问题描述
我现在正在NES模拟器,我无法弄清楚如何渲染像素。我使用一个三维数组来保存每个像素的RGB值。对于256 x 224屏幕大小,数组定义如下:
I'm working on a NES emulator right now and I'm having trouble figuring out how to render the pixels. I am using a 3 dimensional array to hold the RGB value of each pixel. The array definition looks like this for the 256 x 224 screen size:
byte screenData[224][256][3];
例如, [0] [0] [0]
保存蓝色值, [0] [0] [1]
保存绿色值, [0] [0] [2 ]
保存屏幕位置 [0] [0]
处的像素的红色值。
For example, [0][0][0]
holds the blue value, [0][0][1]
holds the green values and [0][0][2]
holds the red value of the pixel at screen position [0][0]
.
当vblank标志变高时,我需要渲染屏幕。当SDL去渲染屏幕时,screenData数组将充满每个像素的RGB值。我能够找到一个名为 SDL_CreateRGBSurfaceFrom
的函数,看起来它可能工作,我想做的。但是,我看到的所有示例使用1维数组的RGB值,而不是一个3维数组。
When the vblank flag goes high, I need to render the screen. When SDL goes to render the screen, the screenData array will be full of the RGB values for each pixel. I was able to find a function named SDL_CreateRGBSurfaceFrom
that looked like it may work for what I want to do. However, all of the examples I have seen use 1 dimensional arrays for the RGB values and not a 3 dimensional array.
什么将是最好的方式,像素?这也将是很好,如果功能允许我调整表面某种程度,所以我不必使用256 x 224窗口大小。
What would be the best way for me to render my pixels? It would also be nice if the function allowed me to resize the surface somehow so I didn't have to use a 256 x 224 window size.
推荐答案
您需要将数据存储为一维 char
array :
You need to store the data as an unidimensional char
array:
int channels = 3; // for a RGB image
char* pixels = new char[img_width * img_height * channels];
// populate pixels with real data ...
SDL_Surface *surface = SDL_CreateRGBSurfaceFrom((void*)pixels,
img_width,
img_height,
channels * 8, // bits per pixel = 24
img_width * channels, // pitch
0x0000FF, // red mask
0x00FF00, // green mask
0xFF0000, // blue mask
0); // alpha mask (none)
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