在SDL_Surface像素上绘制矩形
问题描述:
我想弄清楚如何在SDL_Surface
的pixels
成员上铸造的unsigned char
像素数组上绘制彩色矩形。在SDL_Surface像素上绘制矩形
下面的函数是应该做前:
void draw_rectangle(SDL_Surface* surface, int x, int y, int width, int height)
{
SDL_LockSurface(surface);
//Make each pixel black
std::vector<uint8_t> pixels(surface->h * surface->pitch, 0);
for (int dy = y; dy < height; dy++) {
for (int dx = x; dx < width; dx++) {
pixels[dx + dy] = 0;
pixels[dx + dy + 1] = 255;
pixels[dx + dy + 2] = 0;
}
}
memcpy(surface->pixels, pixels.data(), surface->pitch * surface->h);
SDL_UnlockSurface(surface);
}
它的工作原理,但通过使用SDL_CreateTextureFromSurface
纹理修饰表面转换成一个纹理,然后复制到屏幕上测试时,它仅显示一个绿色像素:
答
我已经意识到我的指针运算是错误的,我需要考虑垂直偏移,因为我绘制2D值的单维v alues。它有助于在纸上草拟想法。
下面的代码:
void draw_rectangle(SDL_Surface* surface, int x, int y, int width, int height)
{
SDL_LockSurface(surface);
std::vector<uint8_t> pixels(surface->h * surface->pitch, 0);
int dy, dx;
int maxwidth = width * 3;
for (dy = y; dy < height; dy++) {
for (dx = x; dx < maxwidth; dx += 3) {
pixels[dx + (dy * surface->pitch)] = 0;
pixels[dx + (dy * surface->pitch) + 1] = 255;
pixels[dx + (dy * surface->pitch) + 2] = 0;
}
}
memcpy(surface->pixels, pixels.data(), surface->pitch * surface->h);
SDL_UnlockSurface(surface);
}