Are there layers to sdl or something?
by layers I mean like in photoshop we have multiple layer and can draw on one without effecting the other,
for example if I had a main_layer , a background_layer & an enemy_layer where the main player reandering (like moving the character by user), a static background rendering & enemies rendering can take place respectively?
instead of having to clear the entire screen then placing everything back again over and over? i.e. changing a single thing without effecting the other? can someone point me in the right direction?
You can implement your own layer system using render targets.
Create a texture render target for each layer.
Draw to a layer's render target to update it.
Every frame, draw each layer to the screen. You still need to clear the final frame beforehand.
It's worth noting that there is a point of diminishing return here. If a layer only contains a few sprites, it's probably cheaper to draw each sprite directly to the screen every frame even if they don't move.
Example:
// Given a renderer
SDL_Renderer *renderer = ...;
// *** Creating the layer ***
SDL_Texture *my_layer = SDL_CreateTexture(
renderer,
SDL_PIXELFORMAT_RGBA8888,
SDL_TEXTUREACCESS_TARGET,
screen_width, screen_height);
// To make transparency work (for non-base layers):
SDL_SetTextureBlendMode(my_layer, SDL_BLENDMODE_BLEND);
// *** Drawing TO the layer ***
SDL_SetRenderTarget(renderer, my_layer);
// For non-base layers, you want to make sure you clear to *transparent* pixels.
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
// ... Draw to the layer ...
// *** Drawing the layer to the screen / window ***
SDL_SetRenderTarget(renderer, NULL);
SDL_RenderCopy(renderer, my_layer, NULL, NULL);
You can take this a bit further by creating layers that are larger than screen_width x screen_height and use the srcrect parameter of SDL_RenderCopy() to scroll the layer. With a few background layers, that can be used to get efficient and neat-looking old-school parallax effects.
You will also probably want to encapsulate the notion of a layer into some Layer class in C++. Here's a rough starting point:
class Layer {
public:
Layer(SDL_Renderer *renderer, int w, int h)
: texture_(SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h),
, display_{0, 0, 0, 0}
{
SDL_GetRendererOutputSize(renderer, &display_.w, &display_.h);
w = std::min(w, display_.w);
h = std::min(h, display_.h);
max_scroll_x = w - display_.w;
max_scroll_y = h - display_.h;
SDL_SetTextureBlendMode(texture_, SDL_BLENDMODE_BLEND);
}
Layer(Layer&& rhs)
: texture_(rhs.texture_)
, display_(rhs.display)
, max_scroll_x(rhs.max_scroll_x)
, max_scroll_y(rhs.max_scroll_y) {
rhs.texture_ = nullptr;
}
Layer& operator=(const Layer& rhs) {
if(texture_) {SDL_DestroyTexture(texture_);}
texture_ = rhs.texture_;
display_ = rhs.display_;
max_scroll_x = rhs.max_scroll_x;
max_scroll_y = rhs.max_scroll_y;
rhs.texture_ = nullptr;
)
Layer(const Layer& rhs) = delete;
Layer& operator=(const Layer& rhs) = delete;
~Layer() {
if(texture_) {SDL_DestroyTexture(texture_);}
}
// Subsequent draw calls will target this layer
void makeCurrent(SDL_Renderer* renderer) {
SDL_SetRenderTarget(renderer, texture_);
}
// Draws the layer to the currently active render target
void commit(SDL_Renderer* renderer, const SDL_Rect * dstrect=nullptr) {
SDL_RenderCopy(renderer, texture_, &display_, dstrect);
}
// Changes the offset of the layer
void scrollTo(int x, int y) {
display_.x = std::clamp(x, 0, max_scroll_x);
display_.y = std::clamp(y, 0, max_scroll_y);
}
private:
SDL_Texture* texture_;
SDL_Rect display_;
int max_scroll_x;
int max_scroll_y;
};
Related
I am facing an issue with the SDL library and different resolution than 1920x1080.
