#include #include #include "SDL3/SDL_init.h" #include "SDL3/SDL_render.h" #include "SDL3/SDL_video.h" #include "SDL3/SDL_log.h" #include "SDL3/SDL_timer.h" #include "SDL3/SDL_gpu.h" #include "SDL3_ttf/SDL_ttf.h" int main(int argc, char* argv[]) { SDL_Init(SDL_INIT_VIDEO); SDL_Window* window = SDL_CreateWindow("Hello World", 640, 480, 0); if (window == nullptr) { SDL_Log("Could not create window: %s", SDL_GetError()); return 1; } SDL_Renderer* renderer = SDL_CreateRenderer(window, "direct3d12,metal,vulkan"); if (renderer == nullptr) { SDL_Log("Could not create renderer: %s", SDL_GetError()); SDL_DestroyWindow(window); return 1; } auto gpu_device = (SDL_GPUDevice*)SDL_GetPointerProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_GPU_DEVICE_POINTER, NULL); TTF_Init(); TTF_Font* font = TTF_OpenFont("C:/Windows/Fonts/msyh.ttc", 24); if (font == nullptr) { SDL_Log("Could not open font: %s", SDL_GetError()); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); return 1; } // 设置字体hinting为轻量级 TTF_SetFontHinting(font, TTF_HINTING_LIGHT_SUBPIXEL); // 设置字体为 SDF 模式 // TTF_SetFontSDF(font, true); // 设置渲染器的混合模式 SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); SDL_Color color = { 255, 255, 255, 255 }; // 白色文字 SDL_Color bg_color = { 0, 0, 0, 255 }; // 背景颜色 auto text_surface = TTF_RenderText_LCD_Wrapped(font, "Hello World!\n你好,世界!🆒", 0, color, bg_color, 0); if (text_surface == nullptr) { SDL_Log("Could not render text: %s", SDL_GetError()); TTF_CloseFont(font); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); return 1; } SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, text_surface); SDL_DestroySurface(text_surface); // 释放surface if (texture == nullptr) { SDL_Log("Could not create texture: %s", SDL_GetError()); TTF_CloseFont(font); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); return 1; } // SDL3 新方法获取纹理尺寸 float text_width, text_height; SDL_GetTextureSize(texture, &text_width, &text_height); SDL_FRect dest_rect = { 0, 0, text_width, text_height }; SDL_GPUShaderCreateInfo shader_info; shader_info.code_size = 10; shader_info.code = nullptr; // 这里需要填入实际的着色器代码 shader_info.entrypoint = "main"; shader_info.format = SDL_GPU_SHADERFORMAT_DXIL; shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT; shader_info.num_samplers = 0; shader_info.num_storage_textures = 0; shader_info.num_uniform_buffers = 0; shader_info.num_storage_buffers = 0; auto shader = SDL_CreateGPUShader(gpu_device, &shader_info); SDL_GPURenderStateDesc desc; SDL_INIT_INTERFACE(&desc); desc.fragment_shader = shader; auto render_state = SDL_CreateGPURenderState(renderer, &desc); SDL_Event e; bool running = true; while (running) { while (SDL_PollEvent(&e)) { if (e.type == SDL_EVENT_QUIT) { running = false; } } // 正确的渲染顺序 SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); // 黑色背景 SDL_RenderClear(renderer); // 先清屏 SDL_RenderTexture(renderer, texture, nullptr, &dest_rect); // 然后绘制文字 SDL_RenderPresent(renderer); // 最后呈现 SDL_RenderLines(renderer, nullptr, 0); // 确保没有多余的线条 std::this_thread::sleep_for(std::chrono::milliseconds(16)); // ~60 FPS } // 清理资源 SDL_DestroyTexture(texture); TTF_CloseFont(font); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); TTF_Quit(); SDL_Quit(); return 0; }