Mercurial > sdl-ios-xcode
annotate docs/man3/SDL_PixelFormat.3 @ 3099:82e60908fab1
Date: Mon, 23 Mar 2009 09:17:24 +0200
From: "Mike Gorchak"
Subject: New QNX patches
Please apply patch qnx4.diff, which is attached. What has been done:
1)Added back OpenGL ES renderer for QNX target. Added few corrections to
OpenGL ES renderer to let it work under QNX. OpenGL ES renderer do not
support textures under QNX, so I think some additional work must be done.
2) Added GL_OES_query_matrix extension to SDL_opengles.h header file, which
required by OpenGL ES 1.1 specification.
3) Added attribute clearing at the entrance of function
SDL_GL_GetAttribure(). Added error checking into the function
SDL_GL_GetAttribure(), because some attributes can't be obtained in OpenGL
ES 1.0.
4) Porting testdyngles to OpenGL ES 1.0 (1.1 has glColor4ub() and
glColor4f() functions, but 1.0 has glColor4f() only).
5) Added error checking after obtaining attributes using
SDL_GL_GetAttribute() function to the testgl2 and testgles.
6) Small correction to testmultiaudio with printing errors.
7) Added software and accelerated OpenGL ES 1.0 support into the QNX GF
driver.
Please remove ./src/audio/nto directory - it will not be used anymore.
Please create ./src/audio/qsa directory and add content of the archive
qsa.tar.gz into this directory. I rewrote some sound code, added support for
multiple audio cards, enumeration, etc. Added initial support for capture.
As far as I can understand SDL 1.3 is not supporting audio capture right now
? Sam, Am I right ? Or audio capture must be supported through the
PlayDevice routine ?
And last, please put file SDL_gf_opengles.c to the ./src/video/qnxgf
directory. It is OpenGL ES 1.1 emulation layer for some functions, which are
not supported by OpenGL ES 1.0.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 24 Mar 2009 10:33:12 +0000 |
parents | 546f7c1eb755 |
children | 1238da4a7112 |
rev | line source |
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1 .TH "SDL_PixelFormat" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
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3 SDL_PixelFormat \- Stores surface format information |
0 | 4 .SH "STRUCTURE DEFINITION" |
5 .PP | |
6 .nf | |
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7 \f(CWtypedef struct SDL_PixelFormat { |
0 | 8 SDL_Palette *palette; |
9 Uint8 BitsPerPixel; | |
10 Uint8 BytesPerPixel; | |
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11 Uint8 Rloss, Gloss, Bloss, Aloss; |
0 | 12 Uint8 Rshift, Gshift, Bshift, Ashift; |
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13 Uint32 Rmask, Gmask, Bmask, Amask; |
0 | 14 Uint32 colorkey; |
15 Uint8 alpha; | |
16 } SDL_PixelFormat;\fR | |
17 .fi | |
18 .PP | |
19 .SH "STRUCTURE DATA" | |
20 .TP 20 | |
21 \fBpalette\fR | |
22 Pointer to the \fIpalette\fR, or \fBNULL\fP if the \fBBitsPerPixel\fR>8 | |
23 .TP 20 | |
24 \fBBitsPerPixel\fR | |
25 The number of bits used to represent each pixel in a surface\&. Usually 8, 16, 24 or 32\&. | |
26 .TP 20 | |
27 \fBBytesPerPixel\fR | |
28 The number of bytes used to represent each pixel in a surface\&. Usually one to four\&. | |
29 .TP 20 | |
30 \fB[RGBA]mask\fR | |
31 Binary mask used to retrieve individual color values | |
32 .TP 20 | |
33 \fB[RGBA]loss\fR | |
34 Precision loss of each color component (2^[RGBA]loss) | |
35 .TP 20 | |
36 \fB[RGBA]shift\fR | |
37 Binary left shift of each color component in the pixel value | |
38 .TP 20 | |
39 \fBcolorkey\fR | |
40 Pixel value of transparent pixels | |
41 .TP 20 | |
42 \fBalpha\fR | |
43 Overall surface alpha value | |
44 .SH "DESCRIPTION" | |
45 .PP | |
46 A \fBSDL_PixelFormat\fR describes the format of the pixel data stored at the \fBpixels\fR field of a \fI\fBSDL_Surface\fR\fR\&. Every surface stores a \fBSDL_PixelFormat\fR in the \fBformat\fR field\&. | |
47 .PP | |
