SDL_SetTextureColorMod可以更改渲染纹理的颜色
SDL_SetTextureBlendMode 可以控制纹理的混合方式,为了使混合正常工作,必须先在纹理上设置混合模式。
SDL_SetTextureAlphaMod设置纹理的透明度。
SDL_Window* window=SDL_CreateWindow("title",500,500,640,480,SDL_WINDOW_SHOWN);
SDL_Renderer* renderer=SDL_CreateRenderer(window,-1,SDL_RENDERER_ACCELERATED);
SDL_Surface* loadedSurface=IMG_Load("blend.png");
SDL_Texture* texture=SDL_CreateTextureFromSurface(renderer,loadedSurface);
SDL_SetTextureColorMod(texture, 128, 255, 255);//使像素的红色分量减半
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);//设置混合模式
SDL_SetTextureAlphaMod(texture, 128);//设置为半透明
typedef enum
{
SDL_BLENDMODE_NONE = 0x00000000, /**< no blending
dstRGBA = srcRGBA */
SDL_BLENDMODE_BLEND = 0x00000001, /**< alpha blending
dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA))
dstA = srcA + (dstA * (1-srcA)) */
SDL_BLENDMODE_ADD = 0x00000002, /**< additive blending
dstRGB = (srcRGB * srcA) + dstRGB
dstA = dstA */
SDL_BLENDMODE_MOD = 0x00000004, /**< color modulate
dstRGB = srcRGB * dstRGB
dstA = dstA */
SDL_BLENDMODE_MUL = 0x00000008, /**< color multiply
dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA))
dstA = dstA */
SDL_BLENDMODE_INVALID = 0x7FFFFFFF
/* Additional custom blend modes can be returned by SDL_ComposeCustomBlendMode() */
} SDL_BlendMode;
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=NULL);
int getWidth();
int getHeight();
void setBlendMode(SDL_BlendMode blending);
void setColor(Uint8 red, Uint8 green, Uint8 blue);
void setAlpha(Uint8 alpha);
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;
}
void CTexture::setColor(Uint8 red, Uint8 green, Uint8 blue)
{
//Modulate texture
SDL_SetTextureColorMod(m_texture, red, green, blue);
}
void CTexture::setBlendMode(SDL_BlendMode blending)
{
//Set blending function
SDL_SetTextureBlendMode(m_texture, blending);
}
void CTexture::setAlpha(Uint8 alpha)
{
//Modulate texture alpha
SDL_SetTextureAlphaMod(m_texture, alpha);
}
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
CTexture* pModulatedTexture =NULL;
CTexture* pBackgroundTexture = 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);
//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;
}
pBackgroundTexture = new CTexture(gRenderer);
pModulatedTexture = new CTexture(gRenderer);
}
}
}
return success;
}
bool loadMedia()
{
//Loading success flag
bool success = true;
//Load front alpha texture
if (!pModulatedTexture->loadFromFile("src/fadeout.png"))
{
printf("Failed to load front texture!\n");
success = false;
}
else
{
//Set standard alpha blending
pModulatedTexture->setBlendMode(SDL_BLENDMODE_BLEND);
}
//Load background texture
if (!pBackgroundTexture->loadFromFile("src/fadein.png"))
{
printf("Failed to load background texture!\n");
success = false;
}
return success;
}
void close()
{
//Free loaded images
pModulatedTexture->free();
pBackgroundTexture->free();
//Destroy window
SDL_DestroyRenderer(gRenderer);
SDL_DestroyWindow(gWindow);
gWindow = NULL;
gRenderer = NULL;
pModulatedTexture = NULL;
pBackgroundTexture = 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;
//Modulation components
Uint8 r = 255;
Uint8 g = 255;
Uint8 b = 255;
Uint8 a = 128;
//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;
}
//On keypress change rgb values
else if (e.type == SDL_KEYDOWN)
{
switch (e.key.keysym.sym)
{
//Increase red
case SDLK_q:
r += 32;
break;
//Increase green
case SDLK_e:
g += 32;
break;
//Increase blue
case SDLK_r:
b += 32;
break;
//Decrease red
case SDLK_a:
r -= 32;
break;
//Decrease green
case SDLK_d:
g -= 32;
break;
//Decrease blue
case SDLK_f:
b -= 32;
break;
case SDLK_w:
if (a + 32 > 255)
{
a = 255;
}
//Increment otherwise
else
{
a += 32;
}
break;
case SDLK_s:
if (a - 32 < 0)
{
a = 0;
}
//Increment otherwise
else
{
a -= 32;
}
break;
}
}
}
//Clear screen
SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(gRenderer);
//Render background
pBackgroundTexture->render(0, 0,NULL);
//Render front blended
pModulatedTexture->setAlpha(a);
pModulatedTexture->setColor(r, g, b);
pModulatedTexture->render(0, 0,NULL);
//Update screen
SDL_RenderPresent(gRenderer);
}
}
}
//Free resources and close SDL
close();
return 0;
}
效果截图: