如何在3D OpenGL场景上绘制SDL 2D矩形?

问题描述 投票:0回答:1

我正在尝试将用SDL 2D绘制的小的交互式信息矩形覆盖在用OpenGL绘制的3D场景上。每个人都能工作,但不能一起工作。然后将3D模型隐藏。

SDL_Init(SDL_INIT_EVERYTHING);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);

SDL_CreateWindowAndRenderer(m_width, m_height, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE, &m_window, &m_renderer);
SDL_GLContext context = SDL_GL_CreateContext(m_window);
SDL_RenderClear(m_renderer);
SDL_RenderPresent(m_renderer);

// load vertex, fragmend shader...

glClearColor(1.0, 1.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawElements(GL_TRIANGLES, m_indicesSize, GL_UNSIGNED_INT, BUFFER_OFFSET(0));

SDL_Rect rect;
rect.w = 50;
rect.h = 50;
rect.x = 100;
rect.y = 100;

SDL_SetRenderDrawColor(m_renderer, 255, 0, 0, 255);
SDL_RenderFillRect(m_renderer, &rect);
SDL_RenderPresent(m_renderer);

我该如何解决这个问题?谢谢..

c++ c opengl sdl emscripten
1个回答
0
投票

至少现在还没有。

Here's the (open) bug about adding backend API state getters/setters to SDL_Renderer.

或者,创建一个使用软件渲染器的SDL_Renderer实例,并将来自该渲染器的位图上传到OpenGL纹理中,然后将其合成到场景中。

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