【问题标题】:SDL2 AntiAliasingSDL2 抗锯齿
【发布时间】:2013-11-08 13:09:58
【问题描述】:

使用 SDL_RenderCopyEx 时如何在 SDL2 中开启抗锯齿功能?

我找到了一些建议使用的文章:

SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 2);

glEnable(GL_MULTISAMPLE);

但这没有任何效果。有什么想法吗?

int Buffers, Samples;
SDL_GL_GetAttribute( SDL_GL_MULTISAMPLEBUFFERS, &Buffers );
SDL_GL_GetAttribute( SDL_GL_MULTISAMPLESAMPLES, &Samples );
cout << "buf = " << Buffers << ", samples = " << Samples;

返回

buf = -858993460,样本 = -858993460。

编辑:代码:

   #include <windows.h>
#include <iostream>

#include <SDL2/include/SDL.h>
#include <SDL2/include/SDL_image.h>

using namespace std;


int main( int argc, char * args[] )
{
    // Inicjacja SDL'a
    SDL_Init(SDL_INIT_EVERYTHING);

    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 8);

    SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); 

    // Tworzenie okna
    SDL_Window *win = nullptr;
    win = SDL_CreateWindow("abc", 100, 100, 800, 600, SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);

    if (win == nullptr) 
    {
        std::cout << SDL_GetError() << std::endl;
        system("pause");
        return 1;
    }


    int Buffers, Samples;
    SDL_GL_GetAttribute( SDL_GL_MULTISAMPLEBUFFERS, &Buffers );
    SDL_GL_GetAttribute( SDL_GL_MULTISAMPLESAMPLES, &Samples );
    cout << "buf = " << Buffers << ", samples = " << Samples << ".";

    // Create Renderer
    SDL_Renderer *ren = nullptr;
    ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);

    if (ren == nullptr)
    {
        std::cout << SDL_GetError() << std::endl;
        return 1;
    }

    // Create texture
    SDL_Texture *tex = nullptr;
    tex = IMG_LoadTexture(ren, "circle.png");

    SDL_SetTextureAlphaMod(tex, 100);

    SDL_Rect s,d;
    SDL_Point c;
    s.x = s.y = 0;
    s.w = s.h = 110;

    d.x = 320;
    d.y = 240;
    d.w = d.h = 110;

    c.x = c.y = 55;

    // Event Queue
    SDL_Event e;
    bool quit = false;
    int angle = 0;

    while(!quit)
    {
        while (SDL_PollEvent(&e)){
            //If user closes he window
            if (e.type == SDL_KEYDOWN)
                quit = true;
        }
        angle += 2;

        float a = (angle/255.0)/M_PI*180.0;

        // Render
        SDL_RenderClear(ren);
        SDL_RenderCopyEx(ren, tex, &s, &d, a, &c, SDL_FLIP_NONE);
        SDL_RenderPresent(ren);


    }

    // Release
    SDL_DestroyTexture(tex);
    SDL_DestroyRenderer(ren);
    SDL_DestroyWindow(win);

    // Quit
    SDL_Quit();

    return 0;
}

不要担心与内存释放等相关的样式或错误。这是一个快速草图来测试 SDL'a 的可能性

【问题讨论】:

  • 在调用 get 属性之前是否创建了上下文?您报告的值也看起来像是在报告未初始化的变量。
  • 在每篇文章/帖子中,我看到 SDL Init 之后直接有设置,例如stackoverflow.com/questions/4683094/…

标签: c++ opengl sdl antialiasing


【解决方案1】:

如果您正在寻找不需要使用 opengl 的答案,那么这可能有用:

SDL_SetHint( SDL_HINT_RENDER_SCALE_QUALITY, "1" );

https://wiki.libsdl.org/SDL_HINT_RENDER_SCALE_QUALITY

【讨论】:

  • 这真是个老问题 :) 我什至不记得我在做什么 :) 不过感谢您的宝贵时间。我相信这个解决方案是有效的。
【解决方案2】:

据我通过尝试可以看出,在创建上下文之前不会设置值,因此如果您在创建窗口之前运行 SDL_GL_GetAttribute 行,您将获得未初始化的值目前。

所以要获得正确的值,请在创建上下文后使用 SDL_GL_GetAttribute 调用,它应该可以正常工作。

让我知道你的进展情况,如果你需要更多帮助/信息,我会尽我所能提供帮助。

附录:

您看起来像是在设置窗口属性之前创建了窗口,我粘贴了一些修改过的代码,应该可以正常运行(抱歉,我无法测试它,直到我可以访问我的家用电脑)。

重新排列的代码:

#include <windows.h>
#include <iostream>

#include <SDL2/include/SDL.h>
#include <SDL2/include/SDL_image.h>

#include <gl/include/glew.h>

using namespace std;

void myInit()
{
    // SDL Init
    SDL_Init(SDL_INIT_EVERYTHING);

    // Settings
    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);

    SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 32);

    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
    SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 2);

    SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); 

    glEnable(GL_MULTISAMPLE);
}

int main( int argc, char * args[] )
{
    myInit();   

    // Window Create
    SDL_Window *win = nullptr;
    win = SDL_CreateWindow("abc", 100, 100, 800, 600, SDL_WINDOW_SHOWN);

    if(win == nullptr) return 1;

    // Create Renderer
    SDL_Renderer *ren = nullptr;
    ren = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);

    if (ren == nullptr) return 1;

    int Buffers, Samples;
    SDL_GL_GetAttribute( SDL_GL_MULTISAMPLEBUFFERS, &Buffers );
    SDL_GL_GetAttribute( SDL_GL_MULTISAMPLESAMPLES, &Samples );
    cout << "buf = " << Buffers << ", samples = " << Samples << ".";

    // Create texture
    SDL_Texture *tex = nullptr;
    tex = IMG_LoadTexture(ren, "circle.png");

    SDL_SetTextureAlphaMod(tex, 100);
    SDL_SetTextureColorMod(tex, 255,0,0);

    SDL_Rect s,d;
    SDL_Point c;
    s.x = s.y = 0;
    s.w = s.h = 110;

    d.x = 320;
    d.y = 240;
    d.w = d.h = 220;

    c.x = c.y = 110;

    // Event Queue
    SDL_Event e;
    bool quit = false;
    int angle = 45.0*M_PI/180;

    while(!quit)
    {
        while (SDL_PollEvent(&e)){
            //If user closes the window
            if (e.type == SDL_QUIT)
                quit = true;
        }

        // Render
        SDL_RenderClear(ren);
        SDL_RenderCopyEx(ren, tex, &s, &d, angle, &c, SDL_FLIP_NONE);
        SDL_RenderPresent(ren);
    }

    // Release
    SDL_DestroyTexture(tex);
    SDL_DestroyRenderer(ren);
    SDL_DestroyWindow(win);

    // Quit
    SDL_Quit();

    return 0;
}

【讨论】:

  • 在创建窗口和创建渲染器后,结果相同 - 没有变化。
  • 你有机会发布一些代码吗?可能会使追踪事情变得更容易。
  • 顺便说一句。包含的“gl/include/glew.h”仅适用于 glEnable()。
  • 渲染上下文创建完成后调用glEnable (GL_MULTISAMPLE)肯定会有帮助。否则,它唯一会做的就是生成一个GL_INVALID_OPERATION 错误。
  • 我已经在 gcc 和 ms vs 2010 和 2012 中尝试过代码,无论我如何更改代码都得到相同的结果,我会花一些时间尝试更多的变体,看看是否可以修复。
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