我也想用 OpenGL 在我的屏幕上渲染一个具有透明部分的纹理,但透明部分由于某种原因显示为黑色。
纹理:
截图:
代码是:
#define STB_IMAGE_IMPLEMENTATION
#include <stdio.h>
#include "stdlib.h"
#include "GLFW/glfw3.h"
#include "GL/gl.h"
#include "stb_image.h"
int windowheight;
int windowwidth;
void camera();
void program();
void rendertex(int x, int y, int w, int h)
{
glColor4d(255,255,255,255);
glDisable(GL_COLOR_MATERIAL);
glEnable(GL_TEXTURE_2D);
glShadeModel(GL_SMOOTH);
int width,height,channel;
auto *data = stbi_load("../textures/isaac.png",&width,&height,&channel,0);
GLuint texture;
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_2D,texture);;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA, width,height,0,GL_RGBA,GL_UNSIGNED_BYTE,data);
stbi_image_free(data);
printf("%d\n",width);
printf("%d\n",height);
printf("%d\n",channel);
glBegin(GL_QUADS);
glTexCoord2d(0,0);
glVertex2d(x,y);
glTexCoord2d(0,1);
glVertex2d(x,y + h);
glTexCoord2d(1,1);
glVertex2d(x + w, y + h);
glTexCoord2d(1,0);
glVertex2d(x + w, y);
glEnd();
glDisable(GL_TEXTURE_2D);
}
static void key(GLFWwindow* window, int key, int scancode, int action, int mods)
{
switch (key)
{
case GLFW_KEY_ESCAPE:
exit(0);
case GLFW_KEY_UP:
break;
}
}
int main()
{
glfwInit();
GLFWwindow* window = glfwCreateWindow(800,800,"t", nullptr, nullptr);
glfwMakeContextCurrent(window);
glfwSetKeyCallback(window,key);
glfwSwapInterval(1);
glfwGetFramebufferSize(window,&windowwidth,&windowheight);
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
while (!glfwWindowShouldClose(window))
{
glfwSwapBuffers(window);
glfwGetFramebufferSize(window,&windowwidth,&windowheight);
program();
camera();
glfwPollEvents();
}
}
void program()
{
glClearColor(255,255,255,255);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin(GL_LINES);
glColor4d(255,0,0,0);
glVertex2d(0,0);
glVertex2d(windowwidth,windowheight);
glEnd();
glFlush();
rendertex(20,20,400,500);
}
void camera()
{
glViewport(0,0,windowwidth,windowheight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0,windowwidth,windowheight,0,0,1);
glMatrixMode(GL_MODELVIEW);
}
我已经尝试注释掉一些行,但没有成功。我正在使用 Linux,如果这很重要的话
编辑:cmakelist.txt
cmake_minimum_required(VERSION 3.15)
project(t)
set(CMAKE_CXX_STANDARD 17)
add_executable(t main.cpp)
target_link_libraries(t GL glfw)
最佳答案
您必须启用 Blending .在混合时,片段的颜色在写入帧缓冲区之前与帧缓冲区的当前颜色混合。
颜色如何混合取决于可以配置的公式。
启用混合并指定根据片段颜色的颜色 channel 混合颜色:
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD); // this is default
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
注意上面的代码指定了以下混合函数(D
表示帧缓冲区颜色,C
表示片段颜色):
D_rgba = C_rgba * C_alpha - D_rgba * (1 - C_alpha)
在渲染纹理之前启用混合并在渲染之后禁用它:
void rendertex(int x, int y, int w, int h)
{
// [...]
glEnable(GL_BLEND);
glBlendEquation(GL_FUNC_ADD); // this is default
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2d(0,0);
glVertex2d(x,y);
glTexCoord2d(0,1);
glVertex2d(x,y + h);
glTexCoord2d(1,1);
glVertex2d(x + w, y + h);
glTexCoord2d(1,0);
glVertex2d(x + w, y);
glEnd();
glDisable(GL_TEXTURE_2D);
}
关于c++ - Opengl 透明部分呈现黑色,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/58397240/