我想繪製一個帶透明度的紋理到背景漸變上,由頂點着色器創建,該頂點着色器在頂點之間插入顏色。但是,只有紋理的不透明部分正在繪製。Open GL ES透明紋理不混合
我現在用的是混合功能:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
渲染代碼:
struct vertex {
float position[3];
float color[4];
float texCoord[2];
};
typedef struct vertex vertex;
const vertex vertices[] = {
{{1, -1, 0}, {0, 167.0/255.0, 253.0/255.0, 1}, {1, 0}}, // BR (0)
{{1, 1, 0}, {0, 222.0/255.0, 1.0, 1}, {1, 1}}, // TR (1)
{{-1, 1, 0}, {0, 222.0/255.0, 1.0, 1}, {0, 1}}, // TL (2)
{{-1, -1, 0}, {0, 167.0/255.0, 253.0/255.0, 1}, {0, 0}}, // BL (3)
};
const GLubyte indicies[] = {
3, 2, 0, 1
};
-(void) render {
glViewport(0, 0, self.frame.size.width, self.frame.size.height);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glVertexAttribPointer(positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(vertex), 0);
glVertexAttribPointer(colorSlot, 4, GL_FLOAT, GL_FALSE, sizeof(vertex), (GLvoid*)(sizeof(float)*3));
glVertexAttribPointer(textureCoordSlot, 2, GL_FLOAT, GL_FALSE, sizeof(vertex), (GLvoid*)(sizeof(float)*7));
glDrawElements(GL_TRIANGLE_STRIP, sizeof(indicies)/sizeof(indicies[0]), GL_UNSIGNED_BYTE, 0);
// Not sure if required for blending to work..
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuffer);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(textureUniform, 0);
glVertexAttribPointer(positionSlot, 3, GL_FLOAT, GL_FALSE, sizeof(vertex), 0);
glVertexAttribPointer(colorSlot, 4, GL_FLOAT, GL_FALSE, sizeof(vertex), (GLvoid*)(sizeof(float)*3));
glVertexAttribPointer(textureCoordSlot, 2, GL_FLOAT, GL_FALSE, sizeof(vertex), (GLvoid*)(sizeof(float)*7));
glDrawElements(GL_TRIANGLE_STRIP, sizeof(indicies)/sizeof(indicies[0]), GL_UNSIGNED_BYTE, 0);
[context presentRenderbuffer:GL_RENDERBUFFER];
}
我不確定我是否需要做繪圖渲染緩衝器的兩批爲了使混合功能正常工作,所以目前我正在繪製沒有綁定的紋理,然後綁定它。
片段着色器:
varying lowp vec4 destinationColor;
varying lowp vec2 texCoordOut;
uniform sampler2D tex;
void main() {
lowp vec4 tex2D = texture2D(tex, texCoordOut);
gl_FragColor = vec4(tex2D.rgb+destinationColor.rgb, tex2D.a*destinationColor.a);
}
頂點着色器:
attribute vec4 position;
attribute vec4 sourceColor;
varying vec4 destinationColor;
attribute vec2 texCoordIn;
varying vec2 texCoordOut;
void main() {
destinationColor = sourceColor;
gl_Position = position;
texCoordOut = texCoordIn;
}
紋理加載代碼:
-(GLuint) loadTextureFromImage:(UIImage*)image {
CGImageRef textureImage = image.CGImage;
size_t width = CGImageGetWidth(textureImage);
size_t height = CGImageGetHeight(textureImage);
GLubyte* spriteData = (GLubyte*) malloc(width*height*4);
CGColorSpaceRef cs = CGImageGetColorSpace(textureImage);
CGContextRef c = CGBitmapContextCreate(spriteData, width, height, 8, width*4, cs, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(cs);
CGContextScaleCTM(c, 1, -1);
CGContextTranslateCTM(c, 0, -CGContextGetClipBoundingBox(c).size.height);
CGContextDrawImage(c, (CGRect){CGPointZero, {width, height}}, textureImage);
CGContextRelease(c);
GLuint glTex;
glGenTextures(1, &glTex);
glBindTexture(GL_TEXTURE_2D, glTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (int)width, (int)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
glBindTexture(GL_TEXTURE_2D, 0);
free(spriteData);
return glTex;
}
的Ÿ想法我做錯了什麼?
你的片段着色器不能爲我編譯。你不是指'gl_FragColor = destinationColor + texture2D(tex,texCoordOut);' – Reigertje
oops,是的,我的意思是。我已更新OP – Hamish
您預計何時發生混合? – Reigertje