SDL2.0渲染图像
作者:互联网
SDL封装了opengl和directx包含图像显示和音频播放
SDL的API文档
https://wiki.libsdl.org/
SDL渲染图像的步骤
1, 初始化接口
int SDLCALL SDL_Init(Uint32 flags);
2, 创建窗口
SDL_Window * SDLCALL SDL_CreateWindow(const char *title,
int x, int y, int w,
int h, Uint32 flags);
3,创建渲染器
SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
int index, Uint32 flags);
4,定义出材质
SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer * renderer,
Uint32 format,
int access, int w,
int h);
5,图像数据写入显存中
int SDLCALL SDL_UpdateTexture(SDL_Texture * texture,
const SDL_Rect * rect,
const void *pixels,
int pitch);
6,渲染
渲染有三个步骤
//清理屏幕
int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
//材质的数据复制到渲染器中
int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Rect * srcrect,
const SDL_Rect * dstrect);
//具体渲染
void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
示例:
#include <iostream>
#include <SDL2/SDL.h>
using namespace std;
#pragma comment(lib, "SDL2.lib")
#undef main
int main(int argc, char* argv[])
{
int w = 800;
int h = 600;
//初始化SDL video库
if (SDL_Init(SDL_INIT_VIDEO)) {
cout << SDL_GetError() << endl;
return -1;
}
//生成SDL窗口 (画画需要一个画板)
SDL_Window* screen = SDL_CreateWindow("test sdl ffmpeg",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED,
w, h,
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
);
if (!screen) {
cout << SDL_GetError() << endl;
return -1;
}
//生成渲染器 (创建个画笔)
SDL_Renderer* render = SDL_CreateRenderer(screen, -1, SDL_RENDERER_ACCELERATED);
if (!render) {
cout << SDL_GetError() << endl;
return -2;
}
//生成材质 (确定要画一个什么类型画)
SDL_Texture* texture = SDL_CreateTexture(render, SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,//可加锁
w, h);
if (!texture) {
cout << SDL_GetError() << endl;
return -4;
}
unsigned char tmp = 255;
shared_ptr<unsigned char> rgb(new unsigned char[w * h * 4]);
unsigned char* r = rgb.get();
while (1) {
//判断退出
SDL_Event ev;
SDL_WaitEventTimeout(&ev, 10);//SDL的事件发送
if (ev.type == SDL_QUIT) {
SDL_DestroyWindow(screen);
break;
}
--tmp;
for (int j = 0; j < h; ++j) {
int b = j * w * 4;
for (int i = 0; i < w * 4; i += 4) {
r[b + i] = tmp; //B
r[b + i + 1] = 0; //G
r[b + i + 2] = 0; //R
r[b + i + 3] = 0; //A
}
}
//清理屏幕
SDL_RenderClear(render);
//将内存数据写入材质 (内存数据转成显存)
SDL_UpdateTexture(texture, nullptr, r, w * 4);
//复制材质到渲染 (这里可以进行图像的截取)
SDL_Rect sdl_rect;
sdl_rect.x = 0;
sdl_rect.y = 0;
sdl_rect.w = w;
sdl_rect.h = h;
SDL_RenderCopy(render, texture,
nullptr,//原图位置和尺寸
&sdl_rect//目标位置和尺寸
);
//具体的进行渲染 (开始作画)
SDL_RenderPresent(render);
}
return 0;
}
标签:SDL2.0,渲染,int,SDLCALL,sdl,图像,SDL,rect 来源: https://blog.csdn.net/qq_40684669/article/details/121499631