我正在研究在 Windows 10 上用 C++ 在 SDL2 中创建的纹理。
我想以透明方式显示 bmp 文件(light.bmp)的纹理。
我编写了这个代码示例,它应该显示具有透明度的 bmp 纹理“light.bmp”,但实际上并没有显示任何内容:
#include <iostream>
#include <SDL.h>
//#include <SDL_image.h>
const int WIN_WIDTH = 640;
const int WIN_HEIGHT = 480;
int main(int argc, char* argv[])
{
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
SDL_Log("SDL_Init failed: %s", SDL_GetError());
return 1;
}
SDL_Window* win = SDL_CreateWindow("Rendering to a texture!",
SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, WIN_WIDTH, WIN_HEIGHT, 0);
SDL_Renderer* renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
//Put your own bmp image here
SDL_Surface* pngSurf = SDL_LoadBMP("light.bmp"); //IMG_Load("light.png");
if (pngSurf == NULL)
{
SDL_Log("IMG_Load('light.bmp') failed: %s", SDL_GetError());
return 2;
}
SDL_Texture* pngTex = SDL_CreateTextureFromSurface(renderer, pngSurf);
SDL_FreeSurface(pngSurf);
//Make a target texture to render too
SDL_Texture* texTarget = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, WIN_WIDTH, WIN_HEIGHT);
//Now render to the texture
SDL_SetRenderTarget(renderer, texTarget);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, pngTex, NULL, NULL);
//Detach the texture
SDL_SetRenderTarget(renderer, NULL);
SDL_RenderClear(renderer);
//SDL_RenderCopyEx(renderer, texTarget, NULL, NULL, 0, NULL, SDL_FLIP_VERTICAL);
SDL_RenderCopy(renderer, texTarget, NULL, NULL);
SDL_RenderPresent(renderer);
SDL_Delay(3000);
SDL_DestroyTexture(texTarget);
texTarget = NULL;
SDL_DestroyTexture(pngTex);
pngTex = NULL;
SDL_DestroyRenderer(renderer);
renderer = NULL;
SDL_DestroyWindow(win);
win = NULL;
SDL_Quit();
return 0;
}
我做错了什么? 我附上 light.bmp 文件:
我希望看到具有透明度的纹理“light.bmp”。
@genpfault:抱歉,我插入了错误的图像。