I want to copy display an image of dimension 1080x608 at the center of a screen of resolution 1080x1920 (portrait).
I have only one plugged monitor screen.
I used the following command to switch screen from 1920x1080 to 1080x1920 :
xrandr --output DP-1 --mode 1920x1080 --rotate left --primary
I am using the following code to initialize the SDL renderer :
/**
* initialize everything so we are ready to display
*/
int SdlHandler::initialize(
unsigned int positionX,
unsigned int positionY,
unsigned int width,
unsigned int height,
bool showWindow,
std::string name) {
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
std::cerr << "SDL could not initialize! SDL_Error: " << SDL_GetError() << std::endl;
return -1;
}
// Size if the window
this->width = width;
this->height = height;
this->positionX = positionX;
this->positionY = positionY;
// Create the SDL window
// 0 and 0 are the position in X and Y
unsigned int flags = SDL_WINDOW_OPENGL | SDL_WINDOW_BORDERLESS;
if (showWindow) {
flags |= SDL_WINDOW_SHOWN;
} else {
flags |= SDL_WINDOW_HIDDEN;
}
this->window = SDL_CreateWindow(name.c_str(), this->positionX, this->positionY, this->width, this->height, flags);
// If there had been a problem, leave
if (!this->window) {
return -1;
}
// Create a new renderer
this->renderer = SDL_CreateRenderer(this->window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
// If there is an error creating it, just leave
if (!this->renderer) {
return -1;
}
// Setup the best for the SDL render quality
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "2");
return 0;
}
Then, i call the SDL_RenderCopy function to display the image. I pass it the created renderer created with theSDL_CreateRenderer on the above code :
// Create a window at 0,0 of dimension 1080x1920
this->initialize(0, 0, 1080, 1920, true, SDL_BASE_DISPLAY_WINDOW);
// Create the SDL Rectangle that will contain the image, at the center of the window
SDL_Rect *howToDraw = new SDL_Rect();
howToDraw->x = this->positionX + floor((this->width - this->imageWidth) / 2);
howToDraw->y = this->positionY + floor((this->height - this->imageHeight) / 2);
howToDraw->w = this->imageWidth;
howToDraw->h = this->imageHeight;
SDL_RenderCopy(this->renderer, this->texture, NULL, howToDraw);
But the axis seems to be at the wrong position, igot the following result :
EDIT AND SOLUTION
This was a bug related to Compton, the window manager, everything is working good without Compton ...
Since you are rotating your display using xrandr, we can consider this is a post processing step that will rotate everything after each framebuffer is rendered.
Because this post processing step takes a 1920x1080 image resolution as input, you should use the SDL at this resolution.
What if you change your code for:
// Create a window at 0,0 of dimension 1920x1080
this->initialize(0, 0, 1920, 1080, true, SDL_BASE_DISPLAY_WINDOW);
EDIT: I also understand that you want your image to start at the center of the window, but your are placing the middle of the image at the center of the window.
You should also try the following:
howToDraw->x = this->positionX + this->imageWidth / 2;
I want to create an entity with Qt3D that has a custom image as texture. I came across the QPaintedTextureImage (link leads to Qt 5.9 version for details. Here ist doc for 5.8), which can be written with a QPainter but I don't understand how.
First, this is how I imagine the entity could look like:
[EDIT]: code is edited and works now!
planeEntity = new Qt3DCore::QEntity(rootEntity);
planeMesh = new Qt3DExtras::QPlaneMesh;
planeMesh->setWidth(2);
planeMesh->setHeight(2);
image = new TextureImage; //see below
image->setSize(QSize(100,100));
painter = new QPainter;
image->paint(painter)
planeMaterial = new Qt3DExtras::QDiffuseMapMaterial;
planeMaterial->diffuse()->addTextureImage(image);
planeEntity->addComponent(planeMesh);
planeEntity->addComponent(planeMaterial);
TextureImage is the subclassed QPaintedTextureImage with paint function:
class TextureImage : public Qt3DRender::QPaintedTextureImage
{
public:
void paint(QPainter* painter);
};
What does the QPainter, passed to paint function, need to do in the implementation of paint if I just want to draw a big circle to the planeEntity?
