C++ SDL2:生成完全透明的纹理

C++ SDL2:生成完全透明的纹理,c++,opengl,sdl,graphic,C++,Opengl,Sdl,Graphic,如何使用SDL_CreateTexture创建透明纹理?默认情况下,我使用以下代码创建texure: SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET, x, y); 然后我在这个纹理上画画,将输出重定向到这个纹理。然而,在最后,我想在屏幕上呈现的任何(未更新的)像素都是黑色的 我尝试了不同的方法来使用: SDL_RenderClear(_Renderer); 甚至在绘制和创建纹理时,

如何使用SDL_CreateTexture创建透明纹理?默认情况下,我使用以下代码创建texure:

SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET, x, y);
然后我在这个纹理上画画,将输出重定向到这个纹理。然而,在最后,我想在屏幕上呈现的任何(未更新的)像素都是黑色的

我尝试了不同的方法来使用:

 SDL_RenderClear(_Renderer);
甚至在绘制和创建纹理时,使用不同的混合模式绘制透明矩形,但结果仍然是不透明纹理:/

   SDL_Rect rect={0,0,Width,Height};
   SDL_SetRenderDrawBlendMode(_Renderer,SDL_BLENDMODE_BLEND);
   SDL_SetRenderDrawColor(_Renderer,255,255,255,0);
   SDL_RenderFillRect(_Renderer,&rect);
更具体地说:

    //this->texDefault.get()->get() = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888,SDL_TEXTUREACCESS_TARGET, x, y);
    SDL_SetRenderTarget(_Renderer.get()->get(), this->texDefault.get()->get());
    SDL_SetRenderDrawBlendMode(this->_Renderer.get()->get(),SDL_BLENDMODE_NONE);
    SDL_SetRenderDrawColor(this->_Renderer.get()->get(),255,0,255,0);
    SDL_RenderClear(this->_Renderer.get()->get());
    //SDL_Rect rect={0,0,Width,Height};
    //SDL_SetRenderDrawColor(this->_Renderer.get()->get(),255,255,255,255);
    //SDL_RenderFillRect(this->_Renderer.get()->get(),&rect);
    //SDL_RenderClear(this->_Renderer.get()->get());
    //SDL_SetRenderDrawBlendMode(this->_Renderer.get()->get(),SDL_BLENDMODE_NONE);
    SDL_SetRenderTarget(_Renderer.get()->get(), NULL);
    SDL_Rect rect= {relTop+Top,relLeft+Left,Height,Width};
    SDL_SetRenderDrawBlendMode(this->_Renderer.get()->get(),SDL_BLENDMODE_BLEND);
    SDL_RenderCopy(this->_Renderer.get()->get(), this->texDefault->get(), NULL, &rect);
这段代码总是独立于我将为混合和alpha设置的内容生成非透明纹理

结果是:

也许还有其他一些简单的方法可以在SDL2中创建透明的空纹理,比如x/y大小的完全透明的png,但是在文件中加载这样的图像有点毫无意义://

  • 首先,需要设置渲染器混合模式:
    SDL_SetRenderDrawBlendMode(渲染器,SDL_BLENDMODE_混合)
  • 其次,需要设置纹理混合模式:
    SDL\u SetTextureBlendMode(纹理[i],SDL\u BLENDMODE\u blend)
下面是我创建的工作示例。可以使用关键点A和S更改第三个纹理的alpha通道,该通道在应用程序开始时不可见

#include <iostream>
#include <vector>
#include <SDL.h>

void fillTexture(SDL_Renderer *renderer, SDL_Texture *texture, int r, int g, int b, int a)
{
    SDL_SetRenderTarget(renderer, texture);
    SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
    SDL_SetRenderDrawColor(renderer, r, g, b, a);
    SDL_RenderFillRect(renderer, NULL);
}

void prepareForRendering(SDL_Renderer *renderer)
{
    SDL_SetRenderTarget(renderer, NULL);
    SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
    SDL_SetRenderDrawColor(renderer, 128, 128, 128, 255);
}

void checkSdlError()
{
    const char *sdlError = SDL_GetError();
    if(sdlError && *sdlError)
    {
        ::std::cout << "SDL ERROR: " << sdlError << ::std::endl;
    }
}

int main(int argc, char *argv[])
{
    SDL_Init(SDL_INIT_VIDEO | SDL_INIT_HAPTIC);

    SDL_Window *window = SDL_CreateWindow("SDL test",
        SDL_WINDOWPOS_CENTERED,
        SDL_WINDOWPOS_CENTERED,
        320, 240,
        SDL_WINDOW_OPENGL);
    SDL_Renderer *renderer = SDL_CreateRenderer(
        window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);

    const int width = 50;
    const int height = 50;

    ::std::vector<SDL_Texture*> textures;

    SDL_Texture *redTexture = SDL_CreateTexture(renderer,
        SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, width, height);
    textures.push_back(redTexture);

    SDL_Texture *greenTexture = SDL_CreateTexture(renderer,
        SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, width, height);
    textures.push_back(greenTexture);

