SDL2纹理的像素格式和表面颜色蒙版

时间:2014-05-30 17:07:21

标签: c++ sdl sdl-2

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);

1 个答案:

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

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