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SDL Guide 中文译版(二)

作者:未知 来源:月光软件站 加入时间:2005-2-28 月光软件站

 

第二章 图像和视频

初始化SDL Video显示

视频是最常用的部分,也是SDL最完整的子系统。下面的初始化过程是每个SDL程序都要做的,即使可能有些不同。

例2-1 初始化视频

    SDL_Surface *screen;

    /* Initialize the SDL library */
    if( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
        fprintf(stderr,
                "Couldn't initialize SDL: %s\n", SDL_GetError());
        exit(1);
    }

    /* Clean up on exit */
    atexit(SDL_Quit);
    
    /*
     * Initialize the display in a 640x480 8-bit palettized mode,
     * requesting a software surface
     */
    screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE);
    if ( screen == NULL ) {
        fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
                        SDL_GetError());
        exit(1);
    }

初始化最佳视频模式

如果你希望某种色深(颜色数)但如果用户的显示器不支持也可以接受其他色深,使用加SDL_ANYFORMAT参数的SDL_SetVideoMode。您还可以用SDL_VideoModeOK来找到与请求模式最接近的模式。

例2-2 初始化最佳视频模式

    /* Have a preference for 8-bit, but accept any depth */
    screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_ANYFORMAT);
    if ( screen == NULL ) {
        fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
                        SDL_GetError());
        exit(1);
    }
    printf("Set 640x480 at %d bits-per-pixel mode\n",
           screen->format->BitsPerPixel);

读取并显示BMP文件

当SDL已经初始化,视频模式已经选择,下面的函数将读取并显示指定的BMP文件。

例2-3 读取并显示BMP文件

void display_bmp(char *file_name)
{
    SDL_Surface *image;

    /* Load the BMP file into a surface */
    image = SDL_LoadBMP(file_name);
    if (image == NULL) {
        fprintf(stderr, "Couldn't load %s: %s\n", file_name, SDL_GetError());
        return;
    }

    /*
     * Palettized screen modes will have a default palette (a standard
     * 8*8*4 colour cube), but if the image is palettized as well we can
     * use that palette for a nicer colour matching
     */
    if (image->format->palette && screen->format->palette) {
    SDL_SetColors(screen, image->format->palette->colors, 0,
                  image->format->palette->ncolors);
    }

    /* Blit onto the screen surface */
    if(SDL_BlitSurface(image, NULL, screen, NULL) < 0)
        fprintf(stderr, "BlitSurface error: %s\n", SDL_GetError());

    SDL_UpdateRect(screen, 0, 0, image->w, image->h);

    /* Free the allocated BMP surface */
    SDL_FreeSurface(image);
}

直接在显示上绘图

下面两个函数实现在图像平面的像素读写。它们被细心设计成可以用于所有色深。记住在使用前要先锁定图像平面,之后要解锁。

在像素值和其红、绿、蓝值间转换,使用SDL_GetRGB()和SDL_MapRGB()。

例2-4 getpixel()

/*
 * Return the pixel value at (x, y)
 * NOTE: The surface must be locked before calling this!
 */
Uint32 getpixel(SDL_Surface *surface, int x, int y)
{
    int bpp = surface->format->BytesPerPixel;
    /* Here p is the address to the pixel we want to retrieve */
    Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;

    switch(bpp) {
    case 1:
        return *p;

    case 2:
        return *(Uint16 *)p;

    case 3:
        if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
            return p[0] << 16 | p[1] << 8 | p[2];
        else
            return p[0] | p[1] << 8 | p[2] << 16;

    case 4:
        return *(Uint32 *)p;

    default:
        return 0;       /* shouldn't happen, but avoids warnings */
    }
}

例2-5 putpixel()