[Edit] Implementation:
void TextureImage::paint(QPainter* painter)
{
//hardcoded values because there was no device()->width/heigth
painter->fillRect(0, 0, 100, 100, QColor(255, 255, 255));
/* Set pen and brush to whatever you want. */
painter->setPen(QPen(QBrush(QColor(255, 0, 255)) ,10));
painter->setBrush(QColor(0, 0, 255));
/*
* Draw a circle (or an ellipse -- the outcome depends very much on
* the aspect ratio of the bounding rectangle amongst other things).
*/
painter->drawEllipse(0, 0, 100, 100);
}
The short answer is... use QPainter exactly the same way you would normally.
void TextureImage::paint (QPainter* painter)
{
int w = painter->device()->width();
int h = painter->device()->height();
/* Clear to white. */
painter->fillRect(0, 0, w, h, QColor(255, 255, 255));
/* Set pen and brush to whatever you want. */
painter->setPen(QPen(QBrush(QColor(0, 0, 0)) ,10));
painter->setBrush(QColor(0, 0, 255));
/*
* Draw a circle (or an ellipse -- the outcome depends very much on
* the aspect ratio of the bounding rectangle amongst other things).
*/
painter->drawEllipse(0, 0, w, h);
}
However, note that you really shouldn't invoke the paint method directly. Instead use update which will cause Qt to schedule a repaint, initialize a QPainter and invoke your overridden paint method with a pointer to that painter.
It might be simpler to dynamically load the image you need in QML.
I had to do it not so long ago and opened a question on SO for it:
Qt3D dynamic texture
I want my game engine to be nice and tidy and rather than coding a bunch of redundant lines, I would rather include functions that do this for me.
void draw::image(){
SDL_Surface *bmp = SDL_LoadBMP("C:\\Users\\Joe\\Documents\\Visual Studio 2013\\Projects\\SDL_APP1\\map1.bmp");
SDL_Texture*bmptx;
SDL_Renderer * renderer = SDL_CreateRenderer(_window, -1, 0);
bmptx = SDL_CreateTextureFromSurface(renderer, bmp);
SDL_FreeSurface(bmp);
SDL_RenderCopy(renderer, bmptx, NULL, NULL);
SDL_RenderPresent(renderer);
}
void draw::text(string q, float x, float y, float w, float h){
SDL_SetRenderDrawColor(renderer, 64, 64, 64, 255);
SDL_RenderDrawLine(renderer, x, y, w, h);
SDL_RenderPresent(renderer);
}
My problem is that I don't know how to format the text() function so that it draws to the same renderer as the image() function. I want it so that in my main loop, I can call both the text and the image functions and they will draw to the same renderer at the same time. This way I wont have to directly code these into my main loop. Side note I am using SDL 2.
You would want to pass a pointer to the renderer you previously created (probably in main()) to each of your drawing functions. Creating a new renderer for every object you draw would be very inefficient.
void draw::image(SDL_Renderer *renderer)
{
// ...
}
void draw::text(SDL_Renderer *renderer, string q, float x, float y, float w, float h)
{
SDL_SetRenderDrawColor(renderer, 64, 64, 64, 255);
// ...
}
Then, within your main() after you've created the window, you'd create your renderer:
renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
and then pass it to your drawing functions. Assuming your methods are static, then:
draw::image(renderer);
or if you have an object on the stack:
myDrawObject.image(renderer);
or if you have a pointer to one of your draw objects:
myDrawPtr->image(renderer);
Also, you probably need to think about this approach a bit more. Presumably you want to draw these things every frame, so with your current approach you are requiring SDL to load the BMP file from disk (or disk cache) and convert it to whatever internal format it requires for the texture, every single frame. It's unlikely this will give you acceptable performance, especially when you want to render multiple images per frame.
