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SDL Guide 中文译版(二)

王朝delphi·作者佚名  2006-01-08
窄屏简体版  字體: |||超大  

第二章 图像和视频

初始化SDL Video显示

视频是最常用的部分,也是SDL最完整的子系统。下面的初始化过程是每个SDL程序都要做的,即使可能有些不同。

例2-1 初始化视频 SDL_Surface *screen;

/* Initialize the SDL library */

if( SDL_Init(SDL_INIT_VIDEO) < 0 ) {

fprintf(stderr,

"Couldn't initialize SDL: %s\n", SDL_GetError());

exit(1);

}

/* Clean up on exit */

atexit(SDL_Quit);

/*

* Initialize the display in a 640x480 8-bit palettized mode,

* requesting a software surface

*/

screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE);

if ( screen == NULL ) {

fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",

SDL_GetError());

exit(1);

}

初始化最佳视频模式

如果你希望某种色深(颜色数)但如果用户的显示器不支持也可以接受其他色深,使用加SDL_ANYFORMAT参数的SDL_SetVideoMode。您还可以用SDL_VideoModeOK来找到与请求模式最接近的模式。

例2-2 初始化最佳视频模式 /* Have a preference for 8-bit, but accept any depth */

screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_ANYFORMAT);

if ( screen == NULL ) {

fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",

SDL_GetError());

exit(1);

}

printf("Set 640x480 at %d bits-per-pixel mode\n",

screen->format->BitsPerPixel);

读取并显示BMP文件

当SDL已经初始化,视频模式已经选择,下面的函数将读取并显示指定的BMP文件。

例2-3 读取并显示BMP文件void display_bmp(char *file_name)

{

SDL_Surface *image;

/* Load the BMP file into a surface */

image = SDL_LoadBMP(file_name);

if (image == NULL) {

fprintf(stderr, "Couldn't load %s: %s\n", file_name, SDL_GetError());

return;

}

/*

* Palettized screen modes will have a default palette (a standard

* 8*8*4 colour cube), but if the image is palettized as well we can

* use that palette for a nicer colour matching

*/

if (image->format->palette && screen->format->palette) {

SDL_SetColors(screen, image->format->palette->colors, 0,

image->format->palette->ncolors);

}

/* Blit onto the screen surface */

if(SDL_BlitSurface(image, NULL, screen, NULL) < 0)

fprintf(stderr, "BlitSurface error: %s\n", SDL_GetError());

SDL_UpdateRect(screen, 0, 0, image->w, image->h);

/* Free the allocated BMP surface */

SDL_FreeSurface(image);

}

直接在显示上绘图

下面两个函数实现在图像平面的像素读写。它们被细心设计成可以用于所有色深。记住在使用前要先锁定图像平面,之后要解锁。

在像素值和其红、绿、蓝值间转换,使用SDL_GetRGB()和SDL_MapRGB()。

例2-4 getpixel()/*

* Return the pixel value at (x, y)

* NOTE: The surface must be locked before calling this!

*/

Uint32 getpixel(SDL_Surface *surface, int x, int y)

{

int bpp = surface->format->BytesPerPixel;

/* Here p is the address to the pixel we want to retrieve */

Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;

switch(bpp) {

case 1:

return *p;

case 2:

return *(Uint16 *)p;

case 3:

if(SDL_BYTEORDER == SDL_BIG_ENDIAN)

return p[0] << 16 | p[1] << 8 | p[2];

else

return p[0] | p[1] << 8 | p[2] << 16;

case 4:

return *(Uint32 *)p;

default:

return 0; /* shouldn't happen, but avoids warnings */

}

}

例2-5 putpixel()/*

* Set the pixel at (x, y) to the given value

* NOTE: The surface must be locked before calling this!

*/

void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel)

{

int bpp = surface->format->BytesPerPixel;

/* Here p is the address to the pixel we want to set */

Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;

switch(bpp) {

case 1:

*p = pixel;

break;

case 2:

*(Uint16 *)p = pixel;

break;

case 3:

if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {

p[0] = (pixel >> 16) & 0xff;

p[1] = (pixel >> 8) & 0xff;

p[2] = pixel & 0xff;

} else {

p[0] = pixel & 0xff;

p[1] = (pixel >> 8) & 0xff;

p[2] = (pixel >> 16) & 0xff;

}

break;

case 4:

*(Uint32 *)p = pixel;

break;

}

}

例2-6 使用上面的putpixel()在屏幕中心画一个黄点 /* Code to set a yellow pixel at the center of the screen */

int x, y;

Uint32 yellow;

/* Map the color yellow to this display (R=0xff, G=0xFF, B=0x00)

Note: If the display is palettized, you must set the palette first.