48 If you wish to do pixel level modifications on a surface, then understanding how SDL stores its color information is essential\&. | |
49 .PP | |
50 8-bit pixel formats are the easiest to understand\&. Since its an 8-bit format, we have 8 \fBBitsPerPixel\fR and 1 \fBBytesPerPixel\fR\&. Since \fBBytesPerPixel\fR is 1, all pixels are represented by a Uint8 which contains an index into \fBpalette\fR->\fBcolors\fR\&. So, to determine the color of a pixel in a 8-bit surface: we read the color index from \fBsurface\fR->\fBpixels\fR and we use that index to read the \fI\fBSDL_Color\fR\fR structure from \fBsurface\fR->\fBformat\fR->\fBpalette\fR->\fBcolors\fR\&. Like so: | |
51 .PP | |
52 .nf | |
53 \f(CWSDL_Surface *surface; | |
54 SDL_PixelFormat *fmt; | |
55 SDL_Color *color; | |
56 Uint8 index; | |
57 | |
58 \&. | |
59 \&. | |
60 | |
61 /* Create surface */ | |
62 \&. | |
63 \&. | |
64 fmt=surface->format; | |
65 | |
66 /* Check the bitdepth of the surface */ | |
67 if(fmt->BitsPerPixel!=8){ | |
68 fprintf(stderr, "Not an 8-bit surface\&. | |
69 "); | |
70 return(-1); | |
71 } | |
72 | |
73 /* Lock the surface */ | |
74 SDL_LockSurface(surface); | |
75 | |
76 /* Get the topleft pixel */ | |
77 index=*(Uint8 *)surface->pixels; | |
78 color=fmt->palette->colors[index]; | |
79 | |
80 /* Unlock the surface */ | |
81 SDL_UnlockSurface(surface); | |
82 printf("Pixel Color-> Red: %d, Green: %d, Blue: %d\&. Index: %d | |
83 ", | |
84 color->r, color->g, color->b, index); | |
85 \&. | |
86 \&.\fR | |
87 .fi | |
88 .PP | |
89 .PP | |
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90 Pixel formats above 8-bit are an entirely different experience\&. They are considered to be "TrueColor" formats and the color information is stored in the pixels themselves, not in a palette\&. The mask, shift and loss fields tell us how the color information is encoded\&. The mask fields allow us to isolate each color component, the shift fields tell us the number of bits to the right of each component in the pixel value and the loss fields tell us the number of bits lost from each component when packing 8-bit color component in a pixel\&. |
0 | 91 .PP |
92 .nf | |
93 \f(CW/* Extracting color components from a 32-bit color value */ | |
94 SDL_PixelFormat *fmt; | |
95 SDL_Surface *surface; | |
96 Uint32 temp, pixel; | |
97 Uint8 red, green, blue, alpha; | |
98 \&. | |
99 \&. | |
100 \&. | |
101 fmt=surface->format; | |
102 SDL_LockSurface(surface); | |
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103 pixel=*((Uint32*)surface->pixels); |
0 | 104 SDL_UnlockSurface(surface); |
105 | |
106 /* Get Red component */ | |
107 temp=pixel&fmt->Rmask; /* Isolate red component */ | |
108 temp=temp>>fmt->Rshift;/* Shift it down to 8-bit */ | |
109 temp=temp<<fmt->Rloss; /* Expand to a full 8-bit number */ | |
110 red=(Uint8)temp; | |
111 | |
112 /* Get Green component */ | |
113 temp=pixel&fmt->Gmask; /* Isolate green component */ | |
114 temp=temp>>fmt->Gshift;/* Shift it down to 8-bit */ | |
115 temp=temp<<fmt->Gloss; /* Expand to a full 8-bit number */ | |
116 green=(Uint8)temp; | |
117 | |
118 /* Get Blue component */ | |
119 temp=pixel&fmt->Bmask; /* Isolate blue component */ | |
120 temp=temp>>fmt->Bshift;/* Shift it down to 8-bit */ | |
121 temp=temp<<fmt->Bloss; /* Expand to a full 8-bit number */ | |
122 blue=(Uint8)temp; | |
123 | |
124 /* Get Alpha component */ | |
125 temp=pixel&fmt->Amask; /* Isolate alpha component */ | |
126 temp=temp>>fmt->Ashift;/* Shift it down to 8-bit */ | |
127 temp=temp<<fmt->Aloss; /* Expand to a full 8-bit number */ | |
128 alpha=(Uint8)temp; | |
129 | |
130 printf("Pixel Color -> R: %d, G: %d, B: %d, A: %d | |
131 ", red, green, blue, alpha); | |
132 \&. | |
133 \&. | |
134 \&.\fR | |
135 .fi | |
136 .PP | |
137 .SH "SEE ALSO" | |
138 .PP | |
139 \fI\fBSDL_Surface\fR\fR, \fI\fBSDL_MapRGB\fP\fR | |
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140 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01 |