/*
 * Set the pixel at (x, y) to the given value
 * NOTE: The surface must be locked before calling this!
 */
void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel)
{
    int bpp = surface->format->BytesPerPixel;
    /* Here p is the address to the pixel we want to set */
    Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;

    switch(bpp) {
    case 1:
        *p = pixel;
        break;

    case 2:
        *(Uint16 *)p = pixel;
        break;

    case 3:
        if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {
            p[0] = (pixel >> 16) & 0xff;
            p[1] = (pixel >> 8) & 0xff;
            p[2] = pixel & 0xff;
        } else {
            p[0] = pixel & 0xff;
            p[1] = (pixel >> 8) & 0xff;
            p[2] = (pixel >> 16) & 0xff;
        }
        break;

    case 4:
        *(Uint32 *)p = pixel;
        break;
    }
}

例2-6 使用上面的putpixel()在屏幕中心画一个黄点

    /* Code to set a yellow pixel at the center of the screen */

    int x, y;
    Uint32 yellow;

    /* Map the color yellow to this display (R=0xff, G=0xFF, B=0x00)
       Note:  If the display is palettized, you must set the palette first.
    */
    yellow = SDL_MapRGB(screen->format, 0xff, 0xff, 0x00);

    x = screen->w / 2;
    y = screen->h / 2;

    /* Lock the screen for direct access to the pixels */
    if ( SDL_MUSTLOCK(screen) ) {
        if ( SDL_LockSurface(screen) < 0 ) {
            fprintf(stderr, "Can't lock screen: %s\n", SDL_GetError());
            return;
        }
    }

    putpixel(screen, x, y, yellow);

    if ( SDL_MUSTLOCK(screen) ) {
        SDL_UnlockSurface(screen);
    }
    /* Update just the part of the display that we've changed */
    SDL_UpdateRect(screen, x, y, 1, 1);

    return;

并用SDL和OpenGL

SDL可以在多种平台(Linux/X11, Win32, BeOS, MacOS Classic/Toolbox, MacOS X, FreeBSD/X11 and Solaris/X11)上创建和使用OpenGL上下文。这允许你在OpenGL程序中使用SDL的音频、事件、线程和记时器,而这些通常是GLUT的任务。

和普通的初始化类似,但有三点不同:必须传SDL_OPENGL参数给SDL_SetVideoMode;必须使用SDL_GL_SetAttribute指定一些GL属性(深度缓冲区位宽,帧缓冲位宽等);如果您想使用双缓冲,必须作为GL属性指定

例2-7 初始化SDL加OpenGL

    /* Information about the current video settings. */
    const SDL_VideoInfo* info = NULL;
    /* Dimensions of our window. */
    int width = 0;
    int height = 0;
    /* Color depth in bits of our window. */
    int bpp = 0;
    /* Flags we will pass into SDL_SetVideoMode. */
    int flags = 0;

    /* First, initialize SDL's video subsystem. */
    if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
        /* Failed, exit. */
        fprintf( stderr, "Video initialization failed: %s\n",
             SDL_GetError( ) );
        quit_tutorial( 1 );
    }

    /* Let's get some video information. */
    info = SDL_GetVideoInfo( );

    if( !info ) {
        /* This should probably never happen. */
        fprintf( stderr, "Video query failed: %s\n",
             SDL_GetError( ) );
        quit_tutorial( 1 );
    }

    /*
     * Set our width/height to 640/480 (you would
     * of course let the user decide this in a normal
     * app). We get the bpp we will request from
     * the display. On X11, VidMode can't change
     * resolution, so this is probably being overly
     * safe. Under Win32, ChangeDisplaySettings
     * can change the bpp.
     */
    width = 640;
    height = 480;
    bpp = info->vfmt->BitsPerPixel;

    /*
     * Now, we want to setup our requested
     * window attributes for our OpenGL window.
     * We want *at least* 5 bits of red, green
     * and blue. We also want at least a 16-bit
     * depth buffer.
     *
     * The last thing we do is request a double
     * buffered window. '1' turns on double
     * buffering, '0' turns it off.
     *
     * Note that we do not use SDL_DOUBLEBUF in
     * the flags to SDL_SetVideoMode. That does
     * not affect the GL attribute state, only
     * the standard 2D blitting setup.
     */
    SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