*/

yellow = SDL_MapRGB(screen->format, 0xff, 0xff, 0x00);

x = screen->w / 2;

y = screen->h / 2;

/* Lock the screen for direct access to the pixels */

if ( SDL_MUSTLOCK(screen) ) {

if ( SDL_LockSurface(screen) < 0 ) {

fprintf(stderr, "Can't lock screen: %s\n", SDL_GetError());

return;

}

}

putpixel(screen, x, y, yellow);

if ( SDL_MUSTLOCK(screen) ) {

SDL_UnlockSurface(screen);

}

/* Update just the part of the display that we've changed */

SDL_UpdateRect(screen, x, y, 1, 1);

return;

并用SDL和OpenGL

SDL可以在多种平台(Linux/X11, Win32, BeOS, MacOS Classic/Toolbox, MacOS X, FreeBSD/X11 and Solaris/X11)上创建和使用OpenGL上下文。这允许你在OpenGL程序中使用SDL的音频、事件、线程和记时器,而这些通常是GLUT的任务。

和普通的初始化类似,但有三点不同:必须传SDL_OPENGL参数给SDL_SetVideoMode;必须使用SDL_GL_SetAttribute指定一些GL属性(深度缓冲区位宽,帧缓冲位宽等);如果您想使用双缓冲,必须作为GL属性指定

例2-7 初始化SDL加OpenGL /* Information about the current video settings. */

const SDL_VideoInfo* info = NULL;

/* Dimensions of our window. */

int width = 0;

int height = 0;

/* Color depth in bits of our window. */

int bpp = 0;

/* Flags we will pass into SDL_SetVideoMode. */

int flags = 0;

/* First, initialize SDL's video subsystem. */

if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {

/* Failed, exit. */

fprintf( stderr, "Video initialization failed: %s\n",

SDL_GetError( ) );

quit_tutorial( 1 );

}

/* Let's get some video information. */

info = SDL_GetVideoInfo( );

if( !info ) {

/* This should probably never happen. */

fprintf( stderr, "Video query failed: %s\n",

SDL_GetError( ) );

quit_tutorial( 1 );

}

/*

* Set our width/height to 640/480 (you would

* of course let the user decide this in a normal

* app). We get the bpp we will request from

* the display. On X11, VidMode can't change

* resolution, so this is probably being overly

* safe. Under Win32, ChangeDisplaySettings

* can change the bpp.

*/

width = 640;

height = 480;

bpp = info->vfmt->BitsPerPixel;

/*

* Now, we want to setup our requested

* window attributes for our OpenGL window.

* We want *at least* 5 bits of red, green

* and blue. We also want at least a 16-bit

* depth buffer.

*

* The last thing we do is request a double

* buffered window. '1' turns on double

* buffering, '0' turns it off.

*

* Note that we do not use SDL_DOUBLEBUF in

* the flags to SDL_SetVideoMode. That does

* not affect the GL attribute state, only

* the standard 2D blitting setup.

*/

SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );

SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );

SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );

SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );

SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

/*

* We want to request that SDL provide us

* with an OpenGL window, in a fullscreen

* video mode.

*

* EXERCISE:

* Make starting windowed an option, and

* handle the resize events properly with

* glViewport.

*/

flags = SDL_OPENGL | SDL_FULLSCREEN;

/*

* Set the video mode

*/

if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) {

/*

* This could happen for a variety of reasons,

* including DISPLAY not being set, the specified

* resolution not being available, etc.

*/

fprintf( stderr, "Video mode set failed: %s\n",

SDL_GetError( ) );

quit_tutorial( 1 );

}

OpenGL绘图

除了初始化,在SDL程序中使用OpenGL和其他情况基本相同,是同样函数和数据类型。但是如果您使用双缓冲,则必须用SDL_GL_SwapBuffers()来交换前后缓冲,而不是glxSwapBuffers()(GLX)或SwapBuffers()(Windows)。

例2-8 SDL和OpenGL/*

* SDL OpenGL Tutorial.

* (c) Michael Vance, 2000

* briareos@lokigames.com

*

* Distributed under terms of the LGPL.

*/

#include <SDL/SDL.h>

#include <GL/gl.h>

#include <GL/glu.h>

#include <stdio.h>

#include <stdlib.h>

static GLboolean should_rotate = GL_TRUE;

static void quit_tutorial( int code )

{

/*

* Quit SDL so we can release the fullscreen

* mode and restore the previous video settings,

* etc.

