(我正在使用SDL2)
SDL is a relatively small library for "low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D"它用于游戏开发,在我的例子中,用作简单的视听输出和鼠标+键盘输入。它不是像GTK,Qt,wxWindows等“工具包”。但它是跨平台的。
But the only way I can find to draw a shape is with the line, rect and pixel functions.
除了使用trig或“圆的方程”之外,我怎样画一条曲线?一般矢量图形怎么样?
SDL是一个合适的起点还是我应该在其他地方寻找?
如果你想编写自己的圆绘图功能,那么我建议你通过绘制像素来调整midpoint algorithm到SDL2。
曲线将以类似方式完成,但会使用更多的椭圆绘制算法。
实际的矢量图形开始变得更复杂,你可能不得不找到一些渲染SVG文件的东西,我不确定SDL2有很多选项。
但是,如果您只是想拥有可以使用的功能,我建议您直接使用SDL2_gfx。它还有许多已经实现的功能供您使用。
这是上面引用的中点圆算法的示例。它不需要数学库,速度非常快。 (渲染时间约为500微秒)这是Windows用于/用于栅格化圆圈的内容。
void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
{
const int32_t diameter = (radius * 2);
int32_t x = (radius - 1);
int32_t y = 0;
int32_t tx = 1;
int32_t ty = 1;
int32_t error = (tx - diameter);
while (x >= y)
{
// Each of the following renders an octant of the circle
SDL_RenderDrawPoint(renderer, centreX + x, centreY - y);
SDL_RenderDrawPoint(renderer, centreX + x, centreY + y);
SDL_RenderDrawPoint(renderer, centreX - x, centreY - y);
SDL_RenderDrawPoint(renderer, centreX - x, centreY + y);
SDL_RenderDrawPoint(renderer, centreX + y, centreY - x);
SDL_RenderDrawPoint(renderer, centreX + y, centreY + x);
SDL_RenderDrawPoint(renderer, centreX - y, centreY - x);
SDL_RenderDrawPoint(renderer, centreX - y, centreY + x);
if (error <= 0)
{
++y;
error += ty;
ty += 2;
}
if (error > 0)
{
--x;
tx += 2;
error += (tx - diameter);
}
}
}
SDL允许第三方库在纹理上绘制。如果cairo是可取的,它可以用在这样的函数中:
cairo_t*cb(cairo_t*cr)
{cairo_set_source_rgb(cr, 1.0, 1.0, 1.0);
cairo_rectangle(cr, 10, 20, 128, 128);
cairo_stroke(cr);
return cr;
}
那么cb可以传递给这个函数:
cairo_t*cai(SDL_Window*w,SDL_Renderer*r,cairo_t*(*f)(cairo_t*))
{int width, height, pitch;void *pixels;
SDL_GetWindowSize(w, &width, &height);
SDL_Texture*t=SDL_CreateTexture(r,SDL_PIXELFORMAT_ARGB8888,SDL_TEXTUREACCESS_STREAMING,width,height);
SDL_LockTexture(t, NULL, &pixels, &pitch);
cairo_surface_t *cs=cairo_image_surface_create_for_data(pixels,CAIRO_FORMAT_ARGB32,width,height,pitch);
cairo_t*s=cairo_create(cs);
cairo_t*fr=f(s);SDL_UnlockTexture(t);SDL_RenderCopy(r,t,NULL,NULL);SDL_RenderPresent(r);
return fr;
}
如果你想做一个没有第三方库的圆或椭圆,请包含math.h并使用我写的下面的函数。它会很好地绘制别名椭圆或圆圈。在SDL 2.0.2上测试并且有效。它绘制一个象限弧,并镜像其他弧,减少对cosf和sinf的调用。
//draw one quadrant arc, and mirror the other 4 quadrants
void sdl_ellipse(SDL_Renderer* r, int x0, int y0, int radiusX, int radiusY)
{
float pi = 3.14159265358979323846264338327950288419716939937510;
float pih = pi / 2.0; //half of pi
//drew 28 lines with 4x4 circle with precision of 150 0ms
//drew 132 lines with 25x14 circle with precision of 150 0ms
//drew 152 lines with 100x50 circle with precision of 150 3ms
const int prec = 27; // precision value; value of 1 will draw a diamond, 27 makes pretty smooth circles.
float theta = 0; // angle that will be increased each loop
//starting point
int x = (float)radiusX * cos(theta);//start point
int y = (float)radiusY * sin(theta);//start point
int x1 = x;
int y1 = y;
//repeat until theta >= 90;
float step = pih/(float)prec; // amount to add to theta each time (degrees)
for(theta=step; theta <= pih; theta+=step)//step through only a 90 arc (1 quadrant)
{
//get new point location
x1 = (float)radiusX * cosf(theta) + 0.5; //new point (+.5 is a quick rounding method)
y1 = (float)radiusY * sinf(theta) + 0.5; //new point (+.5 is a quick rounding method)
//draw line from previous point to new point, ONLY if point incremented
if( (x != x1) || (y != y1) )//only draw if coordinate changed
{
SDL_RenderDrawLine(r, x0 + x, y0 - y, x0 + x1, y0 - y1 );//quadrant TR
SDL_RenderDrawLine(r, x0 - x, y0 - y, x0 - x1, y0 - y1 );//quadrant TL
SDL_RenderDrawLine(r, x0 - x, y0 + y, x0 - x1, y0 + y1 );//quadrant BL
SDL_RenderDrawLine(r, x0 + x, y0 + y, x0 + x1, y0 + y1 );//quadrant BR
}
//save previous points
x = x1;//save new previous point
y = y1;//save new previous point
}
//arc did not finish because of rounding, so finish the arc
if(x!=0)
{
x=0;
SDL_RenderDrawLine(r, x0 + x, y0 - y, x0 + x1, y0 - y1 );//quadrant TR
SDL_RenderDrawLine(r, x0 - x, y0 - y, x0 - x1, y0 - y1 );//quadrant TL
SDL_RenderDrawLine(r, x0 - x, y0 + y, x0 - x1, y0 + y1 );//quadrant BL
SDL_RenderDrawLine(r, x0 + x, y0 + y, x0 + x1, y0 + y1 );//quadrant BR
}
}