20
而不是一個指針,他也可以使用引用;相同的效果,在大多數情況下相同的二進制代碼,但使一些事情更好一點。將「static Draw getDraw()」更改爲「static Draw&getDraw()」。另外由於你的構造函數是私有的,你可以在那裏調用init。 - 一個側面說明:就我個人而言,我認爲單身人士是一種反模式,他們真的很少有人可以使用它。類工廠也許,但那些也是恕我直言反模式。 – datenwolf 2011-04-06 07:37:34