Mercurial > sdl-ios-xcode
view docs/html/sdlpixelformat.html @ 821:30168104389f
Date: Sat, 14 Feb 2004 14:52:40 +0200
From: "Mike Gorchak"
Subject: Batch of the QNX6 fixes for the SDL
1. Updated readme.QNX
2. Fixed crashes during intensive window updating under fast machines (got over 200 rectangles for update).
3. Fixed double-buffered fullscreen modes, now it works as needed.
4. Fixed Photon detection algorithm.
5. Fixed HWSURFACE update function.
6. Added SDL_PHOTON_FULLSCREEN_REFRESH environment variable support for control refresh rates under Photon.
7. Added 640x400 fullscreen mode emulation via 640x480 (if videodriver not supports original 640x400 mode of course) shifted by 40 vertical pixels from begin, to center it. It's needed for some old DOS games which ran in doubled 320x200 mode.
8. Added available video ram amount support.
8. Added hardware surface allocation/deallocation support if current videomode and videodriver supports it.
9. Added hardware filling support.
10. Added hardware blits support (simple and colorkeyed).
And I've added to testvidinfo test color-keyed blits benchmark (maybe need to add alpha blits benchmark too ?). Currently Photon not supporting any alpha hardware blittings (all drivers lack of alpha blitting code support, only software alpha blitting exist in photon, which is hundreds times slowest than the SDL's one). So I've not added the alpha support. I suppose new QNX 6.3 will have the hardware alpha support, so when it will be done, I'll add alpha support.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 14 Feb 2004 20:22:21 +0000 |
parents | 355632dca928 |
children | e867f327aa54 |
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<HTML ><HEAD ><TITLE >SDL_PixelFormat</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="SDL Library Documentation" HREF="index.html"><LINK REL="UP" TITLE="Video" HREF="video.html"><LINK REL="PREVIOUS" TITLE="SDL_Palette" HREF="sdlpalette.html"><LINK REL="NEXT" TITLE="SDL_Surface" HREF="sdlsurface.html"></HEAD ><BODY CLASS="REFENTRY" BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >SDL Library Documentation</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="sdlpalette.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" ></TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="sdlsurface.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><H1 ><A NAME="SDLPIXELFORMAT" ></A >SDL_PixelFormat</H1 ><DIV CLASS="REFNAMEDIV" ><A NAME="AEN3178" ></A ><H2 >Name</H2 >SDL_PixelFormat -- Stores surface format information</DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN3181" ></A ><H2 >Structure Definition</H2 ><PRE CLASS="PROGRAMLISTING" >typedef struct{ SDL_Palette *palette; Uint8 BitsPerPixel; Uint8 BytesPerPixel; Uint32 Rmask, Gmask, Bmask, Amask; Uint8 Rshift, Gshift, Bshift, Ashift; Uint8 Rloss, Gloss, Bloss, Aloss; Uint32 colorkey; Uint8 alpha; } SDL_PixelFormat;</PRE ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN3184" ></A ><H2 >Structure Data</H2 ><DIV CLASS="INFORMALTABLE" ><A NAME="AEN3186" ></A ><P ></P ><TABLE BORDER="0" CLASS="CALSTABLE" ><TBODY ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >palette</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Pointer to the <A HREF="sdlpalette.html" >palette</A >, or <TT CLASS="LITERAL" >NULL</TT > if the <TT CLASS="STRUCTFIELD" ><I >BitsPerPixel</I ></TT >>8</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >BitsPerPixel</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >The number of bits used to represent each pixel in a surface. Usually 8, 16, 24 or 32.</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >BytesPerPixel</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >The number of bytes used to represent each pixel in a surface. Usually one to four.