Je souhaite convertir une SDL_Surface, qui a été chargée par IMG_Load() dans un autre format de pixel (rgba8) pour une texture OpenGL. Comment puis je faire ça? J'ai lu à propos de SDL_ConvertSurface() dans la documentation, mais je n'arrive pas à comprendre comment l'assembler.Conversion de format de pixels de surface SDL
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Donnez "How To Load an OpenGL Texture from an SDL_Surface" un coup:
GLuint texture; // This is a handle to our texture object
SDL_Surface *surface; // This surface will tell us the details of the image
GLenum texture_format;
GLint nOfColors;
if((surface = SDL_LoadBMP("image.bmp")))
{
// Check that the image's width is a power of 2
if((surface->w & (surface->w - 1)) != 0)
{
printf("warning: image.bmp's width is not a power of 2\n");
}
// Also check if the height is a power of 2
if((surface->h & (surface->h - 1)) != 0)
{
printf("warning: image.bmp's height is not a power of 2\n");
}
// get the number of channels in the SDL surface
nOfColors = surface->format->BytesPerPixel;
if(nOfColors == 4) // contains an alpha channel
{
if(surface->format->Rmask == 0x000000ff)
texture_format = GL_RGBA;
else
texture_format = GL_BGRA;
}
else if(nOfColors == 3) // no alpha channel
{
if(surface->format->Rmask == 0x000000ff)
texture_format = GL_RGB;
else
texture_format = GL_BGR;
}
else
{
printf("warning: the image is not truecolor.. this will probably break\n");
// this error should not go unhandled
}
// Have OpenGL generate a texture object handle for us
glGenTextures(1, &texture);
// Bind the texture object
glBindTexture(GL_TEXTURE_2D, texture);
// Set the texture's stretching properties
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Edit the texture object's image data using the information SDL_Surface gives us
glTexImage2D
(
GL_TEXTURE_2D,
0,
nOfColors,
surface->w,
surface->h,
0,
texture_format,
GL_UNSIGNED_BYTE,
surface->pixels
);
}
else
{
printf("SDL could not load image.bmp: %s\n", SDL_GetError());
SDL_Quit();
return 1;
}
// Free the SDL_Surface only if it was successfully created
if(surface)
{
SDL_FreeSurface(surface);
}
Avez-vous réellement besoin de le convertir en RGBA, ou tout simplement le charger dans une texture? – genpfault