使用SDL_SetColorKey可以使某个像素值在blit中被视为透明,进而不渲染,使用SDL_MapRGB确定该像素。
SDL_SetColorKey的第一个参数为加载图片的表面,第二个参数是一个布尔值,最后一个参数是我们想要进行颜色键控的像素。
SDL_MapRGB的第一个参数是像素的格式(即表面的格式),最后三个变量是要映射的颜色的红色、绿色和蓝色分量。
SDL_Surface* loadedSurface=IMG_Load("colorkey.png");
SDL_SetColorKey(loadedSurface, SDL_TRUE, SDL_MapRGB(loadedSurface->format,0,0xFF,0xFF));
渲染
SDL_Window* window=SDL_CreateWindow("title",500,500,640,480,SDL_WINDOW_SHOWN);
SDL_Renderer* renderer=SDL_CreateRenderer(window,-1,SDL_RENDERER_ACCELERATED);
SDL_Texture* newTexture=SDL_CreateTextureFromSurface(renderer,loadedSurface);
int W=loadedSurface->w;
int H=loadedSurface->h;
SDL_FreeSurface(loadedSurface);
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(renderer);
SDL_Rect renderQuad = { 200, 200, W, H };
SDL_RenderCopy(renderer, newTexture, NULL, &renderQuad);
SDL_RenderPresent(renderer);
当要使用剪辑渲染时,将剪辑矩形传递到SDL_RenderCopy函数的第三个参数作为源矩形,同时设置目标矩形(SDL_RenderCopy函数的第四个参数)的大小与源矩形的大小相同。源矩形定义要渲染纹理的哪个部分。当源矩形为 NULL 时不剪辑。
SDL_Rect spriteClip { 0,0,100,100 };
renderQuad.w = spriteClip ->w;
renderQuad.h = spriteClip ->h;
SDL_RenderCopy(renderer, newTexture, spriteClip , &renderQuad);
完整代码
CTexture.h
#pragma once
#include<SDL.h>
#include<string>
class CTexture {
public:
CTexture(SDL_Renderer*& renderer);
~CTexture();
bool loadFromFile(std::string path);
void free();
void render(int x, int y, SDL_Rect* clip);
int getWidth();
int getHeight();
private:
SDL_Texture* m_texture;
SDL_Renderer* m_renderer;
int m_width;
int m_height;
};
CTexture.cpp
#include "CTexture.h"
#include <SDL_image.h>
CTexture::CTexture(SDL_Renderer*& renderer):m_renderer{renderer}
{
//Initialize
m_texture = NULL;
m_width = 0;
m_height = 0;
}
CTexture::~CTexture()
{
//Deallocate
free();
}
bool CTexture::loadFromFile(std::string path)
{
//Get rid of preexisting texture
free();
//The final texture
SDL_Texture* newTexture = NULL;
//Load image at specified path
SDL_Surface* loadedSurface = IMG_Load(path.c_str());
if (loadedSurface == NULL)
{
printf("Unable to load image %s! SDL_image Error: %s\n", path.c_str(), IMG_GetError());
}
else
{
//Color key image
SDL_SetColorKey(loadedSurface, true, SDL_MapRGB(loadedSurface->format, 0x00, 0xFF, 0xFF));
//Create texture from surface pixels
newTexture = SDL_CreateTextureFromSurface(m_renderer, loadedSurface);
if (newTexture == NULL)
{
printf("Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
}
else
{
//Get image dimensions
m_width = loadedSurface->w;
m_height = loadedSurface->h;
}
//Get rid of old loaded surface
SDL_FreeSurface(loadedSurface);
}
//Return success
m_texture = newTexture;
return m_texture != NULL;
}
void CTexture::free()
{
//Free texture if it exists
if (m_texture != NULL)
{
SDL_DestroyTexture(m_texture);
m_texture = NULL;
m_width = 0;
m_height = 0;
}
}
void CTexture::render(int x, int y, SDL_Rect* clip)
{
//Set rendering space and render to screen
SDL_Rect renderQuad = { x, y, getWidth(), getHeight() };
//Set clip rendering dimensions
if (clip != NULL)
{
renderQuad.w = clip->w;
renderQuad.h = clip->h;
}
//Render to screen
SDL_RenderCopy(m_renderer, m_texture, clip, &renderQuad);
}
int CTexture::getWidth()
{
return m_width;
}
int CTexture::getHeight()
{
return m_height;
}
main.cpp
#include <SDL.h>
#include <SDL_image.h>
#include <stdio.h>
#include <string>
#include "CTexture.h"
//Screen dimension constants
