有没有办法改变窗口中单个像素的大小,因为我宁愿使用8x8像素而不是1x1的单个控制台字符。
答案 0 :(得分:1)
如果您要扩展(或缩小)窗口中的所有内容,最简单的方法是通过调用sf::View
来更改窗口sf::RenderWindow::setView()
:
sf::RenderWindow myWindow(sf::VideoMode(640, 480), "Test");
// Define a view that's 320x240 units (i.e. pixels) in size and is centered at (160, 120)
sf::View myView(sf::Vector2f(160, 120), sf::Vector2f(320, 240));
// Apply the view
myWindow.setView(myView);
运行此代码后,呈现给窗口的所有内容都将被放大2倍(因为您在640x480内显示320x240)。以类似的方式,您可以实现8的缩放因子,例如通过制作窗口(800,800)并将视图设置为(100,100)。
但是,根据您呈现的内容,您不会获得像素化的外观。
如果您想创建具有锐化/放大像素的像素艺术品,我建议您只需将场景渲染为所需分辨率的渲染纹理,然后将该纹理渲染到实际窗口,进行放大(并禁用过滤):
#include <SFML/Graphics.hpp>
int main(int argc, char **argv) {
sf::RenderWindow window(sf::VideoMode(800, 600), "Scaling", sf::Style::Default);
// Set the view to upscale
// Use 1/8th of the window's size
sf::View view(sf::Vector2f(50, 37.5f), sf::Vector2f(100, 75));
window.setView(view);
// Let's create a render texture as buffer
// (I'm skipping error checking for simplicity)
sf::RenderTexture buffer;
buffer.create(100, 75); // Again 1/8th of the window size
sf::Sprite bufferSprite(buffer.getTexture());
// Something to draw
sf::CircleShape circle(20, 6);
circle.setFillColor(sf::Color::Transparent);
circle.setOutlineColor(sf::Color::Black);
circle.setOutlineThickness(2);
circle.setOrigin(20, 20); // Move origin to center
// Let's use a simple sf::Clock to animate a bit
sf::Clock timer;
while (window.isOpen()) {
sf::Event event;
while (window.pollEvent(event)) {
switch (event.type) {
case sf::Event::Closed:
window.close();
break;
}
}
// Rotate the circle
circle.setRotation(timer.getElapsedTime().asMilliseconds() / 10);
// Clear the scene in the render texture
buffer.clear(sf::Color(64, 127, 192));
// Draw our circle
circle.setPosition(25, 37.5f); // Despite the float offset, the result will be pixel accurate!
buffer.draw(circle);
// Finish the render texture drawing
buffer.display();
// Draw the render texture's contents
window.draw(bufferSprite);
// Let's render the upscaled shape for comparison
circle.setPosition(75, 37.5f);
window.draw(circle);
// Display the results
window.display();
}
return 0;
}
一旦编译完毕,这将导致两个旋转六面&#34;圆圈#34;一个像素化(通过渲染纹理&#39;分辨率)和一个锐利(由于简单的升级):