</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >[RGBA]mask</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Binary mask used to retrieve individual color values</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >[RGBA]loss</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Precision loss of each color component (2<SUP >[RGBA]loss</SUP >)</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >[RGBA]shift</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Binary left shift of each color component in the pixel value</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >colorkey</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Pixel value of transparent pixels</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="STRUCTFIELD" ><I >alpha</I ></TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >Overall surface alpha value</TD ></TR ></TBODY ></TABLE ><P ></P ></DIV ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN3225" ></A ><H2 >Description</H2 ><P >A <SPAN CLASS="STRUCTNAME" >SDL_PixelFormat</SPAN > describes the format of the pixel data stored at the <TT CLASS="STRUCTFIELD" ><I >pixels</I ></TT > field of a <A HREF="sdlsurface.html" ><SPAN CLASS="STRUCTNAME" >SDL_Surface</SPAN ></A >. Every surface stores a <SPAN CLASS="STRUCTNAME" >SDL_PixelFormat</SPAN > in the <TT CLASS="STRUCTFIELD" ><I >format</I ></TT > field.</P ><P >If you wish to do pixel level modifications on a surface, then understanding how SDL stores its color information is essential.</P ><P >8-bit pixel formats are the easiest to understand. Since its an 8-bit format, we have 8 <TT CLASS="STRUCTFIELD" ><I >BitsPerPixel</I ></TT > and 1 <TT CLASS="STRUCTFIELD" ><I >BytesPerPixel</I ></TT >. Since <TT CLASS="STRUCTFIELD" ><I >BytesPerPixel</I ></TT > is 1, all pixels are represented by a Uint8 which contains an index into <TT CLASS="STRUCTFIELD" ><I >palette</I ></TT >-><TT CLASS="STRUCTFIELD" ><I >colors</I ></TT >. So, to determine the color of a pixel in a 8-bit surface: we read the color index from <SPAN CLASS="STRUCTNAME" >surface</SPAN >-><TT CLASS="STRUCTFIELD" ><I >pixels</I ></TT > and we use that index to read the <A HREF="sdlcolor.html" ><SPAN CLASS="STRUCTNAME" >SDL_Color</SPAN ></A > structure from <SPAN CLASS="STRUCTNAME" >surface</SPAN >-><TT CLASS="STRUCTFIELD" ><I >format</I ></TT >-><TT CLASS="STRUCTFIELD" ><I >palette</I ></TT >-><TT CLASS="STRUCTFIELD" ><I >colors</I ></TT >. Like so: <PRE CLASS="PROGRAMLISTING" >SDL_Surface *surface; SDL_PixelFormat *fmt; SDL_Color *color; Uint8 index; . . /* Create surface */ . . fmt=surface->format; /* Check the bitdepth of the surface */ if(fmt->BitsPerPixel!=8){ fprintf(stderr, "Not an 8-bit surface.\n"); return(-1); } /* Lock the surface */ SDL_LockSurface(surface); /* Get the topleft pixel */ index=*(Uint8 *)surface->pixels; color=fmt->palette->colors[index]; /* Unlock the surface */ SDL_UnlockSurface(surface); printf("Pixel Color-> Red: %d, Green: %d, Blue: %d. Index: %d\n", color->r, color->g, color->b, index); . .</PRE ></P ><P >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. <PRE CLASS="PROGRAMLISTING" >/* Extracting color components from a 32-bit color value */ SDL_PixelFormat *fmt; SDL_Surface *surface; Uint32 temp, pixel; Uint8 red, green, blue, alpha; . . . fmt=surface->format; SDL_LockSurface(surface); pixel=*((Uint32*)surface->pixels); SDL_UnlockSurface(surface); /* Get Red component */ temp=pixel&fmt->Rmask; /* Isolate red component */ temp=temp>>fmt->Rshift;/* Shift it down to 8-bit */ temp=temp<<fmt->Rloss; /* Expand to a full 8-bit number */ red=(Uint8)temp; /* Get Green component */ temp=pixel&fmt->Gmask; /* Isolate green component */ temp=temp>>fmt->Gshift;/* Shift it down to 8-bit */ temp=temp<<fmt->Gloss; /* Expand to a full 8-bit number */ green=(Uint8)temp; /* Get Blue component */ temp=pixel&fmt->Bmask; /* Isolate blue component */ temp=temp>>fmt->Bshift;/* Shift it down to 8-bit */ temp=temp<<fmt->Bloss; /* Expand to a full 8-bit number */ blue=(Uint8)temp; /* Get Alpha component */ temp=pixel&fmt->Amask; /* Isolate alpha component */ temp=temp>>fmt->Ashift;/* Shift it down to 8-bit */ temp=temp<<fmt->Aloss; /* Expand to a full 8-bit number */ alpha=(Uint8)temp; printf("Pixel Color -> R: %d, G: %d, B: %d, A: %d\n", red, green, blue, alpha); . . .</PRE ></P ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN3252" ></A ><H2 >See Also</H2 ><P ><A HREF="sdlsurface.html" ><SPAN CLASS="STRUCTNAME" >SDL_Surface</SPAN ></A >, <A HREF="sdlmaprgb.html" ><TT CLASS="FUNCTION" >SDL_MapRGB</TT ></A ></P ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="sdlpalette.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="index.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="sdlsurface.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >SDL_Palette</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="video.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >SDL_Surface</TD ></TR ></TABLE ></DIV ></BODY ></HTML >