    /*
     * We want to request that SDL provide us
     * with an OpenGL window, in a fullscreen
     * video mode.
     *
     * EXERCISE:
     * Make starting windowed an option, and
     * handle the resize events properly with
     * glViewport.
     */
    flags = SDL_OPENGL | SDL_FULLSCREEN;

    /*
     * Set the video mode
     */
    if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) {
        /* 
         * This could happen for a variety of reasons,
         * including DISPLAY not being set, the specified
         * resolution not being available, etc.
         */
        fprintf( stderr, "Video mode set failed: %s\n",
             SDL_GetError( ) );
        quit_tutorial( 1 );
    }

OpenGL绘图

除了初始化,在SDL程序中使用OpenGL和其他情况基本相同,是同样函数和数据类型。但是如果您使用双缓冲,则必须用SDL_GL_SwapBuffers()来交换前后缓冲,而不是glxSwapBuffers()(GLX)或SwapBuffers()(Windows)。

例2-8 SDL和OpenGL

/*
 * SDL OpenGL Tutorial.
 * (c) Michael Vance, 2000
 * [email protected]
 *
 * Distributed under terms of the LGPL. 
 */

#include <SDL/SDL.h>
#include <GL/gl.h>
#include <GL/glu.h>

#include <stdio.h>
#include <stdlib.h>

static GLboolean should_rotate = GL_TRUE;

static void quit_tutorial( int code )
{
    /*
     * Quit SDL so we can release the fullscreen
     * mode and restore the previous video settings,
     * etc.
     */
    SDL_Quit( );

    /* Exit program. */
    exit( code );
}

static void handle_key_down( SDL_keysym* keysym )
{

    /* 
     * We're only interested if 'Esc' has
     * been presssed.
     *
     * EXERCISE: 
     * Handle the arrow keys and have that change the
     * viewing position/angle.
     */
    switch( keysym->sym ) {
    case SDLK_ESCAPE:
        quit_tutorial( 0 );
        break;
    case SDLK_SPACE:
        should_rotate = !should_rotate;
        break;
    default:
        break;
    }

}

static void process_events( void )
{
    /* Our SDL event placeholder. */
    SDL_Event event;

    /* Grab all the events off the queue. */
    while( SDL_PollEvent( &event ) ) {

        switch( event.type ) {
        case SDL_KEYDOWN:
            /* Handle key presses. */
            handle_key_down( &event.key.keysym );
            break;
        case SDL_QUIT:
            /* Handle quit requests (like Ctrl-c). */
            quit_tutorial( 0 );
            break;
        }

    }

}

static void draw_screen( void )
{
    /* Our angle of rotation. */
    static float angle = 0.0f;

    /*
     * EXERCISE:
     * Replace this awful mess with vertex
     * arrays and a call to glDrawElements.
     *
     * EXERCISE:
     * After completing the above, change
     * it to use compiled vertex arrays.
     *
     * EXERCISE:
     * Verify my windings are correct here ;).
     */
    static GLfloat v0[] = { -1.0f, -1.0f,  1.0f };
    static GLfloat v1[] = {  1.0f, -1.0f,  1.0f };
    static GLfloat v2[] = {  1.0f,  1.0f,  1.0f };
    static GLfloat v3[] = { -1.0f,  1.0f,  1.0f };
    static GLfloat v4[] = { -1.0f, -1.0f, -1.0f };
    static GLfloat v5[] = {  1.0f, -1.0f, -1.0f };
    static GLfloat v6[] = {  1.0f,  1.0f, -1.0f };
    static GLfloat v7[] = { -1.0f,  1.0f, -1.0f };
    static GLubyte red[]    = { 255,   0,   0, 255 };
    static GLubyte green[]  = {   0, 255,   0, 255 };
    static GLubyte blue[]   = {   0,   0, 255, 255 };
    static GLubyte white[]  = { 255, 255, 255, 255 };
    static GLubyte yellow[] = {   0, 255, 255, 255 };
    static GLubyte black[]  = {   0,   0,   0, 255 };
    static GLubyte orange[] = { 255, 255,   0, 255 };
    static GLubyte purple[] = { 255,   0, 255,   0 };

