SDL2 调整表面大小
SDL2 resize a surface
我们想通过使用 SDL_Image 加载图像来创建 SDL 表面,如果尺寸超过限制,则调整表面大小。
我们需要这样做的原因是 Raspbian SDL 从表面创建纹理时抛出错误('纹理尺寸限制为 2048x2048')。虽然这是一张非常大的图片,但我们不希望用户担心图片大小,我们希望为他们调整大小。尽管我们在 Windows 上没有遇到此限制,但我们正在尝试在 windows 上开发解决方案并且在调整纹理大小时遇到问题。
寻找解决方案有类似的问题...:[=17=]
- 2008 not SDL2 custom blitting
- 2010 use SDL_gfx
- 2008 can't be done use SDL_gfx, 2015 use SDL_BlitScaled, 2015 use SDL_RenderCopyEx
当前的 SDL2 是否需要自定义 blitter 或 SDL_gfx(这些答案早于 SDL2 的 2013 年版本)? SDLRenderCopyEx 没有帮助,因为您需要生成我们的问题所在的纹理。
所以我们尝试了一些可用的 blitting 函数,例如 SDL_BlitScaled,下面是一个简单的程序来渲染 2500x2500 PNG 没有缩放:
#include <SDL.h>
#include <SDL_image.h>
#include <sstream>
#include <string>
SDL_Texture * get_texture(
SDL_Renderer * pRenderer,
std::string image_filename) {
SDL_Texture * result = NULL;
SDL_Surface * pSurface = IMG_Load(image_filename.c_str());
if (pSurface == NULL) {
printf("Error image load: %s\n", IMG_GetError());
}
else {
SDL_Texture * pTexture = SDL_CreateTextureFromSurface(pRenderer, pSurface);
if (pTexture == NULL) {
printf("Error image load: %s\n", SDL_GetError());
}
else {
SDL_SetTextureBlendMode(
pTexture,
SDL_BLENDMODE_BLEND);
result = pTexture;
}
SDL_FreeSurface(pSurface);
pSurface = NULL;
}
return result;
}
int main(int argc, char* args[]) {
SDL_Window * pWindow = NULL;
SDL_Renderer * pRenderer = NULL;
// set up
SDL_Init(SDL_INIT_VIDEO);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1");
SDL_Rect screenDimensions;
screenDimensions.x = 0;
screenDimensions.y = 0;
screenDimensions.w = 640;
screenDimensions.h = 480;
pWindow = SDL_CreateWindow("Resize Test",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
screenDimensions.w,
screenDimensions.h,
SDL_WINDOW_SHOWN);
pRenderer = SDL_CreateRenderer(pWindow,
-1,
SDL_RENDERER_ACCELERATED);
IMG_Init(IMG_INIT_PNG);
// render
SDL_SetRenderDrawColor(
pRenderer,
0,
0,
0,
0);
SDL_RenderClear(pRenderer);
SDL_Texture * pTexture = get_texture(
pRenderer,
"2500x2500.png");
if (pTexture != NULL) {
SDL_RenderCopy(
pRenderer,
pTexture,
NULL,
&screenDimensions);
SDL_DestroyTexture(pTexture);
pTexture = NULL;
}
SDL_RenderPresent(pRenderer);
// wait for quit
bool quit = false;
while (!quit)
{
// poll input for quit
SDL_Event inputEvent;
while (SDL_PollEvent(&inputEvent) != 0) {
if ((inputEvent.type == SDL_KEYDOWN) &&
(inputEvent.key.keysym.sym == 113)) {
quit = true;
}
}
}
IMG_Quit();
SDL_DestroyRenderer(pRenderer);
pRenderer = NULL;
SDL_DestroyWindow(pWindow);
pWindow = NULL;
return 0;
}
更改 get_texture 函数,使其识别极限并尝试创建新表面:
SDL_Texture * get_texture(
SDL_Renderer * pRenderer,
std::string image_filename) {
SDL_Texture * result = NULL;
SDL_Surface * pSurface = IMG_Load(image_filename.c_str());
if (pSurface == NULL) {
printf("Error image load: %s\n", IMG_GetError());
}
else {
const int limit = 1024;
int width = pSurface->w;
int height = pSurface->h;
if ((width > limit) ||
(height > limit)) {
SDL_Rect sourceDimensions;
sourceDimensions.x = 0;
sourceDimensions.y = 0;
sourceDimensions.w = width;
sourceDimensions.h = height;
float scale = (float)limit / (float)width;
float scaleH = (float)limit / (float)height;
if (scaleH < scale) {
scale = scaleH;
}
SDL_Rect targetDimensions;
targetDimensions.x = 0;
targetDimensions.y = 0;
targetDimensions.w = (int)(width * scale);
targetDimensions.h = (int)(height * scale);
SDL_Surface *pScaleSurface = SDL_CreateRGBSurface(
pSurface->flags,
targetDimensions.w,
targetDimensions.h,
pSurface->format->BitsPerPixel,
pSurface->format->Rmask,
pSurface->format->Gmask,
pSurface->format->Bmask,
pSurface->format->Amask);
if (SDL_BlitScaled(pSurface, NULL, pScaleSurface, &targetDimensions) < 0) {
printf("Error did not scale surface: %s\n", SDL_GetError());
SDL_FreeSurface(pScaleSurface);
pScaleSurface = NULL;
}
else {
SDL_FreeSurface(pSurface);
pSurface = pScaleSurface;
width = pSurface->w;
height = pSurface->h;
}
}
SDL_Texture * pTexture = SDL_CreateTextureFromSurface(pRenderer, pSurface);
if (pTexture == NULL) {
printf("Error image load: %s\n", SDL_GetError());
}
else {
SDL_SetTextureBlendMode(
pTexture,
SDL_BLENDMODE_BLEND);
result = pTexture;
}
SDL_FreeSurface(pSurface);
pSurface = NULL;
}
return result;
}
SDL_BlitScaled 失败并出现错误“Blit combination not supported”其他变体也有类似的错误:
SDL_BlitScaled(pSurface, NULL, pScaleSurface, NULL)
SDL_BlitScaled(pSurface, &sourceDimensions, pScaleSurface, &targetDimensions)
SDL_LowerBlitScaled(pSurface, &sourceDimensions, pScaleSurface, &targetDimensions) // from the wiki this is the call SDL_BlitScaled makes internally
然后我们尝试了一个非缩放的 blit...它没有抛出错误但只显示白色(不是清晰的颜色或图像中的颜色)。
SDL_BlitSurface(pSurface, &targetDimensions, pScaleSurface, &targetDimensions)
由于 blitting 函数不起作用,我们随后尝试使用与位图相同的图像(只是将 .png 导出为 .bmp),仍然使用 SDL_Image 加载文件,并且这两个函数都与 SDL_BlitScaled 按预期缩放
不确定这里出了什么问题(我们期望并需要对 .png 等主要图像文件格式的支持),或者如果这是推荐的方法,我们将不胜感激!
TL;DR @kelter 的评论为我指出了正确的方向, gave me a solution: it works if you first Blit to a 32bpp surface and then BlitScaled to another 32bpp surface. That worked for 8 and 24 bit depth pngs, 32 bit were invisible again another stack overflow question 建议在 blitting 之前先填充表面。
更新的 get_texture 函数:
SDL_Texture * get_texture(
SDL_Renderer * pRenderer,
std::string image_filename) {
SDL_Texture * result = NULL;
SDL_Surface * pSurface = IMG_Load(image_filename.c_str());
if (pSurface == NULL) {
printf("Error image load: %s\n", IMG_GetError());
}
else {
const int limit = 1024;
int width = pSurface->w;
int height = pSurface->h;
if ((width > limit) ||
(height > limit)) {
SDL_Rect sourceDimensions;
sourceDimensions.x = 0;
sourceDimensions.y = 0;
sourceDimensions.w = width;
sourceDimensions.h = height;
float scale = (float)limit / (float)width;
float scaleH = (float)limit / (float)height;
if (scaleH < scale) {
scale = scaleH;
}
SDL_Rect targetDimensions;
targetDimensions.x = 0;
targetDimensions.y = 0;
targetDimensions.w = (int)(width * scale);
targetDimensions.h = (int)(height * scale);
// create a 32 bits per pixel surface to Blit the image to first, before BlitScaled
//
SDL_Surface *p32BPPSurface = SDL_CreateRGBSurface(
pSurface->flags,
sourceDimensions.w,
sourceDimensions.h,
32,
pSurface->format->Rmask,
pSurface->format->Gmask,
pSurface->format->Bmask,
pSurface->format->Amask);
if (SDL_BlitSurface(pSurface, NULL, p32BPPSurface, NULL) < 0) {
printf("Error did not blit surface: %s\n", SDL_GetError());
}
else {
// create another 32 bits per pixel surface are the desired scale
SDL_Surface *pScaleSurface = SDL_CreateRGBSurface(
p32BPPSurface->flags,
targetDimensions.w,
targetDimensions.h,
p32BPPSurface->format->BitsPerPixel,
p32BPPSurface->format->Rmask,
p32BPPSurface->format->Gmask,
p32BPPSurface->format->Bmask,
p32BPPSurface->format->Amask);
// 32 bit per pixel surfaces (loaded from the original file) won't scale down with BlitScaled, suggestion to first fill the surface
// 8 and 24 bit depth pngs did not require this
//
SDL_FillRect(pScaleSurface, &targetDimensions, SDL_MapRGBA(pScaleSurface->format, 255, 0, 0, 255));
if (SDL_BlitScaled(p32BPPSurface, NULL, pScaleSurface, NULL) < 0) {
printf("Error did not scale surface: %s\n", SDL_GetError());
SDL_FreeSurface(pScaleSurface);
pScaleSurface = NULL;
}
else {
SDL_FreeSurface(pSurface);
pSurface = pScaleSurface;
width = pSurface->w;
height = pSurface->h;
}
}
SDL_FreeSurface(p32BPPSurface);
p32BPPSurface = NULL;
}
SDL_Texture * pTexture = SDL_CreateTextureFromSurface(pRenderer, pSurface);
if (pTexture == NULL) {
printf("Error image load: %s\n", SDL_GetError());
}
else {
SDL_SetTextureBlendMode(
pTexture,
SDL_BLENDMODE_BLEND);
result = pTexture;
}
SDL_FreeSurface(pSurface);
pSurface = NULL;
}
return result;
}
@kelter 的评论让我更仔细地观察了表面像素格式,位图以 24bpp 的速度工作,png 以 8bpp 的速度加载并且不工作。尝试将目标表面更改为 24 或 32 bpp,但这没有帮助。我们生成了具有自动检测位深度的 png,将其设置为 8 或 24,并在具有相同每像素位数的表面上执行 BlitScaled,尽管它不适用于 32。谷歌搜索 blit 转换错误导致来自@Petruza 的问答。
Update 写这个答案有点快,原来的解决方案处理 bmp 和 8 位和 24 位 png,但 32 位 png 没有渲染。 @Retired Ninja 回答另一个关于 Blit_Scaled 建议在调用函数之前填充表面并对其进行排序的问题,another question 与在可能与此相关的新表面上设置 alpha 有关(特别是如果您需要透明度),但填充纯色对我来说就足够了......现在。
我们想通过使用 SDL_Image 加载图像来创建 SDL 表面,如果尺寸超过限制,则调整表面大小。
我们需要这样做的原因是 Raspbian SDL 从表面创建纹理时抛出错误('纹理尺寸限制为 2048x2048')。虽然这是一张非常大的图片,但我们不希望用户担心图片大小,我们希望为他们调整大小。尽管我们在 Windows 上没有遇到此限制,但我们正在尝试在 windows 上开发解决方案并且在调整纹理大小时遇到问题。
寻找解决方案有类似的问题...:[=17=]
- 2008 not SDL2 custom blitting
- 2010 use SDL_gfx
- 2008 can't be done use SDL_gfx, 2015 use SDL_BlitScaled, 2015 use SDL_RenderCopyEx
当前的 SDL2 是否需要自定义 blitter 或 SDL_gfx(这些答案早于 SDL2 的 2013 年版本)? SDLRenderCopyEx 没有帮助,因为您需要生成我们的问题所在的纹理。
所以我们尝试了一些可用的 blitting 函数,例如 SDL_BlitScaled,下面是一个简单的程序来渲染 2500x2500 PNG 没有缩放:
#include <SDL.h>
#include <SDL_image.h>
#include <sstream>
#include <string>
SDL_Texture * get_texture(
SDL_Renderer * pRenderer,
std::string image_filename) {
SDL_Texture * result = NULL;
SDL_Surface * pSurface = IMG_Load(image_filename.c_str());
if (pSurface == NULL) {
printf("Error image load: %s\n", IMG_GetError());
}
else {
SDL_Texture * pTexture = SDL_CreateTextureFromSurface(pRenderer, pSurface);
if (pTexture == NULL) {
printf("Error image load: %s\n", SDL_GetError());
}
else {
SDL_SetTextureBlendMode(
pTexture,
SDL_BLENDMODE_BLEND);
result = pTexture;
}
SDL_FreeSurface(pSurface);
pSurface = NULL;
}
return result;
}
int main(int argc, char* args[]) {
SDL_Window * pWindow = NULL;
SDL_Renderer * pRenderer = NULL;
// set up
SDL_Init(SDL_INIT_VIDEO);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1");
SDL_Rect screenDimensions;
screenDimensions.x = 0;
screenDimensions.y = 0;
screenDimensions.w = 640;
screenDimensions.h = 480;
pWindow = SDL_CreateWindow("Resize Test",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