*/

SDL_Quit( );

/* Exit program. */

exit( code );

}

static void handle_key_down( SDL_keysym* keysym )

{

/*

* We're only interested if 'Esc' has

* been presssed.

*

* EXERCISE:

* Handle the arrow keys and have that change the

* viewing position/angle.

*/

switch( keysym->sym ) {

case SDLK_ESCAPE:

quit_tutorial( 0 );

break;

case SDLK_SPACE:

should_rotate = !should_rotate;

break;

default:

break;

}

}

static void process_events( void )

{

/* Our SDL event placeholder. */

SDL_Event event;

/* Grab all the events off the queue. */

while( SDL_PollEvent( &event ) ) {

switch( event.type ) {

case SDL_KEYDOWN:

/* Handle key presses. */

handle_key_down( &event.key.keysym );

break;

case SDL_QUIT:

/* Handle quit requests (like Ctrl-c). */

quit_tutorial( 0 );

break;

}

}

}

static void draw_screen( void )

{

/* Our angle of rotation. */

static float angle = 0.0f;

/*

* EXERCISE:

* Replace this awful mess with vertex

* arrays and a call to glDrawElements.

*

* EXERCISE:

* After completing the above, change

* it to use compiled vertex arrays.

*

* EXERCISE:

* Verify my windings are correct here ;).

*/

static GLfloat v0[] = { -1.0f, -1.0f, 1.0f };

static GLfloat v1[] = { 1.0f, -1.0f, 1.0f };

static GLfloat v2[] = { 1.0f, 1.0f, 1.0f };

static GLfloat v3[] = { -1.0f, 1.0f, 1.0f };

static GLfloat v4[] = { -1.0f, -1.0f, -1.0f };

static GLfloat v5[] = { 1.0f, -1.0f, -1.0f };

static GLfloat v6[] = { 1.0f, 1.0f, -1.0f };

static GLfloat v7[] = { -1.0f, 1.0f, -1.0f };

static GLubyte red[] = { 255, 0, 0, 255 };

static GLubyte green[] = { 0, 255, 0, 255 };

static GLubyte blue[] = { 0, 0, 255, 255 };

static GLubyte white[] = { 255, 255, 255, 255 };

static GLubyte yellow[] = { 0, 255, 255, 255 };

static GLubyte black[] = { 0, 0, 0, 255 };

static GLubyte orange[] = { 255, 255, 0, 255 };

static GLubyte purple[] = { 255, 0, 255, 0 };

/* Clear the color and depth buffers. */

glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

/* We don't want to modify the projection matrix. */

glMatrixMode( GL_MODELVIEW );

glLoadIdentity( );

/* Move down the z-axis. */

glTranslatef( 0.0, 0.0, -5.0 );

/* Rotate. */

glRotatef( angle, 0.0, 1.0, 0.0 );

if( should_rotate ) {

if( ++angle > 360.0f ) {

angle = 0.0f;

}

}

/* Send our triangle data to the pipeline. */

glBegin( GL_TRIANGLES );

glColor4ubv( red );

glVertex3fv( v0 );

glColor4ubv( green );

glVertex3fv( v1 );

glColor4ubv( blue );

glVertex3fv( v2 );

glColor4ubv( red );

glVertex3fv( v0 );

glColor4ubv( blue );

glVertex3fv( v2 );

glColor4ubv( white );

glVertex3fv( v3 );

glColor4ubv( green );

glVertex3fv( v1 );

glColor4ubv( black );

glVertex3fv( v5 );

glColor4ubv( orange );

glVertex3fv( v6 );

glColor4ubv( green );

glVertex3fv( v1 );

glColor4ubv( orange );

glVertex3fv( v6 );

glColor4ubv( blue );

glVertex3fv( v2 );

glColor4ubv( black );

glVertex3fv( v5 );

glColor4ubv( yellow );

glVertex3fv( v4 );

glColor4ubv( purple );

glVertex3fv( v7 );

glColor4ubv( black );

glVertex3fv( v5 );

glColor4ubv( purple );

glVertex3fv( v7 );

glColor4ubv( orange );

glVertex3fv( v6 );

glColor4ubv( yellow );

glVertex3fv( v4 );

glColor4ubv( red );

glVertex3fv( v0 );

glColor4ubv( white );

glVertex3fv( v3 );

glColor4ubv( yellow );

glVertex3fv( v4 );

glColor4ubv( white );

glVertex3fv( v3 );

glColor4ubv( purple );

glVertex3fv( v7 );

glColor4ubv( white );

glVertex3fv( v3 );

glColor4ubv( blue );

glVertex3fv( v2 );

glColor4ubv( orange );

glVertex3fv( v6 );

glColor4ubv( white );

glVertex3fv( v3 );

glColor4ubv( orange );

glVertex3fv( v6 );

glColor4ubv( purple );

glVertex3fv( v7 );

glColor4ubv( green );

glVertex3fv( v1 );

glColor4ubv( red );

glVertex3fv( v0 );

glColor4ubv( yellow );

glVertex3fv( v4 );

glColor4ubv( green );

glVertex3fv( v1 );

glColor4ubv( yellow );

glVertex3fv( v4 );

glColor4ubv( black );

glVertex3fv( v5 );

glEnd( );

/*

* EXERCISE:

* Draw text telling the user that 'Spc'

* pauses the rotation and 'Esc' quits.

