从SDL_Texture访问像素颜色



我的代码抛出了一个访问错误。这是代码:

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;
}

引发异常:读取访问冲突。颜色0xFF00。

在任何时候,我都会尝试访问颜色。SDL 文档中描述的方法都返回相同的错误,除了 LazyFoo 之外,互联网上没有任何信息(此方法基于此方法,并且不起作用)。

谢谢你的帮助。

编辑:

我通过重写代码并忽略我用来理解 SDL 某些部分的一些不良来源来修复我的代码。这是工作代码:

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.
}

为什么我需要除以 4 是一个谜,花了一段时间才弄清楚。知道为什么吗?

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;
}

这一行:

Uint8 *colors = (Uint8*)getPixel;

据我从您的代码中可以看出,纹理中位置 (x,y) 处的 32 位 RGBA 像素颜色值getPixel。然后,出于某种原因将此值强制转换为Uint8*

所以现在colors包含一个无意义的地址,等于像素颜色值,而不是您可能想要的getPixel地址。因此,当您执行colors[0]并尝试通过此"地址"读取内存时,会出现访问冲突。

您的意思是在转换之前先获取getPixel的地址,以便访问各个颜色通道值吗?

Uint8 *colors = (Uint8*)&getPixel; // Note the &

与您的确切问题无关,但也是您的代码问题:您返回指向局部变量的指针:

SDL_Color getColor = {0,0,0};
// etc.
SDL_Color *color = &getColor;
return color;

当函数返回时,getColor将超出范围,并且函数的调用方将得到的是一个悬空的指针。

您应该重写函数以按值返回SDL_Color:只需return getColor;并将返回类型更改为 SDL_Color 即可。

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