我的代碼會引發訪問錯誤。這是代碼:從SDL_Texture訪問像素顏色
SDL_Color *getPixelColor(SDL_Surface *loadingSurface, int x, int y) {
SDL_Color getColor = {0,0,0};
SDL_Texture *readingTexture = nullptr;
readingTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, loadingSurface->w, loadingSurface->h);
SDL_SetTextureBlendMode(readingTexture, SDL_BLENDMODE_BLEND);
void * vPixels;
SDL_LockTexture(readingTexture, &loadingSurface->clip_rect, &vPixels, &loadingSurface->pitch);
memcpy(vPixels, loadingSurface->pixels, loadingSurface->w * loadingSurface->h);
Uint32 *aPixels = (Uint32*)vPixels;
SDL_UnlockTexture(readingTexture);
//Get pixel at location.
Uint32 getPixel = aPixels[y * loadingSurface->w + x];
Uint8 *colors = (Uint8*)getPixel;
//cout << colors[0] << " " << colors[1] << " " << colors[2] << endl;
getColor.r = colors[0];
getColor.g = colors[1];
getColor.b = colors[2];
SDL_Color *color = &getColor;
return color;
}
異常拋出:讀取訪問衝突。 顏色是0xFF00。
在任何時候我嘗試訪問顏色。在SDL文檔中描述的方法都會返回相同的錯誤,並且沒有關於LazyFoo的網絡信息(此方法基於此方法,而哪個不起作用)。
感謝您的幫助。
編輯:
我通過重新寫它,而忽略了一些我所用,以瞭解SDL的某些部分不良來源固定我的代碼。這裏是工作代碼:
Uint32 getPixel(SDL_Surface *loadingSurface, int x, int y) {
Uint32 *pixels = (Uint32*)loadingSurface->pixels;
return pixels[(y * loadingSurface->pitch/4) + x]; // I noticed that each y selection was off by 4 pixels in the y so I divided by 4. Why this is the case remains a mystery.
}
爲什麼我需要除以4是一個謎,並花了一段時間弄清楚。任何想法爲什麼?
SDL_Color getPixelColor(SDL_Surface *loadingSurface, int x, int y) {
SDL_Color getColor = {0,0,0};
SDL_PixelFormat *format;
Uint32 pixel, index;
Uint8 red, green, blue, alpha;
format = loadingSurface->format;
SDL_LockSurface(loadingSurface);
pixel = getPixel(loadingSurface, x, y);
SDL_UnlockSurface(loadingSurface);
index = pixel & format->Rmask;
index = index >> format->Rshift;
index = index << format->Rloss;
red = (Uint8)index;
index = pixel & format->Gmask;
index = index >> format->Gshift;
index = index << format->Gloss;
green = (Uint8)index;
index = pixel & format->Bmask;
index = index >> format->Bshift;
index = index << format->Bloss;
blue = (Uint8)index;
index = pixel & format->Amask;
index = index >> format->Ashift;
index = index << format->Aloss;
alpha = (Uint8)index;
getColor.r = red;
getColor.g = green;
getColor.b = blue;
getColor.a = alpha;
return getColor;
}
從鎖定的紋理中讀取數據並不是真的有效(僅用於寫入),如果已經解鎖,則更是如此。我不知道爲什麼名爲'getPixelColor'的函數會突然創建一個紋理,但它應該從源表面像素讀取,而不是紋理。 – keltar
我遵循SDL文檔以及互聯網上其他關於LazyFoo的其他來源之一的說明。根據文件中的說明,從Surface讀取更糟且無法使用。 根據文檔,對於像素訪問發生在所有我必須鎖定表面或紋理。 –
@EmZee但是你已經從表面讀取了,當你從表面上將像素的memcpy()從你的表面拖入你的鎖定紋理時,所以我認爲@keltar有一個觀點:你沒有理由打擾創建一個紋理(順便說一句,你忘記了自由),只需從原始表面的像素中讀取所需的像素值即可。 – TerraPass