在SDL2中,我希望能够将更改绘制到一个缓冲区,而不是将整个图像重绘为两个不同的缓冲区,就像我的设置似乎正在做的那样。下面是一个非常快速的测试,显示了不需要的行为:
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
#include <SDL.h>
// Compile: gcc test.c -I/usr/local/include/SDL2 -L/usr/local/lib -lSDL2
void putPixel(SDL_Renderer *renderer, int x, int y)
{
SDL_SetRenderDrawColor(renderer, 255,255,255,255);
SDL_RenderDrawPoint(renderer, x, y);
}
int main(int argc, char* argv[]) {
int width = 640;
int height = 480;
SDL_Window *window = SDL_CreateWindow("Test", 0,0,width,height, 0);
if (window == NULL)
{
return -1;
}
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == NULL)
{
return -2;
}
SDL_SetRenderDrawBlendMode(renderer,SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
for(int x=0;x<8;x++)
{
for(int y=0;y<10;y++)
{
putPixel(renderer,40+x*10,50+y);
}
SDL_RenderPresent(renderer);
sleep(1);
}
SDL_Quit();
return 0;
}
此输出是两个交替的屏幕。它显然使用双缓冲区,这意味着我必须清除并重绘以获得我想要的输出。在for ...循环的每个循环之后,我想在缓冲区中添加一行 - 在程序运行结束时应该有8行。在这种情况下,我在一个缓冲区上有4个,在另一个上有4个。我不想再重绘前一行,因此需要一个缓冲区:
答案 0 :(得分:7)
这使用纹理作为缓冲区,并在完成后将其复制到屏幕上。
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
#include <SDL.h>
// Compile: gcc test.c -I/usr/local/include/SDL2 -L/usr/local/lib -lSDL2
void putPixel(SDL_Renderer *renderer, int x, int y)
{
SDL_SetRenderDrawColor(renderer, 255,255,255,255);
SDL_RenderDrawPoint(renderer, x, y);
}
int main(int argc, char* argv[]) {
int width = 640;
int height = 480;
SDL_Window *window = SDL_CreateWindow("Test", 0,0,width,height, 0);
if (window == NULL)
{
return -1;
}
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
if (renderer == NULL)
{
return -2;
}
SDL_SetRenderDrawBlendMode(renderer,SDL_BLENDMODE_BLEND);
/* Create texture for display */
SDL_Texture *display = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, width, height);
SDL_SetRenderTarget(renderer, display);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
for(int x=0;x<8;x++)
{
SDL_SetRenderTarget(renderer, display);
for(int y=0;y<10;y++)
{
putPixel(renderer,40+x*10,50+y);
}
SDL_SetRenderTarget(renderer, NULL);
SDL_RenderCopy(renderer, display, NULL, NULL);
SDL_RenderPresent(renderer);
sleep(1);
}
SDL_Quit();
return 0;
}
这个输出如下: