绘制精灵导致 Segmentation Fault

Drawing sprite causes Segmentation Fault

我正在用 SFML2 编写一个基于等距图块的简单游戏。地图中的每个图块由 Tile class 表示。 class 包含 sf::Sprite 对象和 draw() 函数,它应该在屏幕上绘制精灵。问题是调用 window.draw() 会导致分段错误。我读到它通常是由关联的 sf::Texture 指针无效引起的,但我已经检查过,事实并非如此。

(使用 ResourceManager<sf::Texture> 对象将纹理引用传递给 Tile 构造函数)

tile.hpp:

#pragma once

#include <SFML/Graphics.hpp>
#include "resource_manager.hpp"

class Tile
{
public:
  Tile(const sf::Texture& texture);

  void draw(sf::RenderWindow& window, const float dt);

private:
  sf::Sprite _sprite;
};

tile.cpp:

#include "tile.hpp"

Tile::Tile(const sf::Texture& texture)
{
  _sprite.setTexture(texture);
}

void Tile::draw(sf::RenderWindow& window, const float dt)
{
  std::cout << _sprite.getTexture()->getSize().x << std::endl; //Texture pointer works fine
  window.draw(_sprite); //Segmentation Fault here
}

map.hpp:

#pragma once

#include <vector>
#include <SFML/Graphics.hpp>
#include "resource_holder.hpp"
#include "tile.hpp"

class Map
{
public:
  Map(ResourceHolder& resources, int width, int height);

  void draw(sf::RenderWindow& window, const float dt);

private:
  ResourceHolder& _resources;
  int _width, _height;

  std::vector<Tile> _tiles;
};

map.cpp:

#include "map.hpp"
#include <iostream>

Map::Map(ResourceHolder& resources, int width, int height)
  : _resources(resources), _width(width), _height(height)
{
  _tiles.reserve(width * height);

  for(int y = 0; y < _height; ++y)
  {
    for(int x = 0; x < _width; ++x)
    {
      _tiles[x + y * _width] = Tile(_resources.textures["groundTile_NE"]);
    }
  }
}

void Map::draw(sf::RenderWindow& window, const float dt)
{
  for(int x = 0; x < _width; ++x)
  {
    for(int y = 0; y < _height; ++y)
    {
      _tiles[x + y * _width].draw(window, dt);
    }
 }
}

resource_manager.hpp:

#pragma once

#include <unordered_map>
#include <iostream>

template<typename Resource>
class ResourceManager
{
public:
  ResourceManager(const std::string& directory, const std::string& extension)
    : _directory("assets/" + directory + "/"), _extension("." + extension)
  {}

  Resource& operator[](const std::string& name)
  {
    return get(name);
  }

  Resource& get(const std::string& name)
  {
    if(!exists(name))
      load(name);

    return _resources.at(name);
  }

  bool exists(const std::string& name) const
  {
    return _resources.find(name) != _resources.end();
  }

  void load(const std::string& name)
  {
    Resource res;
    if(!res.loadFromFile(_directory + name + _extension))
    {
      res.loadFromFile(_directory + "_fail_" + _extension);
    }

    _resources.insert({name, res});
  }

private:
  const sf::String _directory;
  const sf::String _extension;

  std::unordered_map<std::string, Resource> _resources;
};

从 SFML 源代码 (Graphics/Texture.cpp) 中,析构函数导致 OpenGL 纹理缓冲区被删除:

Texture::~Texture()
{
    // Destroy the OpenGL texture
    if (m_texture)
    {
        TransientContextLock lock;

        GLuint texture = static_cast<GLuint>(m_texture);
        glCheck(glDeleteTextures(1, &texture));
    }
}

在您的 load 方法中,您在堆栈上分配对象 res。这意味着当方法returns时,Resource的析构函数将在res对象上被调用。您的 OpenGL 句柄已删除,但仍存储在您插入 _resources.

rescopy

要解决此问题,请改为存储资源 类 的 指针

std::unordered_map<std::string, Resource*> _resources;

...

void load(const std::string& name)
{
   Resource* res = new Resource();
   if (!res->loadFromFile(_directory + name + _extension))
   {
      res->loadFromFile(_directory + "_fail_" + _extension);
   }

   _resources.insert({name, res});
}

Resource* operator[](const std::string& name)
{
   return get(name);
}

Resource* get(const std::string& name)
{
   if (!exists(name))
      load(name); // or return nullptr

   return _resources.at(name);
}

但是你还需要在ResourceManager对象销毁时销毁这些指针:

~ResourceManager()
{
   for (auto& pair : _resources)
      delete pair.second;
}

注意:您可能想在 _resources 中存储 references。但是请参阅 this link 了解为什么不可能。