More than likely, a better approach will be to store some of these resources in member variables within your draw class. But this is basic C++ stuff, so you might want to do some more reading and tutorials around the subject of classes.
I've been working on a project in SDL on nights and weekends for the past few months. I'm currently trying to get a menu system working. At the moment, I'm working on drawing text using SDL_TTF. As for my question, I'm seeing some strange behavior when I try to draw some textures to another texture.
The weirdness is that when I draw it, on a destination texture created with SDL_TEXTUREACCESS_TARGET (like it says to do in the docs) draws nothing, but returns no error. However, if I use SDL_TEXTUREACCESS_STATIC or SDL_TEXTUREACCESS_STREAM, it returns an error when I set the render target because of the access attribute, but draws just fine. After doing some digging, I heard some things about a bug in the Intel drivers (I'm on a Macbook with Intel graphics), so I was wondering if this was something I messed up, and how I might fix it. Alternately, if it isn't my fault, I'd still like to know what's going on, and if it would perform differently on different platforms and how I could work around it.
Here's my code, after removing unnecessary parts and :
I create the renderer:
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
Later on, when I go to render onto a canvas:
TTF_Font *fnt = loadFont(fontName.c_str(), fontSize);
In here I parse out some attributes and set them using TTF_SetFontStyle() and the clr for text color.
SDL_Texture *canvas;
canvas = SDL_CreateTexture(rendy, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, contentRect.w, contentRect.h)
SDL_SetRenderTarget(rendy, canvas);
int pos = 0;
for (list<string>::iterator itr = lines.begin(); itr != lines.end(); itr++){
SDL_Surface *temp;
temp = TTF_RenderText_Blended(fnt, src.c_str(), clr);
SDL_Texture *line;
line = SDL_CreateTextureFromSurface(rendy, temp);
int w,h;
SDL_QueryTexture(line, NULL, NULL, &w, &h);
SDL_Rect destR;
//Assume that we're left justified
destR.x = 0;
destR.y = pos;
destR.w = w;
destR.h = h;
SDL_RenderCopy(rendy, line, NULL, &destR);
SDL_DestroyTexture(line);
SDL_FreeSurface(temp);
pos += TTF_FontLineSkip(fnt);
}
//Clean up
SDL_SetRenderTarget(rendy, NULL);
canvas gets returned to the calling function so it can be cached until this text box is modified. That function works by having a texture for the whole box, drawing a background texture onto it, and then drawing this image on top of that, and holding on to the whole thing.
That code looks like this:
(stuff to draw the background, which renders fine)
SDL_Texture *sum = SDL_CreateTexture(rendy, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, globalRect.w, globalRect.h);
SDL_SetTextureBlendMode(sum, SDL_BLENDMODE_BLEND);
SDL_SetRenderTarget(rendy, sum);
string lPad = getAttribute(EL_LEFT_PADDING);
string tPad = getAttribute(EL_TOP_PADDING);
int paddingL = strtol(lPad.c_str(), NULL, 10);
int paddingT = strtol(tPad.c_str(), NULL, 10);
SDL_Rect destR;
SDL_Rect srcR;
srcR.x = 0;
srcR.y = 0;
srcR.w = globalRect.w; //globalRect is the size size of the whole button
srcR.h = globalRect.h;
destR.x = 0;
destR.y = 0;
destR.w = globalRect.w;
destR.h = globalRect.h;
SDL_RenderCopy(rendy, bgTexture, NULL, &destR);
int maxX = contentRect.w;
fgTexture = getFGImage(rendy); //The call to the previous part
int w, h;
SDL_QueryTexture(fgTexture, NULL, NULL, &w, &h);
int width, height;
getTextSize(&width, &height, maxX);
srcR.x = 0;
srcR.y = 0;
srcR.w = width;
srcR.h = height;
destR.x = paddingL;
destR.y = paddingT;
destR.w = globalRect.w;
destR.h = globalRect.h;
SDL_RenderCopy(rendy, fgTexture, NULL, &destR);
SDL_DestroyTexture(fgTexture);
SDL_DestroyTexture(bgTexture);
return sum;
Sum is returned to another function which does the drawing.
