[英]Is it possible to draw a SDL_Texture to OpenGL?
i'm currently writing a game on SDL and I use a texture that i create in this way我目前正在 SDL 上编写游戏,并使用我以这种方式创建的纹理
SDL_Texture* target_texture = SDL_CreateTexture(ren, SDL_PIXELFORMAT_BGR555, SDL_TEXTUREACCESS_TARGET, 256, 224);
I later use我后来用
SDL_SetRenderTarget(ren, target_texture);
to make everything be drawn to this texture, everything works fine, after that I just disable the render target to texture, with为了让所有东西都被绘制到这个纹理上,一切正常,之后我只是禁用渲染目标到纹理,
SDL_SetRenderTarget(ren, NULL);
I want to convert my game to use OpenGL for drawing stuff, and to be able to use 3D in it, but I'm running into a issue.我想将我的游戏转换为使用 OpenGL 来绘制东西,并能够在其中使用 3D,但我遇到了问题。 SDL_GL_BindTexture doesn't seem to work with a SDL_Texture, My drawing code is
SDL_GL_BindTexture 似乎不适用于 SDL_Texture,我的绘图代码是
SDL_Rect rect = { 32, 16, 256, 224 };
float w = 320.f;
float h = 240.f;
glViewport(0, 0, w, h);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
float X = float(rect.x) / float(w);
float Y = float(rect.y) / float(h);
float Width = float(rect.w) / float(w);
float Height = float(rect.y) / float(h);
//Bind the SDL_Texture in OpenGL
SDL_GL_BindTexture(target_texture, NULL, NULL);
//Draw the SDL_Texture * as a Quad
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS); {
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glTexCoord2f(0, 0); glVertex3f(X, Y, 0);
glTexCoord2f(1, 0); glVertex3f(X + Width, Y, 0);
glTexCoord2f(1, 1); glVertex3f(X + Width, Y + Height, 0);
glTexCoord2f(0, 1); glVertex3f(X, Y + Height, 0);
} glEnd();
glDisable(GL_TEXTURE_2D);
SDL_GL_SwapWindow(win);
This doesn't seems to work and only draws a white square to the window, which is not what i want, instead if i do this这似乎不起作用,只在 window 上绘制一个白色方块,这不是我想要的,如果我这样做
SDL_RenderCopy(ren, target_texture, NULL, &rect);
SDL_RenderPresent(ren);
It works fine, but it doesn't allow me to use OpenGL at all.它工作正常,但它根本不允许我使用 OpenGL。 How do i fix this?
我该如何解决? Hopefully i explained it well enough
希望我解释得足够好
Example minimal reproductible code:示例最小可复制代码:
#include <iostream>
#include <SDL.h>
#include <SDL_opengl.h>
#include <GL/gl.h>
int main(int argc, char* argv[])
{
SDL_Window* win = SDL_CreateWindow("test", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 320, 240, SDL_WINDOW_SHOWN);
SDL_Renderer* ren = SDL_CreateRenderer(win, 0, SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED);
SDL_Texture* target_texture = SDL_CreateTexture(ren, SDL_PIXELFORMAT_BGR555, SDL_TEXTUREACCESS_TARGET, 256, 224);
while (true)
{
SDL_SetRenderTarget(ren, target_texture);
SDL_SetRenderDrawColor(ren, 255, 0, 0, 255);
SDL_RenderClear(ren);
SDL_SetRenderTarget(ren, NULL);
SDL_Rect rect = { 32, 16, 256, 224 };
float w = 320.f;
float h = 240.f;
glViewport(0, 0, w, h);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
float X = float(rect.x) / float(w);
float Y = float(rect.y) / float(h);
float Width = float(rect.w) / float(w);
float Height = float(rect.y) / float(h);
//Bind the SDL_Texture in OpenGL
SDL_GL_BindTexture(target_texture, NULL, NULL);
//Draw the SDL_Texture * as a Quad
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS); {
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glTexCoord2f(0, 0); glVertex3f(X, Y, 0);
glTexCoord2f(1, 0); glVertex3f(X + Width, Y, 0);
glTexCoord2f(1, 1); glVertex3f(X + Width, Y + Height, 0);
glTexCoord2f(0, 1); glVertex3f(X, Y + Height, 0);
} glEnd();
glDisable(GL_TEXTURE_2D);
SDL_GL_SwapWindow(win);
SDL_Delay(16);
}
}
A few issues:几个问题:
SDL_WINDOW_OPENGL
to SDL_CreateWindow()
SDL_WINDOW_OPENGL
传递给SDL_CreateWindow()
SDL_GL_CreateContext()
.SDL_GL_CreateContext()
创建 OpenGL 上下文。If you're dead-set on using a SDL_Renderer create one with the SDL_RENDERER_SOFTWARE
flag.如果您死心塌地使用 SDL_Renderer,请使用
SDL_RENDERER_SOFTWARE
标志创建一个。
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