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
//Starts up SDL and creates window
bool init();
//Loads media
bool loadMedia();
//Frees media and shuts down SDL
void close();
//The window we'll be rendering to
SDL_Window* gWindow = NULL;
//The window renderer
SDL_Renderer* gRenderer = NULL;
//Scene sprites
SDL_Rect gSpriteClips[4];
CTexture* pSpriteSheetTexture =NULL;
bool init()
{
//Initialization flag
bool success = true;
//Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
printf("SDL could not initialize! SDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
//Set texture filtering to linear
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1"))
{
printf("Warning: Linear texture filtering not enabled!");
}
//Create window
gWindow = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (gWindow == NULL)
{
printf("Window could not be created! SDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
//Create renderer for window
gRenderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_ACCELERATED);
if (gRenderer == NULL)
{
printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
//Initialize renderer color
SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
pSpriteSheetTexture = new CTexture(gRenderer);
//Initialize PNG loading
int imgFlags = IMG_INIT_PNG;
if (!(IMG_Init(imgFlags) & imgFlags))
{
printf("SDL_image could not initialize! SDL_image Error: %s\n", IMG_GetError());
success = false;
}
}
}
}
return success;
}
bool loadMedia()
{
//Loading success flag
bool success = true;
//Load background texture
if (!pSpriteSheetTexture->loadFromFile("src/dots.png"))
{
printf("Failed to load background texture image!\n");
success = false;
}
else {
//Set top left sprite
gSpriteClips[0] = { 0,0,100,100 };
//Set top right sprite
gSpriteClips[1] = { 100,0,100,100 };
//Set bottom left sprite
gSpriteClips[2] = { 0,100,100,100 };
//Set bottom right sprite
gSpriteClips[3] = { 100,100,100,100 };
}
return success;
}
void close()
{
//Free loaded images
pSpriteSheetTexture->free();
//Destroy window
SDL_DestroyRenderer(gRenderer);
SDL_DestroyWindow(gWindow);
gWindow = NULL;
gRenderer = NULL;
pSpriteSheetTexture = NULL;
//Quit SDL subsystems
IMG_Quit();
SDL_Quit();
}
int main(int argc, char* args[])
{
//Start up SDL and create window
if (!init())
{
printf("Failed to initialize!\n");
}
else
{
//Load media
if (!loadMedia())
{
printf("Failed to load media!\n");
}
else
{
//Main loop flag
bool quit = false;
//Event handler
SDL_Event e;
//While application is running
while (!quit)
{
//Handle events on queue
while (SDL_PollEvent(&e) != 0)
{
//User requests quit
if (e.type == SDL_QUIT)
{
quit = true;
}
}
//Clear screen
SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(gRenderer);
//Render top left sprite
pSpriteSheetTexture->render(0, 0, &gSpriteClips[0]);
//Render top right sprite
pSpriteSheetTexture->render(SCREEN_WIDTH - gSpriteClips[1].w, 0, &gSpriteClips[1]);
//Render bottom left sprite
pSpriteSheetTexture->render(0, SCREEN_HEIGHT - gSpriteClips[2].h, &gSpriteClips[2]);
//Render bottom right sprite
pSpriteSheetTexture->render(SCREEN_WIDTH - gSpriteClips[3].w, SCREEN_HEIGHT - gSpriteClips[3].h, &gSpriteClips[3]);
//Update screen
SDL_RenderPresent(gRenderer);
}
}
}
//Free resources and close SDL
close();
return 0;
}
效果截图
参考文章:Lazy Foo' Productions - Clip Rendering and Sprite Sheets