几何图形渲染
除了新的纹理API之外,SDL还将新的原始渲染调用作为其渲染API的一部分。因此,如果你需要对一些基本的形状进行渲染,而你不想为它们创建额外的图形,SDL可以节省你的工作。
因此,正如你在我们的媒体加载功能中看到的,我们不加载媒体。SDL的原始渲染允许您渲染形状而不加载特殊的图形。
主要任务
- 绘制一个实心矩形
- 绘制一个矩形边框
- 绘制线段
- 绘制点
源码分析
同样的,以中文代码形式讲解,英文代码为已经讲解过的部分,不加以阐述。
在文末划重点。
/*This source code copyrighted by Lazy Foo' Productions (2004-2020)
and may not be redistributed without written permission.*/
//Using SDL, SDL_image, standard IO, math, and strings
#include <SDL.h>
#include <SDL_image.h>
#include <stdio.h>
#include <string.h>
#include <math.h>
#include "struct_type.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();
//Loads individual image as texture
SDL_Texture* loadTexture(char path[]);
//The window we'll be rendering to
SDL_Window* gWindow = NULL;
//The window renderer
SDL_Renderer* gRenderer = 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;
}
}
}
}
return success;
}
bool loadMedia()
{
//Loading success flag
bool success = true;
//Nothing to load
return success;
}
void close()
{
//Destroy window
SDL_DestroyRenderer(gRenderer);
SDL_DestroyWindow(gWindow);
gWindow = NULL;
gRenderer = NULL;
//Quit SDL subsystems
IMG_Quit();
SDL_Quit();
}
SDL_Texture* loadTexture(char path[])
{
//The final texture
SDL_Texture* newTexture = NULL;
//Load image at specified path
SDL_Surface* loadedSurface = IMG_Load(path);
if (loadedSurface == NULL)
{
printf("Unable to load image %s! SDL_image Error: %s\n", path, IMG_GetError());
}
else
{
//Create texture from surface pixels
newTexture = SDL_CreateTextureFromSurface(gRenderer, loadedSurface);
if (newTexture == NULL)
{
printf("Unable to create texture from %s! SDL Error: %s\n", path, SDL_GetError());
}
//Get rid of old loaded surface
SDL_FreeSurface(loadedSurface);
}
return newTexture;
}
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;
//在主循环的顶部,我们会像以前一样处理退出事件,并清除屏幕。
//还要注意,我们在SDL_SetRenderDrawColor的每一帧中将清除颜色设置为白色,而不是在初始化函数中设置一次。
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);
//绘制红色实心矩形
SDL_Rect fillRect = { SCREEN_WIDTH / 4, SCREEN_HEIGHT / 4, SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 };//起始位置x、y,长、宽
SDL_SetRenderDrawColor(gRenderer, 0xFF, 0x00, 0x00, 0xFF);//设置颜色
SDL_RenderFillRect(gRenderer, &fillRect);//绘制
//绘制绿色矩形边框
SDL_Rect outlineRect = { SCREEN_WIDTH / 6, SCREEN_HEIGHT / 6, SCREEN_WIDTH * 2 / 3, SCREEN_HEIGHT * 2 / 3 };
SDL_SetRenderDrawColor(gRenderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawRect(gRenderer, &outlineRect);
//绘制蓝色线条
SDL_SetRenderDrawColor(gRenderer, 0x00, 0x00, 0xFF, 0xFF);
SDL_RenderDrawLine(gRenderer, 0, SCREEN_HEIGHT / 2, SCREEN_WIDTH, SCREEN_HEIGHT / 2);
//绘制黄色点
SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0x00, 0xFF);
for (int i = 0; i < SCREEN_HEIGHT; i += 4)
{
SDL_RenderDrawPoint(gRenderer, SCREEN_WIDTH / 2, i);
}
//Update screen
SDL_RenderPresent(gRenderer);
}
}
}
//Free resources and close SDL
close();
return 0;
}
解释说明
记住,调用SDL_SetRenderDrawColor,如果没有,屏幕将用SDL_SetRenderDrawColor最后设置的任何颜色,在这种情况下导致奇怪颜色背景。