我正在尝试为像素操作创建一个SDL_Surface,但是在设置表面的颜色蒙版时出现问题,因为填充颜色缓冲区时颜色不正确(请参阅注释,我试图解释u8vec4作为RGBA颜色):
const int win_width = 640;
const int win_height = 480;
std::vector<glm::u8vec4> colors{ win_width * win_height, glm::u8vec4{ 0, 0, 0, 0 } };
SDL_Surface* render_surface = SDL_CreateRGBSurfaceFrom(&colors[0], win_width, win_height, 32,
sizeof(glm::u8vec4) * win_width, 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
SDL_Texture* render_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888,
SDL_TEXTUREACCESS_STREAMING, win_width, win_height);
// { 255, 0, 0, 255 } = Red
// { 255, 0, 0, 100 } = Darker red, alpha seems to be working
// { 0, 255, 0, 255 } = Purple!? Should be green?
// { 0, 0, 255, 255 } = Yellow, expecting blue
std::fill(colors.begin(), colors.end(), glm::u8vec4{ 0, 0, 0, 255 }); // Red
SDL_UpdateTexture(render_texture, nullptr, render_surface->pixels, render_surface->pitch);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, render_texture, nullptr, nullptr);
SDL_RenderPresent(renderer);
答案 0 :(得分:4)
你应该尝试根据endian设置你的位置。我是这样做的:
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
const uint32_t R_MASK = 0xff000000;
const uint32_t G_MASK = 0x00ff0000;
const uint32_t B_MASK = 0x0000ff00;
const uint32_t A_MASK = 0x000000ff;
#else
const uint32_t R_MASK = 0x000000ff;
const uint32_t G_MASK = 0x0000ff00;
const uint32_t B_MASK = 0x00ff0000;
const uint32_t A_MASK = 0xff000000;
#endif
在你的情况下,你已经相反地获得了颜色掩模。
我认为Jongware是正确的,格式是ABGR。
// { 255, 0, 0, 100 } = Darker red, alpha seems to be working
我猜这里的alpha似乎是正确的,因为背景是黑色的,并且通过将红色数量减少到100,它会自然地与背景混合。
我还认为你没有设置SDL_BlendMode