    /* Clear the color and depth buffers. */
    glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );

    /* We don't want to modify the projection matrix. */
    glMatrixMode( GL_MODELVIEW );
    glLoadIdentity( );

    /* Move down the z-axis. */
    glTranslatef( 0.0, 0.0, -5.0 );

    /* Rotate. */
    glRotatef( angle, 0.0, 1.0, 0.0 );

    if( should_rotate ) {

        if( ++angle > 360.0f ) {
            angle = 0.0f;
        }

    }

    /* Send our triangle data to the pipeline. */
    glBegin( GL_TRIANGLES );

    glColor4ubv( red );
    glVertex3fv( v0 );
    glColor4ubv( green );
    glVertex3fv( v1 );
    glColor4ubv( blue );
    glVertex3fv( v2 );

    glColor4ubv( red );
    glVertex3fv( v0 );
    glColor4ubv( blue );
    glVertex3fv( v2 );
    glColor4ubv( white );
    glVertex3fv( v3 );

    glColor4ubv( green );
    glVertex3fv( v1 );
    glColor4ubv( black );
    glVertex3fv( v5 );
    glColor4ubv( orange );
    glVertex3fv( v6 );

    glColor4ubv( green );
    glVertex3fv( v1 );
    glColor4ubv( orange );
    glVertex3fv( v6 );
    glColor4ubv( blue );
    glVertex3fv( v2 );

    glColor4ubv( black );
    glVertex3fv( v5 );
    glColor4ubv( yellow );
    glVertex3fv( v4 );
    glColor4ubv( purple );
    glVertex3fv( v7 );

    glColor4ubv( black );
    glVertex3fv( v5 );
    glColor4ubv( purple );
    glVertex3fv( v7 );
    glColor4ubv( orange );
    glVertex3fv( v6 );

    glColor4ubv( yellow );
    glVertex3fv( v4 );
    glColor4ubv( red );
    glVertex3fv( v0 );
    glColor4ubv( white );
    glVertex3fv( v3 );

    glColor4ubv( yellow );
    glVertex3fv( v4 );
    glColor4ubv( white );
    glVertex3fv( v3 );
    glColor4ubv( purple );
    glVertex3fv( v7 );

    glColor4ubv( white );
    glVertex3fv( v3 );
    glColor4ubv( blue );
    glVertex3fv( v2 );
    glColor4ubv( orange );
    glVertex3fv( v6 );

    glColor4ubv( white );
    glVertex3fv( v3 );
    glColor4ubv( orange );
    glVertex3fv( v6 );
    glColor4ubv( purple );
    glVertex3fv( v7 );

    glColor4ubv( green );
    glVertex3fv( v1 );
    glColor4ubv( red );
    glVertex3fv( v0 );
    glColor4ubv( yellow );
    glVertex3fv( v4 );

    glColor4ubv( green );
    glVertex3fv( v1 );
    glColor4ubv( yellow );
    glVertex3fv( v4 );
    glColor4ubv( black );
    glVertex3fv( v5 );

    glEnd( );

    /*
     * EXERCISE:
     * Draw text telling the user that 'Spc'
     * pauses the rotation and 'Esc' quits.
     * Do it using vetors and textured quads.
     */

    /*
     * Swap the buffers. This this tells the driver to
     * render the next frame from the contents of the
     * back-buffer, and to set all rendering operations
     * to occur on what was the front-buffer.
     *
     * Double buffering prevents nasty visual tearing
     * from the application drawing on areas of the
     * screen that are being updated at the same time.
     */
    SDL_GL_SwapBuffers( );
}

static void setup_opengl( int width, int height )
{
    float ratio = (float) width / (float) height;

    /* Our shading model--Gouraud (smooth). */
    glShadeModel( GL_SMOOTH );

    /* Culling. */
    glCullFace( GL_BACK );
    glFrontFace( GL_CCW );
    glEnable( GL_CULL_FACE );

    /* Set the clear color. */
    glClearColor( 0, 0, 0, 0 );

    /* Setup our viewport. */
    glViewport( 0, 0, width, height );

    /*
     * Change to the projection matrix and set
     * our viewing volume.
     */
    glMatrixMode( GL_PROJECTION );
    glLoadIdentity( );
    /*
     * EXERCISE:
     * Replace this with a call to glFrustum.
     */
    gluPerspective( 60.0, ratio, 1.0, 1024.0 );
}

int main( int argc, char* argv[] )
{
    /* Information about the current video settings. */
    const SDL_VideoInfo* info = NULL;
    /* Dimensions of our window. */
    int width = 0;
    int height = 0;
    /* Color depth in bits of our window. */
    int bpp = 0;
    /* Flags we will pass into SDL_SetVideoMode. */
    int flags = 0;

    /* First, initialize SDL's video subsystem. */
    if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
        /* Failed, exit. */
        fprintf( stderr, "Video initialization failed: %s\n",
             SDL_GetError( ) );
        quit_tutorial( 1 );
    }

    /* Let's get some video information. */
    info = SDL_GetVideoInfo( );

    if( !info ) {
        /* This should probably never happen. */
        fprintf( stderr, "Video query failed: %s\n",
             SDL_GetError( ) );
        quit_tutorial( 1 );
    }

    /*
     * Set our width/height to 640/480 (you would
     * of course let the user decide this in a normal
     * app). We get the bpp we will request from
     * the display. On X11, VidMode can't change
     * resolution, so this is probably being overly
     * safe. Under Win32, ChangeDisplaySettings
     * can change the bpp.
     */
    width = 640;
    height = 480;
    bpp = info->vfmt->BitsPerPixel;

    /*
     * Now, we want to setup our requested
     * window attributes for our OpenGL window.
     * We want *at least* 5 bits of red, green
     * and blue. We also want at least a 16-bit
     * depth buffer.
     *
     * The last thing we do is request a double
     * buffered window. '1' turns on double
     * buffering, '0' turns it off.
     *
     * Note that we do not use SDL_DOUBLEBUF in
     * the flags to SDL_SetVideoMode. That does
     * not affect the GL attribute state, only
     * the standard 2D blitting setup.
     */
    SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
    SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
    SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );

    /*
     * We want to request that SDL provide us
     * with an OpenGL window, in a fullscreen
     * video mode.
     *
     * EXERCISE:
     * Make starting windowed an option, and
     * handle the resize events properly with
     * glViewport.
     */
    flags = SDL_OPENGL | SDL_FULLSCREEN;

    /*
     * Set the video mode
     */
    if( SDL_SetVideoMode( width, height, bpp, flags ) == 0 ) {
        /* 
         * This could happen for a variety of reasons,
         * including DISPLAY not being set, the specified
         * resolution not being available, etc.
         */
        fprintf( stderr, "Video mode set failed: %s\n",
             SDL_GetError( ) );
        quit_tutorial( 1 );
    }

    /*
     * At this point, we should have a properly setup
     * double-buffered window for use with OpenGL.
     */
    setup_opengl( width, height );

    /*
     * Now we want to begin our normal app process--
     * an event loop with a lot of redrawing.
     */
    while( 1 ) {
        /* Process incoming events. */
        process_events( );
        /* Draw the screen. */
        draw_screen( );
    }

    /*
     * EXERCISE:
     * Record timings using SDL_GetTicks() and
     * and print out frames per second at program
     * end.
     */

    /* Never reached. */
    return 0;
}



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