Mercurial > sdl-ios-xcode
annotate docs/html/sdlpixelformat.html @ 537:77b05010bb33
*** empty log message ***
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 09 Nov 2002 05:51:13 +0000 |
parents | e5bc29de3f0a |
children | 355632dca928 |
rev | line source |
---|---|
0 | 1 <HTML |
2 ><HEAD | |
3 ><TITLE | |
4 >SDL_PixelFormat</TITLE | |
5 ><META | |
6 NAME="GENERATOR" | |
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
7 CONTENT="Modular DocBook HTML Stylesheet Version 1.64 |
0 | 8 "><LINK |
9 REL="HOME" | |
10 TITLE="SDL Library Documentation" | |
11 HREF="index.html"><LINK | |
12 REL="UP" | |
13 TITLE="Video" | |
14 HREF="video.html"><LINK | |
15 REL="PREVIOUS" | |
16 TITLE="SDL_Palette" | |
17 HREF="sdlpalette.html"><LINK | |
18 REL="NEXT" | |
19 TITLE="SDL_Surface" | |
20 HREF="sdlsurface.html"></HEAD | |
21 ><BODY | |
22 CLASS="REFENTRY" | |
23 BGCOLOR="#FFF8DC" | |
24 TEXT="#000000" | |
25 LINK="#0000ee" | |
26 VLINK="#551a8b" | |
27 ALINK="#ff0000" | |
28 ><DIV | |
29 CLASS="NAVHEADER" | |
30 ><TABLE | |
31 WIDTH="100%" | |
32 BORDER="0" | |
33 CELLPADDING="0" | |
34 CELLSPACING="0" | |
35 ><TR | |
36 ><TH | |
37 COLSPAN="3" | |
38 ALIGN="center" | |
39 >SDL Library Documentation</TH | |
40 ></TR | |
41 ><TR | |
42 ><TD | |
43 WIDTH="10%" | |
44 ALIGN="left" | |
45 VALIGN="bottom" | |
46 ><A | |
47 HREF="sdlpalette.html" | |
48 >Prev</A | |
49 ></TD | |
50 ><TD | |
51 WIDTH="80%" | |
52 ALIGN="center" | |
53 VALIGN="bottom" | |
54 ></TD | |
55 ><TD | |
56 WIDTH="10%" | |
57 ALIGN="right" | |
58 VALIGN="bottom" | |
59 ><A | |
60 HREF="sdlsurface.html" | |
61 >Next</A | |
62 ></TD | |
63 ></TR | |
64 ></TABLE | |
65 ><HR | |
66 ALIGN="LEFT" | |
67 WIDTH="100%"></DIV | |
68 ><H1 | |
69 ><A | |
70 NAME="SDLPIXELFORMAT" | |
71 >SDL_PixelFormat</A | |
72 ></H1 | |
73 ><DIV | |
74 CLASS="REFNAMEDIV" | |
75 ><A | |
181
e5bc29de3f0a
Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents:
55
diff
changeset
|
76 NAME="AEN2794" |
0 | 77 ></A |
78 ><H2 | |
79 >Name</H2 | |
80 >SDL_PixelFormat -- Stores surface format information</DIV | |
81 ><DIV | |
82 CLASS="REFSECT1" | |
83 ><A | |
181
e5bc29de3f0a
Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents:
55
diff
changeset
|
84 NAME="AEN2797" |
0 | 85 ></A |
86 ><H2 | |
87 >Structure Definition</H2 | |
88 ><PRE | |
89 CLASS="PROGRAMLISTING" | |
90 >typedef struct{ | |
91 SDL_Palette *palette; | |
92 Uint8 BitsPerPixel; | |
93 Uint8 BytesPerPixel; | |
94 Uint32 Rmask, Gmask, Bmask, Amask; | |
95 Uint8 Rshift, Gshift, Bshift, Ashift; | |
96 Uint8 Rloss, Gloss, Bloss, Aloss; | |
97 Uint32 colorkey; | |
98 Uint8 alpha; | |
99 } SDL_PixelFormat;</PRE | |
100 ></DIV | |
101 ><DIV | |
102 CLASS="REFSECT1" | |
103 ><A | |
181
e5bc29de3f0a
Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents:
55
diff
changeset
|
104 NAME="AEN2800" |
0 | 105 ></A |
106 ><H2 | |
107 >Structure Data</H2 | |
108 ><DIV | |
109 CLASS="INFORMALTABLE" | |
110 ><A | |
181
e5bc29de3f0a
Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents:
55
diff
changeset
|
111 NAME="AEN2802" |
0 | 112 ></A |
113 ><P | |
114 ></P | |
115 ><TABLE | |
116 BORDER="0" | |
117 CLASS="CALSTABLE" | |
118 ><TBODY | |
119 ><TR | |
120 ><TD | |
121 ALIGN="LEFT" | |
122 VALIGN="TOP" | |
123 ><TT | |
124 CLASS="STRUCTFIELD" | |
125 ><I | |
126 >palette</I | |
127 ></TT | |
128 ></TD | |
129 ><TD | |
