前言
个人喜好原因,写OpenGL的程序都喜欢用SDL做框架,没有Qt那么臃肿,也没有glut那么坑跌,在不失灵活性的情况下保持了自己的轻量。SDL2.0在今年很早的时候时候就发布了,几天就来好好试用一下。
下面是SDL2主要的几点新特性:
全硬件加速
支持OpenGL3.0+
支持OpenGL ES
支持Android和iOS
跨平台支持Windows,MacOSX和LInux
修改了很多bug
...
编译安装
从官网下载最新版2.0.1的源码,解压后cd进目录,依次执行:
./autogen
./configura
make
sudu make install
一切顺利的话SDL2.0就安装编译好了。
库文件在 /usr/local/lib中
头文件在 /usr/local/include/SDL2 中。
加载显示一张图片
感觉SDL的1.2和2.0差别还是挺大的。看代码:
#include <iostream> #include <SDL2/SDL.h> #include <GL/gl.h> #include <GL/glu.h> using namespace std; int main() { //Start SDL if (SDL_Init(SDL_INIT_VIDEO) != 0) { cout << "SDL_Init Error: " << SDL_GetError() << endl; return 1; } SDL_Window *win = SDL_CreateWindow("Hello World!", 100, 100, 871, 564, SDL_WINDOW_SHOWN); if (win == nullptr) { cout << "SDL_CreateWindow Error: " << SDL_GetError() << endl; return 1; } SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED|SDL_RENDERER_PRESENTVSYNC); if (ren == nullptr) { cout << "SDL_CreateRenderer Error: " << SDL_GetError() << endl; return 1; } SDL_Surface *bmp = SDL_LoadBMP("girl.bmp"); if (bmp == nullptr) { cout << "SDL_LoadBMP Error: " << SDL_GetError() << endl; return 1; } SDL_Texture *tex = SDL_CreateTextureFromSurface(ren, bmp); SDL_FreeSurface(bmp); if (tex == nullptr) { cout << "SDL_CreateTextureFromSurface Error: " << SDL_GetError() << endl; return 1; } SDL_RenderClear(ren); SDL_RenderCopy(ren, tex, NULL, NULL); SDL_RenderPresent(ren); SDL_Delay(2000); SDL_DestroyTexture(tex); SDL_DestroyRenderer(ren); SDL_DestroyWindow(win); //Quit SDL SDL_Quit(); cout<<"Hello"<<endl; return 1; }
代码还是蛮简单的,先是初始化SDL,再依次 初始化Window ->初始化Render ->加载图片 -> 生成纹理 ->渲染纹理 ->释放内存,记得在当前目录放一张 girl.bmp.运行结果:
基于SDL2的OpenGL编程
相对于SDL1.2中的函数接口,SDL2改变得还是比较大的,其中的设计得会更加“现代化”一些,用起来会更加方便,以前用过SDL1.2的需要重新熟悉一下。
#include <iostream> #include <SDL2/SDL.h> #include <GL/gl.h> #include <GL/glu.h> using namespace std; const int SCREEN_WIDTH = 800; const int SCREEN_HEIGHT =600; SDL_Window *mainwindow; /* Our window handle */ SDL_GLContext maincontext; /* Our opengl context handle */ /* A simple function that prints a message, the error code returned by SDL, * and quits the application */ void sdldie(const char *msg) { printf("%s: %s\n", msg, SDL_GetError()); SDL_Quit(); exit(1); } void quit( int code ) { SDL_Quit( ); /* Exit program. */ exit( code ); } void checkSDLError(int line = -1) { #ifndef NDEBUG const char *error = SDL_GetError(); if (*error != '\0') { printf("SDL Error: %s\n", error); if (line != -1) printf(" + line: %i\n", line); SDL_ClearError(); } #endif } void initGL( int width, int height ) { float ratio = (float) width / (float) height; // Our shading model--Gouraud (smooth). glShadeModel( GL_SMOOTH ); // Set the clear color. glClearColor( 0, 0, 0, 0 ); // Setup our viewport. glViewport( 0, 0, width, height ); //Change to the projection matrix and set our viewing volume. glMatrixMode( GL_PROJECTION ); glLoadIdentity(); gluPerspective( 60.0, ratio, 1.0, 100.0 ); } void initSDL() { if (SDL_Init(SDL_INIT_VIDEO) < 0) /* Initialize SDL's Video subsystem */ sdldie("Unable to initialize SDL"); /* Or die on error */ /* Request opengl 3.2 context. * SDL doesn't have the ability to choose which profile at this time of writing, * but it should default to the core profile */ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); /* Turn on double buffering with a 24bit Z buffer. * You may need to change this to 16 or 32 for your system */ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); /* Create our window centered at 512x512 resolution */ mainwindow = SDL_CreateWindow("OpenGL in SDL2", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN|SDL_WINDOW_RESIZABLE); if (!mainwindow) /* Die if creation failed */ sdldie("Unable to create window"); checkSDLError(__LINE__); /* Create our opengl context and attach it to our window */ maincontext = SDL_GL_CreateContext(mainwindow); checkSDLError(__LINE__); /* This makes our buffer swap syncronized with the monitor's vertical refresh */ SDL_GL_SetSwapInterval(1); } void renderGL() { // Clear the color and depth buffers. glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); // We don't want to modify the projection matrix. */ glMatrixMode( GL_MODELVIEW ); glLoadIdentity( ); // Move down the z-axis. glTranslatef( 0.0, 0.0, -5.0 ); //Draw a square glBegin(GL_QUADS); glColor3f(1.0f,0.0f,0.0f); glVertex3f(-1.0f , -1.0f , 1.0f ); glColor3f(0.0f,1.0f,0.0f); glVertex3f( 1.0f , -1.0f , 1.0f ); glColor3f(0.0f,0.0f,1.0f); glVertex3f( 1.0f , 1.0f , 1.0f ); glColor3f(1.0f,1.0f,0.0f); glVertex3f(-1.0f , 1.0f , 1.0f ); glEnd(); SDL_GL_SwapWindow(mainwindow); } void resizeGL(int width,int height) { if ( height == 0 ) { height = 1; } //Reset View glViewport( 0, 0, (GLint)width, (GLint)height ); //Choose the Matrix mode glMatrixMode( GL_PROJECTION ); //reset projection glLoadIdentity(); //set perspection gluPerspective( 45.0, (GLfloat)width/(GLfloat)height, 0.1, 100.0 ); //choose Matrix mode glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); } void handleKeyEvent( SDL_Keysym* keysym ) { switch( keysym->sym ) { case SDLK_ESCAPE: quit( 0 ); break; case SDLK_SPACE: cout<<"Space"<<endl; break; default: break; } } void handleEvents() { // Our SDL event placeholder. SDL_Event event; //Grab all the events off the queue. while( SDL_PollEvent( &event ) ) { switch( event.type ) { case SDL_KEYDOWN: // Handle key Event handleKeyEvent( &event.key.keysym ); break; case SDL_QUIT: // Handle quit requests (like Ctrl-c). quit( 0 ); break; case SDL_WINDOWEVENT: if(event.window.event == SDL_WINDOWEVENT_RESIZED) { if ( mainwindow ) { int tmpX,tmpY; SDL_GetWindowSize(mainwindow,&tmpX,&tmpY); resizeGL(tmpX, tmpY); } } SDL_GL_SwapWindow(mainwindow); break; } } } /* Our program's entry point */ int main(int argc, char *argv[]) { initSDL(); initGL(SCREEN_WIDTH, SCREEN_HEIGHT); renderGL( ); while(true) { /* Process incoming events. */ handleEvents( ); /*Render scene*/ renderGL(); } return 0; }
需要说明的时候__LINE__这个宏,它主要是用来调试的,表示当前的代码行数,
用下面的命令来编译:
g++ test.cpp -o test -lSDL2 -lGL -lGLU -std=c++11
运行结果:
编译运行Android中的SDL2
注:最好在Ubuntu 下来进行交叉编译,测试过Opensuse,未果。
在SDL的源码文件夹中有相应的android工程模板 android-project.
首先是交叉编译。
1.创建android-project/jni/SDL文件夹
2.将SDL源码目录下的src 和include文件夹还有Android.mk拷贝到刚才创建的目录
3.在 android-project/jni/src 中创建main.c
这里从手机里面加载一张图片来显示。
#include "SDL.h" int main(int argc, char* argv[]) { //Start SDL if (SDL_Init(SDL_INIT_VIDEO) != 0) { return 1; } SDL_Window *win = SDL_CreateWindow("Hello World!", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 512, 512, SDL_WINDOW_SHOWN); SDL_Renderer *ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED|SDL_RENDERER_PRESENTVSYNC); SDL_Surface *bmp = SDL_LoadBMP("/sdcard/boss.bmp"); SDL_Texture *tex = SDL_CreateTextureFromSurface(ren, bmp); SDL_FreeSurface(bmp); SDL_RenderClear(ren); SDL_RenderCopy(ren, tex, NULL, NULL); SDL_RenderPresent(ren); SDL_Delay(2000); SDL_DestroyTexture(tex); SDL_DestroyRenderer(ren); SDL_DestroyWindow(win); //Quit SDL SDL_Quit(); return 1; }
修改src/Android.mk文件,将YourSourceHere.c改为main.c.
4.在手机的sdcard根目录下面放一个boss.bmp,待会加载。
5.终端cd进android-project,执行
$NDK_ROOT/ndk-build
编译正常的话可以得到下面的结果:
6.用eclipse将项目导入,运行,得到结果:
参考
在Eclipse中配置SDL2.0 for Android - http://adolfans.github.io/sdltutorialcn/blog/2013/04/23/set-up-sdl2-for-android-in-eclipse/