如何使用 SDL_CreateTexture [英] How to use SDL_CreateTexture

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本文介绍了如何使用 SDL_CreateTexture的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我想知道如何使用 SDL_CreateTexture 函数.
我只想创建纹理,给它一个颜色并在屏幕上的某个地方绘制它.我不想在其中加载任何图片.
我以为我可以按这个顺序使用 SDL_CreateTexture、SDL_SetTextureColorMod、SDL_RenderCopy、SDL_RenderPresent,但是我总是得到一个黑色矩形而不是红色矩形.

I would like to know ho to use SDL_CreateTexture function.
I just want to create texture, give it a color and draw it somewhere on the screen. I dont wanna load any picture into it.
I thought I can use SDL_CreateTexture, SDL_SetTextureColorMod, SDL_RenderCopy, SDL_RenderPresent in that order, but I always get just a black rectangle instead of red one.

#include <SDL.h>

int main(int argc, char* argv[]) {

    SDL_Init(SDL_INIT_EVERYTHING);

    SDL_Window *MainWindow = SDL_CreateWindow("My Game Window",
                                  SDL_WINDOWPOS_CENTERED,
                                  SDL_WINDOWPOS_CENTERED,
                                  1024, 768,
                                  SDL_WINDOW_SHOWN
                                  );

    SDL_Renderer *renderer = SDL_CreateRenderer(MainWindow, -1, 0);

    SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);

    SDL_RenderClear(renderer);


    SDL_Texture *Tile = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET,8,8);

    //I want my texture to be red
    SDL_SetTextureColorMod(Tile,255,0,0);

    //I just try this i dont know if I have to do that
    SDL_SetTextureAlphaMod(Tile,255);

    SDL_Rect destination = {320,240,8,8};
    SDL_RenderCopy(renderer,Tile,NULL,&destination);
    SDL_RenderPresent(renderer);
    SDL_Delay(3000);

    //Clean up
    SDL_DestroyTexture(Tile);
    SDL_DestroyWindow(MainWindow);
    SDL_Quit();

    return 0;
}


我也不知道我是否在 SDL_CreateTexture 中使用了正确的格式(SDL_PixelFormatEnum)值.有很多,我不明白他们的意思.出于此目的,我可以使用哪个?


I also dont know if I am using right format (SDL_PixelFormatEnum) value in SDL_CreateTexture. There is a lot of them and I dont understand what they mean. Which one can I use form this purpose?

推荐答案

SDL_SetTextureColorMod 将确保后续渲染复制操作将考虑指定的乘数.它不会改变纹理纹素的颜色.

SDL_SetTextureColorMod will make sure subsequent render copy operations will have the specified multiplier taken into account. It doesn't change color to the texture texels.

您应该加载位图或使用红色初始化纹理,如下例所示

You should rather either load a bitmap or initialize your texture with a red color as in the following example

int main(int argc, char* argv[]) {

    SDL_Init(SDL_INIT_EVERYTHING);

    SDL_Window *MainWindow = SDL_CreateWindow("My Game Window",
        SDL_WINDOWPOS_CENTERED,
        SDL_WINDOWPOS_CENTERED,
        1024, 768,
        SDL_WINDOW_SHOWN
        );

    SDL_Renderer *renderer = SDL_CreateRenderer(MainWindow, -1, 0);

    SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);

    SDL_RenderClear(renderer);

    SDL_Texture *Tile = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888,
                        SDL_TEXTUREACCESS_STREAMING, 8, 8);

    // Initialize texture pixels to a red opaque RGBA value
    unsigned char* bytes = nullptr;
    int pitch = 0;
    SDL_LockTexture(Tile, nullptr, reinterpret_cast<void**>(&bytes), &pitch);
    unsigned char rgba[4] = { 255, 0, 0, 255 };
    for(int y = 0; y < 8; ++y) {
        for (int x = 0; x < 8; ++x) {
            memcpy(&bytes[(y * 8 + x)*sizeof(rgba)], rgba, sizeof(rgba));
        }
    }
    SDL_UnlockTexture(Tile);

    SDL_Rect destination = { 320, 240, 8, 8 };
    SDL_RenderCopy(renderer, Tile, NULL, &destination);
    SDL_RenderPresent(renderer);
    SDL_Delay(3000);

    //Clean up
    SDL_DestroyTexture(Tile);
    SDL_DestroyWindow(MainWindow);
    SDL_Quit();

    return 0;
}

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