编辑:
你想在这里做的是使纹理到屏幕的一部分。
有一种方法可以使用SDL_RenderCopy来做到这一点,但通过这样做,您只需从纹理中“取”出想要的部分,然后将其“拍”到屏幕上。
你想要的(按照我的理解)是取一部分纹理并保存到另一个纹理变量中,然后可以将其渲染到屏幕上。
第一个解决问题的办法是这样的:
// load your image in a SDL_Texture variable (myTexture for example)
// if the image is (256,128) and you want to render only the first half
// you need a rectangle of the same size as that part of the image
SDL_Rect imgPartRect;
imgPartRect.x = 0;
imgPartRect.y = 0;
imgPartRect.w = 32;
imgPartRect.h = 32;
// and the program loop should have a draw block looking like this:
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, myTexture, &imgPartRect, NULL);
SDL_RenderPresent(renderer);
您要使用的方法有,你上呈现事后你渲染纹理到屏幕中间的质感。这里的问题在于,您将渲染器设置为在您刚刚创建的纹理上绘制,但绝不会将渲染器重置为使用默认目标(屏幕)。
正如您在SDL文档here中看到的那样,第二个参数接收您希望renerer绘制的纹理,如果要将其重置为默认目标(屏幕),则为NULL。
INT SDL_SetRenderTarget(SDL_Renderer *渲染器,SDL_Texture *纹理)
其中:
渲染上下文
有针对性的质地,它必须与SDL_TEXTUREACCESS_TARGET标志被创建,或NULL默认渲染目标
让我们用同样的例子如前:
// first off let's build the function that you speak of
SDL_Texture* GetAreaTextrue(SDL_Rect rect, SDL_Renderer* renderer, SDL_Texture* source)
{
SDL_Texture* result = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, rect.w, rect.h);
SDL_SetRenderTarget(renderer, result);
SDL_RenderCopy(renderer, source, &rect, NULL);
// the folowing line should reset the target to default(the screen)
SDL_SetRenderTarget(renderer, NULL);
// I also removed the RenderPresent funcion as it is not needed here
return result;
}
// load your image in a SDL_Texture variable (myTexture for example)
// if the image is (256,128) and you want to render only the first half
// you need a rectangle of the same size as that part of the image
SDL_Rect imgPartRect;
imgPartRect.x = 0;
imgPartRect.y = 0;
imgPartRect.w = 32;
imgPartRect.h = 32;
// now we use the function from above to build another texture
SDL_Texture* myTexturePart = GetAreaTextrue(imgPartRect, renderer, myTexture);
// and the program loop should have a draw block looking like this:
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
SDL_RenderClear(renderer);
// here we render the whole newly created texture as it contains only a part of myTexture
SDL_RenderCopy(renderer, myTexturePart, NULL, NULL);
SDL_RenderPresent(renderer);
我不知道你想做什么,但我强烈推荐第一种方式。