130 ALIGN="LEFT" | |
131 VALIGN="TOP" | |
132 >Pointer to the <A | |
133 HREF="sdlpalette.html" | |
134 >palette</A | |
135 >, or <TT | |
136 CLASS="LITERAL" | |
137 >NULL</TT | |
138 > if the <TT | |
139 CLASS="STRUCTFIELD" | |
140 ><I | |
141 >BitsPerPixel</I | |
142 ></TT | |
143 >>8</TD | |
144 ></TR | |
145 ><TR | |
146 ><TD | |
147 ALIGN="LEFT" | |
148 VALIGN="TOP" | |
149 ><TT | |
150 CLASS="STRUCTFIELD" | |
151 ><I | |
152 >BitsPerPixel</I | |
153 ></TT | |
154 ></TD | |
155 ><TD | |
156 ALIGN="LEFT" | |
157 VALIGN="TOP" | |
158 >The number of bits used to represent each pixel in a surface. Usually 8, 16, 24 or 32.</TD | |
159 ></TR | |
160 ><TR | |
161 ><TD | |
162 ALIGN="LEFT" | |
163 VALIGN="TOP" | |
164 ><TT | |
165 CLASS="STRUCTFIELD" | |
166 ><I | |
167 >BytesPerPixel</I | |
168 ></TT | |
169 ></TD | |
170 ><TD | |
171 ALIGN="LEFT" | |
172 VALIGN="TOP" | |
173 >The number of bytes used to represent each pixel in a surface. Usually one to four.</TD | |
174 ></TR | |
175 ><TR | |
176 ><TD | |
177 ALIGN="LEFT" | |
178 VALIGN="TOP" | |
179 ><TT | |
180 CLASS="STRUCTFIELD" | |
181 ><I | |
182 >[RGBA]mask</I | |
183 ></TT | |
184 ></TD | |
185 ><TD | |
186 ALIGN="LEFT" | |
187 VALIGN="TOP" | |
188 >Binary mask used to retrieve individual color values</TD | |
189 ></TR | |
190 ><TR | |
191 ><TD | |
192 ALIGN="LEFT" | |
193 VALIGN="TOP" | |
194 ><TT | |
195 CLASS="STRUCTFIELD" | |
196 ><I | |
197 >[RGBA]loss</I | |
198 ></TT | |
199 ></TD | |
200 ><TD | |
201 ALIGN="LEFT" | |
202 VALIGN="TOP" | |
203 >Precision loss of each color component (2<SUP | |
204 >[RGBA]loss</SUP | |
205 >)</TD | |
206 ></TR | |
207 ><TR | |
208 ><TD | |
209 ALIGN="LEFT" | |
210 VALIGN="TOP" | |
211 ><TT | |
212 CLASS="STRUCTFIELD" | |
213 ><I | |
214 >[RGBA]shift</I | |
215 ></TT | |
216 ></TD | |
217 ><TD | |
218 ALIGN="LEFT" | |
219 VALIGN="TOP" | |
220 >Binary left shift of each color component in the pixel value</TD | |
221 ></TR | |
222 ><TR | |
223 ><TD | |
224 ALIGN="LEFT" | |
225 VALIGN="TOP" | |
226 ><TT | |
227 CLASS="STRUCTFIELD" | |
228 ><I | |
229 >colorkey</I | |
230 ></TT | |
231 ></TD | |
232 ><TD | |
233 ALIGN="LEFT" | |
234 VALIGN="TOP" | |
235 >Pixel value of transparent pixels</TD | |
236 ></TR | |
237 ><TR | |
238 ><TD | |
239 ALIGN="LEFT" | |
240 VALIGN="TOP" | |
241 ><TT | |
242 CLASS="STRUCTFIELD" | |
243 ><I | |
244 >alpha</I | |
245 ></TT | |
246 ></TD | |
247 ><TD | |
248 ALIGN="LEFT" | |
249 VALIGN="TOP" | |
250 >Overall surface alpha value</TD | |
251 ></TR | |
252 ></TBODY | |
253 ></TABLE | |
254 ><P | |
255 ></P | |
256 ></DIV | |
257 ></DIV | |
258 ><DIV | |
259 CLASS="REFSECT1" | |
260 ><A | |
181
e5bc29de3f0a
Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents:
55
diff
changeset
|
261 NAME="AEN2841" |
0 | 262 ></A |
263 ><H2 | |
264 >Description</H2 | |
265 ><P | |
266 >A <SPAN | |
267 CLASS="STRUCTNAME" | |
268 >SDL_PixelFormat</SPAN | |
269 > describes the format of the pixel data stored at the <TT | |
270 CLASS="STRUCTFIELD" | |
271 ><I | |
272 >pixels</I | |
273 ></TT | |
274 > field of a <A | |
275 HREF="sdlsurface.html" | |
276 ><SPAN | |
277 CLASS="STRUCTNAME" | |
278 >SDL_Surface</SPAN | |
279 ></A | |
280 >. Every surface stores a <SPAN | |
281 CLASS="STRUCTNAME" | |
282 >SDL_PixelFormat</SPAN | |
283 > in the <TT | |
284 CLASS="STRUCTFIELD" | |
285 ><I | |
286 >format</I | |
287 ></TT | |
288 > field.</P | |
289 ><P | |
290 >If you wish to do pixel level modifications on a surface, then understanding how SDL stores its color information is essential.</P | |
291 ><P | |
292 >8-bit pixel formats are the easiest to understand. Since its an 8-bit format, we have 8 <TT | |
293 CLASS="STRUCTFIELD" | |
294 ><I | |
295 >BitsPerPixel</I | |
296 ></TT | |
297 > and 1 <TT | |
298 CLASS="STRUCTFIELD" | |
299 ><I | |
300 >BytesPerPixel</I | |
301 ></TT | |
302 >. Since <TT | |
303 CLASS="STRUCTFIELD" | |
304 ><I | |
305 >BytesPerPixel</I | |
306 ></TT | |
307 > is 1, all pixels are represented by a Uint8 which contains an index into <TT | |
308 CLASS="STRUCTFIELD" | |
309 ><I | |
310 >palette</I | |
311 ></TT | |
312 >-><TT | |
313 CLASS="STRUCTFIELD" | |
314 ><I | |
315 >colors</I | |
316 ></TT | |
317 >. So, to determine the color of a pixel in a 8-bit surface: we read the color index from <SPAN | |
318 CLASS="STRUCTNAME" | |
319 >surface</SPAN | |
320 >-><TT | |
321 CLASS="STRUCTFIELD" | |
322 ><I | |
323 >pixels</I | |
324 ></TT | |
325 > and we use that index to read the <A | |
326 HREF="sdlcolor.html" | |
327 ><SPAN | |
328 CLASS="STRUCTNAME" | |
329 >SDL_Color</SPAN | |
330 ></A | |
331 > structure from <SPAN | |
332 CLASS="STRUCTNAME" | |
333 >surface</SPAN | |
334 >-><TT | |
335 CLASS="STRUCTFIELD" | |
336 ><I | |
337 >format</I | |
338 ></TT | |
339 >-><TT | |
340 CLASS="STRUCTFIELD" | |
341 ><I | |
342 >palette</I | |
343 ></TT | |
344 >-><TT | |
345 CLASS="STRUCTFIELD" | |
346 ><I | |
347 >colors</I | |
348 ></TT | |
349 >. Like so: | |
350 <PRE | |
351 CLASS="PROGRAMLISTING" | |
352 >SDL_Surface *surface; | |
353 SDL_PixelFormat *fmt; | |
354 SDL_Color *color; | |
355 Uint8 index; | |
356 | |
357 . | |
358 . | |
359 | |
360 /* Create surface */ | |
361 . | |
362 . | |
363 fmt=surface->format; | |
364 | |
365 /* Check the bitdepth of the surface */ | |
366 if(fmt->BitsPerPixel!=8){ | |
367 fprintf(stderr, "Not an 8-bit surface.\n"); | |
368 return(-1); | |
369 } | |
370 | |
371 /* Lock the surface */ | |
372 SDL_LockSurface(surface); | |
373 | |
374 /* Get the topleft pixel */ | |
375 index=*(Uint8 *)surface->pixels; | |
376 color=fmt->palette->colors[index]; | |
377 | |
378 /* Unlock the surface */ | |
379 SDL_UnlockSurface(surface); | |
380 printf("Pixel Color-> Red: %d, Green: %d, Blue: %d. Index: %d\n", | |
381 color->r, color->g, color->b, index); | |
382 . | |
383 .</PRE | |
384 ></P | |
385 ><P | |
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
386 >Pixel formats above 8-bit are an entirely different experience. They are |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
387 considered to be "TrueColor" formats and the color information is stored in the |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
388 pixels themselves, not in a palette. The mask, shift and loss fields tell us |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
389 how the color information is encoded. The mask fields allow us to isolate each |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
390 color component, the shift fields tell us the number of bits to the right of |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
391 each component in the pixel value and the loss fields tell us the number of |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
