我在这个问题上被困了很长一段时间: 我的代码看起来像那样
enum class LayerType {Foreground, Terrain, Background, Target};
class Texture
{
private:
...
Texture * target;
LayerType targetLayer;
...
public:
...
Texture & getTarget();
void setTarget(Texture & texture);
...
};
class Renderer
{
private:
...
map<GAME::LayerType, Texture> layers;
...
public:
...
void drawTexture(Texture & texture);
...
};
当渲染器的构造函数被调用时,我为 map 中的每个枚举类型设置一个条目,因此每个层都有自己的纹理(并且 targetLayer 设置为 LayerTypeTarget)。这个想法是我不必以正确的顺序绘制所有纹理,而是在正确的目标纹理上绘制。
渲染器的当前函数如下所示。
void Renderer::present()
{
this->setRendererEmptyTarget();
for(map<LayerType, Texture>::reverse_iterator it = this->layers.rbegin(); it != this->layers.rend(); it++)
{
this->drawTexture(it->second);
}
SDL_RenderPresent(this->ren);
}
绘图函数是这样的:
void Renderer::drawTexture(Texture & texture)
{
if(texture.getTargetLayer() != LayerType::Target)
{
this->setRendererTarget(this->layers.find(texture.getTargetLayer())->second);
}
SDL_RenderCopy(this->ren, texture.getTexture(), NULL, NULL);
}
问题是所有纹理都是按照函数调用的顺序绘制的,而不是按照目标纹理的顺序绘制的。我认为问题可能是缺少对目标纹理的引用。
编辑:
左图显示了它应该是什么样子,右图显示了它实际的样子: http://imgur.com/QafTPuT
左图代码:
// s1, s2 are surfaces
// the targetTexture contains the sdl flags for a target texture
Texture targetTexture = Texture(this->renderer, LayerType::Target);
Texture t1 = Texture(this->renderer, s1, LayerType::Menu);
Texture t2 = Texture(this->renderer, s2, LayerType::Terrain);
while(running)
{
this->renderer.setTarget(targetTexture);
this->renderer.drawTexture(t1);
this->renderer.setEmptyTarget();
this->renderer.drawTexture(t2);
this->renderer.present();
}
以及右图的代码:
// s1, s2 are surfaces
Texture t1 = Texture(this->renderer, s1, LayerType::Menu);
Texture t2 = Texture(this->renderer, s2, LayerType::Terrain);
while(running)
{
this->renderer.drawTexture(t1);
this->renderer.drawTexture(t2);
this->renderer.present();
}
最佳答案
我用指针解决了我的问题。我换了
map<GAME::LayerType, Texture> layers;
与
map<GAME::LayerType, Texture*> layers;
所以,我现在有了我的推荐信:-)
关于c++ - 为 SDL 渲染器存储预定义层,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/35117093/