Rendering Text with SDL_ttf

Text Transparency and Blending Modes

Is it possible to render text with transparency or blending modes?

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Yes, it is possible to render text with transparency and apply various blending modes using SDL2 and SDL_ttf. SDL2 provides several blending modes that can be applied to textures, including text rendered as textures. Here's how you can achieve this:

  1. Render text to a texture with an alpha channel.
  2. Set the blending mode for the texture.
  3. Render the texture with the desired opacity.

Here's an example implementation demonstrating text rendering with transparency and different blending modes:

#include <SDL.h>
#include <SDL_ttf.h>

#include <string>

class TransparentTextRenderer {
public:
  TransparentTextRenderer(
    SDL_Renderer* renderer, TTF_Font* font)
    : renderer(renderer), font(font) {}

  SDL_Texture* createTextTexture(
    const std::string& text, SDL_Color color) {
    SDL_Surface* surface =
      TTF_RenderText_Blended(
        font, text.c_str(), color);
    if (!surface) return nullptr;

    SDL_Texture* texture =
      SDL_CreateTextureFromSurface(
        renderer, surface);
    SDL_FreeSurface(surface);

    return texture;
  }

  void renderText(SDL_Texture* texture, int x,
                  int y, Uint8 alpha,
                  SDL_BlendMode blendMode) {
    SDL_SetTextureAlphaMod(texture, alpha);
    SDL_SetTextureBlendMode(texture, blendMode);

    int w, h;
    SDL_QueryTexture(texture, nullptr, nullptr,
                     &w, &h);
    SDL_Rect dstRect = {x, y, w, h};

    SDL_RenderCopy(renderer, texture, nullptr,
                   &dstRect);
  }

private:
  SDL_Renderer* renderer;
  TTF_Font* font;
};

// Usage
SDL_Renderer* renderer =
  SDL_CreateRenderer(window, -1,
                     SDL_RENDERER_ACCELERATED);
TTF_Font* font = TTF_OpenFont("font.ttf", 24);
TransparentTextRenderer textRenderer(
  renderer, font);

SDL_Texture* normalText =
  textRenderer.createTextTexture(
    "Normal Text", {255, 255, 255, 255});
SDL_Texture* addText =
  textRenderer.createTextTexture(
    "Additive Blend", {255, 0, 0, 255});
SDL_Texture* multiplyText =
  textRenderer.createTextTexture(
    "Multiply Blend", {0, 255, 0, 255});

// In render loop
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear (renderer);

// Normal blending with 50% opacity
textRenderer.renderText(
  normalText, 100, 100, 128,
  SDL_BLENDMODE_BLEND
);

// Additive blending
textRenderer.renderText(
  addText, 100, 150, 255,
  SDL_BLENDMODE_ADD
);

// Multiply blending
textRenderer.renderText(
  multiplyText, 100, 200, 255,
  SDL_BLENDMODE_MOD
);

SDL_RenderPresent (renderer);

// Clean up
SDL_DestroyTexture (normalText);
SDL_DestroyTexture (addText);
SDL_DestroyTexture (multiplyText);
TTF_CloseFont (font);
SDL_DestroyRenderer (renderer);

This example demonstrates three different blending modes:

  1. SDL_BLENDMODE_BLEND: Standard alpha blending (default)
  2. SDL_BLENDMODE_ADD: Additive blending, useful for glow effects
  3. SDL_BLENDMODE_MOD: Multiply blending, useful for shadow effects

You can also create custom blend modes using SDL_ComposeCustomBlendMode() for more advanced effects.

Some tips for working with transparent text:

  1. Ensure your window and renderer are created with alpha channel support.
  2. Use TTF_RenderText_Blended() or TTF_RenderText_Blended_Wrapped() for high-quality anti-aliased text with an alpha channel.
  3. Be mindful of performance when using complex blending modes, especially with large amounts of text.
  4. Experiment with different blend modes and alpha values to achieve the desired visual effect.

By combining these techniques, you can create dynamic, visually appealing text effects in your SDL2 applications.

Answers to questions are automatically generated and may not have been reviewed.

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