392 bits lost from each component when packing 8-bit color component in a pixel. |
0 | 393 <PRE |
394 CLASS="PROGRAMLISTING" | |
395 >/* Extracting color components from a 32-bit color value */ | |
396 SDL_PixelFormat *fmt; | |
397 SDL_Surface *surface; | |
398 Uint32 temp, pixel; | |
399 Uint8 red, green, blue, alpha; | |
400 . | |
401 . | |
402 . | |
403 fmt=surface->format; | |
404 SDL_LockSurface(surface); | |
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
405 pixel=*((Uint32*)surface->pixels); |
0 | 406 SDL_UnlockSurface(surface); |
407 | |
408 /* Get Red component */ | |
409 temp=pixel&fmt->Rmask; /* Isolate red component */ | |
410 temp=temp>>fmt->Rshift;/* Shift it down to 8-bit */ | |
411 temp=temp<<fmt->Rloss; /* Expand to a full 8-bit number */ | |
412 red=(Uint8)temp; | |
413 | |
414 /* Get Green component */ | |
415 temp=pixel&fmt->Gmask; /* Isolate green component */ | |
416 temp=temp>>fmt->Gshift;/* Shift it down to 8-bit */ | |
417 temp=temp<<fmt->Gloss; /* Expand to a full 8-bit number */ | |
418 green=(Uint8)temp; | |
419 | |
420 /* Get Blue component */ | |
421 temp=pixel&fmt->Bmask; /* Isolate blue component */ | |
422 temp=temp>>fmt->Bshift;/* Shift it down to 8-bit */ | |
423 temp=temp<<fmt->Bloss; /* Expand to a full 8-bit number */ | |
424 blue=(Uint8)temp; | |
425 | |
426 /* Get Alpha component */ | |
427 temp=pixel&fmt->Amask; /* Isolate alpha component */ | |
428 temp=temp>>fmt->Ashift;/* Shift it down to 8-bit */ | |
429 temp=temp<<fmt->Aloss; /* Expand to a full 8-bit number */ | |
430 alpha=(Uint8)temp; | |
431 | |
432 printf("Pixel Color -> R: %d, G: %d, B: %d, A: %d\n", red, green, blue, alpha); | |
433 . | |
434 . | |
435 .</PRE | |
436 ></P | |
437 ></DIV | |
438 ><DIV | |
439 CLASS="REFSECT1" | |
440 ><A | |
181
e5bc29de3f0a
Updated from the SDL Documentation Project
Sam Lantinga <slouken@libsdl.org>
parents:
55
diff
changeset
|
441 NAME="AEN2868" |
0 | 442 ></A |
443 ><H2 | |
444 >See Also</H2 | |
445 ><P | |
446 ><A | |
447 HREF="sdlsurface.html" | |
448 ><SPAN | |
449 CLASS="STRUCTNAME" | |
450 >SDL_Surface</SPAN | |
451 ></A | |
452 >, | |
453 <A | |
454 HREF="sdlmaprgb.html" | |
455 ><TT | |
456 CLASS="FUNCTION" | |
457 >SDL_MapRGB</TT | |
458 ></A | |
459 ></P | |
460 ></DIV | |
461 ><DIV | |
462 CLASS="NAVFOOTER" | |
463 ><HR | |
464 ALIGN="LEFT" | |
465 WIDTH="100%"><TABLE | |
466 WIDTH="100%" | |
467 BORDER="0" | |
468 CELLPADDING="0" | |
469 CELLSPACING="0" | |
470 ><TR | |
471 ><TD | |
472 WIDTH="33%" | |
473 ALIGN="left" | |
474 VALIGN="top" | |
475 ><A | |
476 HREF="sdlpalette.html" | |
477 >Prev</A | |
478 ></TD | |
479 ><TD | |
480 WIDTH="34%" | |
481 ALIGN="center" | |
482 VALIGN="top" | |
483 ><A | |
484 HREF="index.html" | |
485 >Home</A | |
486 ></TD | |
487 ><TD | |
488 WIDTH="33%" | |
489 ALIGN="right" | |
490 VALIGN="top" | |
491 ><A | |
492 HREF="sdlsurface.html" | |
493 >Next</A | |
494 ></TD | |
495 ></TR | |
496 ><TR | |
497 ><TD | |
498 WIDTH="33%" | |
499 ALIGN="left" | |
500 VALIGN="top" | |
501 >SDL_Palette</TD | |
502 ><TD | |
503 WIDTH="34%" | |
504 ALIGN="center" | |
505 VALIGN="top" | |
506 ><A | |
507 HREF="video.html" | |
508 >Up</A | |
509 ></TD | |
510 ><TD | |
511 WIDTH="33%" | |
512 ALIGN="right" | |
513 VALIGN="top" | |
514 >SDL_Surface</TD | |
515 ></TR | |
516 ></TABLE | |
517 ></DIV | |
518 ></BODY | |
519 ></HTML | |
520 > |