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:
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:
SDL_BLENDMODE_BLEND
: Standard alpha blending (default)SDL_BLENDMODE_ADD
: Additive blending, useful for glow effectsSDL_BLENDMODE_MOD
: Multiply blending, useful for shadow effectsYou can also create custom blend modes using SDL_ComposeCustomBlendMode()
for more advanced effects.
Some tips for working with transparent text:
TTF_RenderText_Blended()
or TTF_RenderText_Blended_Wrapped()
for high-quality anti-aliased text with an alpha channel.By combining these techniques, you can create dynamic, visually appealing text effects in your SDL2Â applications.
Answers to questions are automatically generated and may not have been reviewed.
SDL_ttf
Learn to render and manipulate text in SDL2 applications using the official SDL_ttf
extension