screenDimensions.w,
screenDimensions.h,
SDL_WINDOW_SHOWN);
pRenderer = SDL_CreateRenderer(pWindow,
-1,
SDL_RENDERER_ACCELERATED);
IMG_Init(IMG_INIT_PNG);
// render
SDL_SetRenderDrawColor(
pRenderer,
0,
0,
0,
0);
SDL_RenderClear(pRenderer);
SDL_Texture * pTexture = get_texture(
pRenderer,
"2500x2500.png");
if (pTexture != NULL) {
SDL_RenderCopy(
pRenderer,
pTexture,
NULL,
&screenDimensions);
SDL_DestroyTexture(pTexture);
pTexture = NULL;
}
SDL_RenderPresent(pRenderer);
// wait for quit
bool quit = false;
while (!quit)
{
// poll input for quit
SDL_Event inputEvent;
while (SDL_PollEvent(&inputEvent) != 0) {
if ((inputEvent.type == SDL_KEYDOWN) &&
(inputEvent.key.keysym.sym == 113)) {
quit = true;
}
}
}
IMG_Quit();
SDL_DestroyRenderer(pRenderer);
pRenderer = NULL;
SDL_DestroyWindow(pWindow);
pWindow = NULL;
return 0;
}
更改 get_texture 函数,使其识别极限并尝试创建新表面:
SDL_Texture * get_texture(
SDL_Renderer * pRenderer,
std::string image_filename) {
SDL_Texture * result = NULL;
SDL_Surface * pSurface = IMG_Load(image_filename.c_str());
if (pSurface == NULL) {
printf("Error image load: %s\n", IMG_GetError());
}
else {
const int limit = 1024;
int width = pSurface->w;
int height = pSurface->h;
if ((width > limit) ||
(height > limit)) {
SDL_Rect sourceDimensions;
sourceDimensions.x = 0;
sourceDimensions.y = 0;
sourceDimensions.w = width;
sourceDimensions.h = height;
float scale = (float)limit / (float)width;
float scaleH = (float)limit / (float)height;
if (scaleH < scale) {
scale = scaleH;
}
SDL_Rect targetDimensions;
targetDimensions.x = 0;
targetDimensions.y = 0;
targetDimensions.w = (int)(width * scale);
targetDimensions.h = (int)(height * scale);
SDL_Surface *pScaleSurface = SDL_CreateRGBSurface(
pSurface->flags,
targetDimensions.w,
targetDimensions.h,
pSurface->format->BitsPerPixel,
pSurface->format->Rmask,
pSurface->format->Gmask,
pSurface->format->Bmask,
pSurface->format->Amask);
if (SDL_BlitScaled(pSurface, NULL, pScaleSurface, &targetDimensions) < 0) {
printf("Error did not scale surface: %s\n", SDL_GetError());
SDL_FreeSurface(pScaleSurface);
pScaleSurface = NULL;
}
else {
SDL_FreeSurface(pSurface);
pSurface = pScaleSurface;
width = pSurface->w;
height = pSurface->h;
}
}
SDL_Texture * pTexture = SDL_CreateTextureFromSurface(pRenderer, pSurface);
if (pTexture == NULL) {
printf("Error image load: %s\n", SDL_GetError());
}
else {
SDL_SetTextureBlendMode(
pTexture,
SDL_BLENDMODE_BLEND);
result = pTexture;
}
SDL_FreeSurface(pSurface);
pSurface = NULL;
}
return result;
}
SDL_BlitScaled 失败并出现错误“Blit combination not supported”其他变体也有类似的错误:
SDL_BlitScaled(pSurface, NULL, pScaleSurface, NULL)
SDL_BlitScaled(pSurface, &sourceDimensions, pScaleSurface, &targetDimensions)
SDL_LowerBlitScaled(pSurface, &sourceDimensions, pScaleSurface, &targetDimensions) // from the wiki this is the call SDL_BlitScaled makes internally
然后我们尝试了一个非缩放的 blit...它没有抛出错误但只显示白色(不是清晰的颜色或图像中的颜色)。
SDL_BlitSurface(pSurface, &targetDimensions, pScaleSurface, &targetDimensions)
由于 blitting 函数不起作用,我们随后尝试使用与位图相同的图像(只是将 .png 导出为 .bmp),仍然使用 SDL_Image 加载文件,并且这两个函数都与 SDL_BlitScaled 按预期缩放
不确定这里出了什么问题(我们期望并需要对 .png 等主要图像文件格式的支持),或者如果这是推荐的方法,我们将不胜感激!