* Do it using vetors and textured quads.

*/

/*

* Swap the buffers. This this tells the driver to

* render the next frame from the contents of the

* back-buffer, and to set all rendering operations

* to occur on what was the front-buffer.

*

* Double buffering prevents nasty visual tearing

* from the application drawing on areas of the

* screen that are being updated at the same time.

*/

SDL_GL_SwapBuffers( );

}

static void setup_opengl( int width, int height )

{

float ratio = (float) width / (float) height;

/* Our shading model--Gouraud (smooth). */

glShadeModel( GL_SMOOTH );

/* Culling. */

glCullFace( GL_BACK );

glFrontFace( GL_CCW );

glEnable( GL_CULL_FACE );

/* Set the clear color. */

glClearColor( 0, 0, 0, 0 );

/* Setup our viewport. */

glViewport( 0, 0, width, height );

/*

* Change to the projection matrix and set

* our viewing volume.

*/

glMatrixMode( GL_PROJECTION );

glLoadIdentity( );

/*

* EXERCISE:

* Replace this with a call to glFrustum.

*/

gluPerspective( 60.0, ratio, 1.0, 1024.0 );

}

int main( int argc, char* argv[] )

{

/* Information about the current video settings. */

const SDL_VideoInfo* info = NULL;

/* Dimensions of our window. */

int width = 0;

int height = 0;

/* Color depth in bits of our window. */

int bpp = 0;

/* Flags we will pass into SDL_SetVideoMode. */

int flags = 0;

/* First, initialize SDL's video subsystem. */

if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {

/* Failed, exit. */

fprintf( stderr, "Video initialization failed: %s\n",

SDL_GetError( ) );

quit_tutorial( 1 );

}

/* Let's get some video information. */

info = SDL_GetVideoInfo( );

if( !info ) {

/* This should probably never happen. */

fprintf( stderr, "Video query failed: %s\n",

SDL_GetError( ) );

quit_tutorial( 1 );

}

/*

* Set our width/height to 640/480 (you would

* of course let the user decide this in a normal

* app). We get the bpp we will request from

* the display. On X11, VidMode can't change

* resolution, so this is probably being overly

* safe. Under Win32, ChangeDisplaySettings

* can change the bpp.

*/

width = 640;

height = 480;

bpp = info->vfmt->BitsPerPixel;

/*

* Now, we want to setup our requested

* window attributes for our OpenGL window.

* We want *at least* 5 bits of red, green

* and blue. We also want at least a 16-bit

* depth buffer.

*

* The last thing we do is request a double

* buffered window. '1' turns on double

* buffering, '0' turns it off.

*

* Note that we do not use SDL_DOUBLEBUF in

* the flags to SDL_SetVideoMode. That does

* not affect the GL attribute state, only

* the standard 2D blitting setup.

*/

SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );

SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );

SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );

SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );

SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

/*

* We want to request that SDL provide us

* with an OpenGL window, in a fullscreen

* video mode.

*

* EXERCISE:

* Make starting windowed an option, and

* handle the resize events properly with

* glViewport.

*/

flags = SDL_OPENGL | SDL_FULLSCREEN;

/*

* Set the video mode

*/

if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) {

/*

* This could happen for a variety of reasons,

* including DISPLAY not being set, the specified

* resolution not being available, etc.

*/

fprintf( stderr, "Video mode set failed: %s\n",

SDL_GetError( ) );

quit_tutorial( 1 );

}

/*

* At this point, we should have a properly setup

* double-buffered window for use with OpenGL.

*/

setup_opengl( width, height );

/*

* Now we want to begin our normal app process--

* an event loop with a lot of redrawing.

*/

while( 1 ) {

/* Process incoming events. */

process_events( );

/* Draw the screen. */

draw_screen( );

}

/*

* EXERCISE:

* Record timings using SDL_GetTicks() and

* and print out frames per second at program

* end.

*/

/* Never reached. */

return 0;

}

 
 
 
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