Thanks in advance!
Update
So I've figured out that the reason it only drew when I had the incorrect access setting was that, since the function was returning an error value, the render target was never set to the texture, so it was just drawing on the screen. I've also checked all my textures by writing a function AuditTexture which checks to see that the texture format for a texture is supported by the renderer, prints a string description of the access attribute, and prints the dimensions. I now know that all of their texture formats are supported, the two lines are static, canvas and sum are render targets, and none of them have dimensions of zero.
As it turns out, I had set the render target to be the composite texture, then called my function which set the render target to the text texture before drawing text. Then when I returned from the function, the render target was still the text texture instead of the composite one, so I basically drew the text over itself instead of drawing over the background.
A word to the wise: Don't ever assume something is taken care of for you, especially in c or c++.
EDIT: SOLVED
The problem was me using the renderstate functions I needed for alphablending outside of the Sprite->Begin() and Sprite->End() codeblock.
I am creating my own 2D engine within DirectX 9.0. I am using sprites with corresponding spritesheets to draw them. Now the problem is, if I set my blending to D3DSPR_SORT_TEXTURE, I'll be able to see the texture without any problems (including transformation matrices), however if I try and set it to D3DSPR_ALPHABLEND, the sprite won't display. I've tried several things; SetRenderState, change the image format from .png to .tga, add an alpha channel to the image with a black background, used another image used within an example of 2D blending, changed my D3DFMT_ parameter of my D3DManager, etc.
I'm tried searching for an answer here but didn't find any answers related to my question.
Here's some of my code which might be of importance;
D3DManager.cpp
parameters.BackBufferWidth = w; //Change Direct3D renderer size
parameters.BackBufferHeight = h;
parameters.BackBufferFormat = D3DFMT_UNKNOWN; //Colors
parameters.BackBufferCount = 1; //The amount of buffers to use
parameters.MultiSampleType = D3DMULTISAMPLE_NONE; //Anti-aliasing quality
parameters.MultiSampleQuality = 0;
parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
parameters.hDeviceWindow = window; //The window to tie the buffer to
parameters.Windowed = true; //Window mode, true or false
parameters.EnableAutoDepthStencil = NULL;
parameters.Flags = NULL; //Advanced flags
parameters.FullScreen_RefreshRateInHz = 0; //Fullscreen refresh rate, leave at 0 for auto and no risk
parameters.PresentationInterval = D3DPRESENT_INTERVAL_ONE; //How often to redraw
Sprite.cpp
void Sprite::draw(){
D3DXVECTOR2 center2D = D3DXVECTOR2(center.x,center.y);
D3DXMatrixTransformation2D(&matrix,¢er2D,NULL,&scale,¢er2D,angle,new D3DXVECTOR2(position.x,position.y));
sprite->SetTransform(&matrix);
sprite->Begin(D3DXSPRITE_ALPHABLEND);
if(!extended){
sprite->Draw(texture, NULL, NULL, &position, 0xFFFFFF);
}
else{
doAnimation();
sprite->Draw(texture, &src, ¢er, new D3DXVECTOR3(0,0,0), color);
}
sprite->End();
}
Main.cpp
//Clear the scene for drawing
void renderScene(){
d3dManager->getDevice().Clear(0,NULL,D3DCLEAR_TARGET,0x161616,1.0f,0); //Clear entire backbuffer
d3dManager->getDevice().BeginScene(); //Prepare scene for drawing
render(); //Render everything
d3dManager->getDevice().EndScene(); //Close off
d3dManager->getDevice().Present(NULL, NULL, NULL, NULL); //Present everything on-screen
}
//Render everything
void render(){
snake->draw();
}
I've got no clue at all. Any help would be appreciated.
The problem was me using the renderstate functions I needed for alphablending outside of the Sprite->Begin() and Sprite->End()
code block.