TL;DR @kelter 的评论为我指出了正确的方向,
更新的 get_texture 函数:
SDL_Texture * get_texture(
SDL_Renderer * pRenderer,
std::string image_filename) {
SDL_Texture * result = NULL;
SDL_Surface * pSurface = IMG_Load(image_filename.c_str());
if (pSurface == NULL) {
printf("Error image load: %s\n", IMG_GetError());
}
else {
const int limit = 1024;
int width = pSurface->w;
int height = pSurface->h;
if ((width > limit) ||
(height > limit)) {
SDL_Rect sourceDimensions;
sourceDimensions.x = 0;
sourceDimensions.y = 0;
sourceDimensions.w = width;
sourceDimensions.h = height;
float scale = (float)limit / (float)width;
float scaleH = (float)limit / (float)height;
if (scaleH < scale) {
scale = scaleH;
}
SDL_Rect targetDimensions;
targetDimensions.x = 0;
targetDimensions.y = 0;
targetDimensions.w = (int)(width * scale);
targetDimensions.h = (int)(height * scale);
// create a 32 bits per pixel surface to Blit the image to first, before BlitScaled
//
SDL_Surface *p32BPPSurface = SDL_CreateRGBSurface(
pSurface->flags,
sourceDimensions.w,
sourceDimensions.h,
32,
pSurface->format->Rmask,
pSurface->format->Gmask,
pSurface->format->Bmask,
pSurface->format->Amask);
if (SDL_BlitSurface(pSurface, NULL, p32BPPSurface, NULL) < 0) {
printf("Error did not blit surface: %s\n", SDL_GetError());
}
else {
// create another 32 bits per pixel surface are the desired scale
SDL_Surface *pScaleSurface = SDL_CreateRGBSurface(
p32BPPSurface->flags,
targetDimensions.w,
targetDimensions.h,
p32BPPSurface->format->BitsPerPixel,
p32BPPSurface->format->Rmask,
p32BPPSurface->format->Gmask,
p32BPPSurface->format->Bmask,
p32BPPSurface->format->Amask);
// 32 bit per pixel surfaces (loaded from the original file) won't scale down with BlitScaled, suggestion to first fill the surface
// 8 and 24 bit depth pngs did not require this
//
SDL_FillRect(pScaleSurface, &targetDimensions, SDL_MapRGBA(pScaleSurface->format, 255, 0, 0, 255));
if (SDL_BlitScaled(p32BPPSurface, NULL, pScaleSurface, NULL) < 0) {
printf("Error did not scale surface: %s\n", SDL_GetError());
SDL_FreeSurface(pScaleSurface);
pScaleSurface = NULL;
}
else {
SDL_FreeSurface(pSurface);
pSurface = pScaleSurface;
width = pSurface->w;
height = pSurface->h;
}
}
SDL_FreeSurface(p32BPPSurface);
p32BPPSurface = NULL;
}
SDL_Texture * pTexture = SDL_CreateTextureFromSurface(pRenderer, pSurface);
if (pTexture == NULL) {
printf("Error image load: %s\n", SDL_GetError());
}
else {
SDL_SetTextureBlendMode(
pTexture,
SDL_BLENDMODE_BLEND);
result = pTexture;
}
SDL_FreeSurface(pSurface);
pSurface = NULL;
}
return result;
}
@kelter 的评论让我更仔细地观察了表面像素格式,位图以 24bpp 的速度工作,png 以 8bpp 的速度加载并且不工作。尝试将目标表面更改为 24 或 32 bpp,但这没有帮助。我们生成了具有自动检测位深度的 png,将其设置为 8 或 24,并在具有相同每像素位数的表面上执行 BlitScaled,尽管它不适用于 32。谷歌搜索 blit 转换错误导致来自@Petruza 的问答。
Update 写这个答案有点快,原来的解决方案处理 bmp 和 8 位和 24 位 png,但 32 位 png 没有渲染。 @Retired Ninja 回答另一个关于 Blit_Scaled 建议在调用函数之前填充表面并对其进行排序的问题,another question 与在可能与此相关的新表面上设置 alpha 有关(特别是如果您需要透明度),但填充纯色对我来说就足够了......现在。