Texture Streaming
Last Updated: May 28th, 2024
Sometimes we want to render pixel data from a source other than a bitmap like a web cam. Using texture stream we can render pixels from any source.//Texture wrapper class class LTexture { public: //Initializes variables LTexture(); //Deallocates memory ~LTexture(); //Loads image at specified path bool loadFromFile( std::string path ); //Loads image into pixel buffer bool loadPixelsFromFile( std::string path ); //Creates image from preloaded pixels bool loadFromPixels(); #if defined(SDL_TTF_MAJOR_VERSION) //Creates image from font string bool loadFromRenderedText( std::string textureText, SDL_Color textColor ); #endif //Creates blank texture bool createBlank( int width, int height ); //Deallocates texture void free(); //Set color modulation void setColor( Uint8 red, Uint8 green, Uint8 blue ); //Set blending void setBlendMode( SDL_BlendMode blending ); //Set alpha modulation void setAlpha( Uint8 alpha ); //Renders texture at given point void render( int x, int y, SDL_Rect* clip = NULL, double angle = 0.0, SDL_Point* center = NULL, SDL_RendererFlip flip = SDL_FLIP_NONE ); //Gets image dimensions int getWidth(); int getHeight(); //Pixel accessors Uint32* getPixels32(); Uint32 getPixel32( Uint32 x, Uint32 y ); Uint32 getPitch32(); Uint32 mapRGBA( Uint8 r, Uint8 g, Uint8 b, Uint8 a ); void copyRawPixels32( void* pixels ); bool lockTexture(); bool unlockTexture(); private: //The actual hardware texture SDL_Texture* mTexture; //Surface pixels SDL_Surface* mSurfacePixels; //Raw pixels void* mRawPixels; int mRawPitch; //Image dimensions int mWidth; int mHeight; };
Here we're adding more functionality to our texture class. The createBlank function allocates a blank texture that we can copy data to when streaming. The copyRawPixels() function copies in the raw pixel data we want to
stream.
What's also important is the lockTexture() which gets a pointer to send pixels to and unlockTexture() which uploads pixel data to the pixels. We also have "mRawPixels" and "mRawPitch" to store the data until we send the data to the GPU.
What's also important is the lockTexture() which gets a pointer to send pixels to and unlockTexture() which uploads pixel data to the pixels. We also have "mRawPixels" and "mRawPitch" to store the data until we send the data to the GPU.
//A test animation stream class DataStream { public: //Initializes internals DataStream(); //Loads initial data bool loadMedia(); //Deallocator void free(); //Gets current frame data void* getBuffer(); private: //Internal data SDL_Surface* mImages[ 4 ]; int mCurrentImage; int mDelayFrames; };
Here is our data stream class. We won't go deep into how it works because we don't really care. When dealing with web cam, video decoding, etc APIs they typically don't go deep into how they work because all we care about is
getting the video and audio data from them.
All we really care about is that getBuffer function which gets the current pixels from the data buffer.
All we really care about is that getBuffer function which gets the current pixels from the data buffer.
bool LTexture::createBlank( int width, int height ) { //Get rid of preexisting texture free(); //Create uninitialized texture mTexture = SDL_CreateTexture( gRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, width, height ); if( mTexture == NULL ) { printf( "Unable to create streamable blank texture! SDL Error: %s\n", SDL_GetError() ); } else { mWidth = width; mHeight = height; } return mTexture != NULL; }
As you can see, all this function does is create a 32bit RGBA texture with stream access. One thing you have to make sure of when creating your texture is that the format of the texture pixels matches the format of the pixels
we're streaming.
bool LTexture::lockTexture() { bool success = true; //Texture is already locked if( mRawPixels != NULL ) { printf( "Texture is already locked!\n" ); success = false; } //Lock texture else { if( SDL_LockTexture( mTexture, NULL, &mRawPixels, &mRawPitch ) != 0 ) { printf( "Unable to lock texture! %s\n", SDL_GetError() ); success = false; } } return success; } bool LTexture::unlockTexture() { bool success = true; //Texture is not locked if( mRawPixels == NULL ) { printf( "Texture is not locked!\n" ); success = false; } //Unlock texture else { SDL_UnlockTexture( mTexture ); mRawPixels = NULL; mRawPitch = 0; } return success; }
Here are our texture locking and unlocking functions which wrap SDL_LockTexture and SDL_UnlockTexture.
SDL_LockTexture() grabs a pointer of pixel data and the pitch of the texture. Note: this pointer is not expected to have the data from the original texture. It may do so on certain platforms like Windows, but on other
platforms like MacOS it will not. If you create a texture and then lock it, do not expect it to have the original pixel data you created it with. Expect SDL_LockTexture() to give you a fresh pixel pointer to send new data to
the texture with. SDL_LockTexture() also grabs texture pitch in bytes.
Once you're done manipulating the pixel pointer with the data you want, unlocking it will send the pixel data to the GPU.
Once you're done manipulating the pixel pointer with the data you want, unlocking it will send the pixel data to the GPU.
void LTexture::copyRawPixels32( void* pixels ) { //Texture is locked if( mRawPixels != NULL ) { //Copy to locked pixels memcpy( mRawPixels, pixels, mRawPitch * mHeight ); } }
Here is our function to copy in the pixels from the stream into the locked texture pixel pointer. The function assumes that the pixels are from an image the same size as the texture.
bool loadMedia() { //Loading success flag bool success = true; //Load blank texture if( !gStreamingTexture.createBlank( 64, 205 ) ) { printf( "Failed to create streaming texture!\n" ); success = false; } //Load data stream if( !gDataStream.loadMedia() ) { printf( "Unable to load data stream!\n" ); success = false; } return success; }
In our media loading, we create a blank streaming texture and start our data stream.
//While application is running while( !quit ) { //Handle events on queue while( SDL_PollEvent( &e ) != 0 ) { //User requests quit if( e.type == SDL_QUIT ) { quit = true; } } //Clear screen SDL_SetRenderDrawColor( gRenderer, 0xFF, 0xFF, 0xFF, 0xFF ); SDL_RenderClear( gRenderer ); //Copy frame from buffer gStreamingTexture.lockTexture(); gStreamingTexture.copyPixels( gDataStream.getBuffer() ); gStreamingTexture.unlockTexture(); //Render frame gStreamingTexture.render( ( SCREEN_WIDTH - gStreamingTexture.getWidth() ) / 2, ( SCREEN_HEIGHT - gStreamingTexture.getHeight() ) / 2 ); //Update screen SDL_RenderPresent( gRenderer ); }
In the main loop rendering we lock our stream texture, copy the pixels from the stream and then unlock the texture. With our texture holding the latest image from the stream, we render the image to the screen.
When dealing with decoding APIs things may get trickier where we have to convert from one format to another but ultimately all we need is a means to get the pixel data and copy it to the screen.
When dealing with decoding APIs things may get trickier where we have to convert from one format to another but ultimately all we need is a means to get the pixel data and copy it to the screen.