    SDL_Texture *purpleTexture = SDL_CreateTexture(renderer,
        SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, width, height);
    textures.push_back(purpleTexture);

    // Here is setting the blend mode for each and every used texture:
    for(int i = 0; i < textures.size(); ++i)
    {
        SDL_SetTextureBlendMode(textures[i], SDL_BLENDMODE_BLEND);
    }

    int purpleAlpha = 0;

    fillTexture(renderer, redTexture, 255, 0, 0, 255);
    fillTexture(renderer, greenTexture, 0, 255, 0, 128);
    fillTexture(renderer, purpleTexture, 255, 0, 255, purpleAlpha);

    prepareForRendering(renderer);

    bool running = true;
    while(running)
    {
        SDL_Rect rect;
        rect.w = width;
        rect.h = height;

        SDL_RenderClear(renderer);

        rect.x = 50;
        rect.y = 50;
        SDL_RenderCopy(renderer, redTexture, NULL, &rect);

        rect.x = 75;
        rect.y = 70;
        SDL_RenderCopy(renderer, greenTexture, NULL, &rect);

        rect.x = 75;
        rect.y = 30;
        SDL_RenderCopy(renderer, purpleTexture, NULL, &rect);

        SDL_RenderPresent(renderer);

        // Process events
        {
            SDL_Event event;
            while(SDL_PollEvent(&event) == 1)
            {
                if(event.type == SDL_QUIT)
                {
                    running = false;
                }
                else if(event.type == SDL_KEYDOWN)
                {
                    switch(event.key.keysym.sym)
                    {
                    case SDLK_ESCAPE:
                        running = false;
                        break;
                    case SDLK_a:
                        purpleAlpha = ::std::max(purpleAlpha - 32, 0);
                        fillTexture(renderer, purpleTexture, 255, 0, 255, purpleAlpha);
                        prepareForRendering(renderer);
                        ::std::cout << "Alpha: " << purpleAlpha << ::std::endl;
                        break;
                    case SDLK_s:
                        purpleAlpha = ::std::min(purpleAlpha + 32, 255);
                        fillTexture(renderer, purpleTexture, 255, 0, 255, purpleAlpha);
                        prepareForRendering(renderer);
                        ::std::cout << "Alpha: " << purpleAlpha << ::std::endl;
                        break;
                    }
                }
            }

            checkSdlError();
        }
    }

    for(int i = 0; i < textures.size(); ++i)
    {
        SDL_DestroyTexture(textures[i]);
    }
    textures.clear();

    SDL_DestroyRenderer(renderer);
    renderer = NULL;
    SDL_DestroyWindow(window);
    window = NULL;

    SDL_Quit();

    checkSdlError();

    return 0;
}
#包括
#包括
#包括
void fillTexture(SDL_渲染器*渲染器,SDL_纹理*纹理,int r,int g,int b,int a)
{
SDL_SetRenderTarget(渲染器、纹理);
SDL_SetRenderDrawBlendMode(渲染器,SDL_BLENDMODE_无);
SDL_SetRenderDrawColor(渲染器,r、g、b、a);
SDL_RenderFillRect(渲染器,空);
}
无效准备渲染(SDL_渲染器*渲染器)
{
SDL_SetRenderTarget(渲染器,NULL);
SDL_SetRenderDrawBlendMode(渲染器,SDL_BLENDMODE_混合);
SDL_SetRenderDrawColor(渲染器,128、128、128、255);
}
无效检查错误()
{
const char*sdlError=SDL_GetError();
if(sdlError&&*sdlError)
{

::std::cout Nope:/color和alpha混合,并且混合始终会导致颜色(取决于使用的值)不透明texture@Lemonek
SDL\u BLENDMODE\u NONE
会发生什么变化?最好是原始(
SDL\u BLENDMODE\u BLEND
)和更新版本的屏幕截图。(很遗憾,我目前无法尝试SDL…)@Lemonek我终于没有时间研究这个问题了,我发现你不仅需要为渲染器设置混合模式,还需要为纹理设置混合模式。我相应地更改了这个答案并添加了工作示例。很好-它开始工作了-我不知道我需要另外设置混合模式纹理,独立于渲染器混合模式。这s正在为使用标志SDL_TEXTUREACCESS_TARGET创建的所有纹理工作,是否有一些简单的方法可以在该标志和SDL_TEXTUREACCESS_流之间切换???能够渲染到纹理,然后使用SDL_TextureLock访问该纹理?顺便说一句-感谢您的支持support@Lemonek嘿,我也不知道,直到我写了那段代码,它一点用都没有d我在文档中注意到了-…关于切换访问标志-首先,我想再次指出,我对SDL2的经验是零,目前你可以添加上面的程序。无论如何,从文档和谷歌,我认为这是不可能的。但是,有多种方法可以实现你想要的;你可以使用SDL_Surface和SDL_SetAlpha()表示透明(或半透明)。[链接](www.libsdl.org/release/SDL-1.2.15/docs/html/sdlsetalpha.html)这与OpenGL有什么关系?它可能是在OpenGL之上分层的,但这里没有任何与OpenGL相关的东西可以回答:-\