Qua*_*key 11
我知道我在这一点上有点晚了:/
根据SDL文档SDL_SetAlpha:
请注意,不能组合每像素和每表面alpha; 如果可用,则始终使用每像素alpha.
所以定期SDL_BlitSurface/ SDL_SetAlpha不会在这里工作.但这是可以完成的:

我能想到alpha混合TTF_RenderText_Blended输出的唯一方法是使用OpenGL,或者调整表面中每个像素的alpha值.
您可以通过将每像素alpha值缩放[0, 255]到新范围来执行此操作[0, alpha]:
// Changes a surface's alpha value, by altering per-pixel alpha if necessary.
void SetSurfaceAlpha (SDL_Surface *surface, Uint8 alpha)
{
SDL_PixelFormat* fmt = surface->format;
// If surface has no alpha channel, just set the surface alpha.
if( fmt->Amask == 0 ) {
SDL_SetAlpha( surface, SDL_SRCALPHA, alpha );
}
// Else change the alpha of each pixel.
else {
unsigned bpp = fmt->BytesPerPixel;
// Scaling factor to clamp alpha to [0, alpha].
float scale = alpha / 255.0f;
SDL_LockSurface(surface);
for (int y = 0; y < surface->h; ++y)
for (int x = 0; x < surface->w; ++x) {
// Get a pointer to the current pixel.
Uint32* pixel_ptr = (Uint32 *)(
(Uint8 *)surface->pixels
+ y * surface->pitch
+ x * bpp
);
// Get the old pixel components.
Uint8 r, g, b, a;
SDL_GetRGBA( *pixel_ptr, fmt, &r, &g, &b, &a );
// Set the pixel with the new alpha.
*pixel_ptr = SDL_MapRGBA( fmt, r, g, b, scale * a );
}
SDL_UnlockSurface(surface);
}
}
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我知道它看起来很可怕,但它非常简单.关键在这里:
*pixel_ptr = SDL_MapRGBA( fmt, r, g, b, scale * a );
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你可以像这样使用它:
text_surface = TTF_RenderText_Blended( font, "Hello World!", color );
SetSurfaceAlpha( text_surface, 128 );
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如果使用OpenGL,事情就容易多了.假设您将SDL_Surfacefrom 转换TTF_RenderText_Blended为GL纹理,您可以使用:
glColor4f( 1.0, 1.0, 1.0, Alpha );
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在纹理四边形上渲染之前.
但不要忘记先启用alpha混合!
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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