【发布时间】:2017-05-08 21:05:55
【问题描述】:
我尝试实现像绘画工具这样的东西,但遇到了问题 alpha chanel 的画笔。我的画笔是具有透明背景的 .PNG 纹理。我在 RGBA 缓冲区中绘制。我的代码:
initFBO(...)
...
glEnable(GL_BLEND);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glBindFramebuffer(GL_FRAMEBUFFER, FBO);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
drawBrush(...)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
drawFBO(...)
它可以工作,但如果我停止画笔,画笔的 Alpha 通道将累积在缓冲区中以替换颜色。
我不熟悉 Opengl 中的混合太接近,并且混合参数有问题。是我的混合问题还是其他问题?
更新:
initFBO(GLuint &framebuff, GLuint &text)
{
glGenFramebuffers(1, &framebuff);
glBindFramebuffer(GL_FRAMEBUFFER, framebuff);
glGenTextures(1, &text);
glBindTexture(GL_TEXTURE_2D, text);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, screenWidth, screenHeight, 0, GL_RGB, GL_FLOAT, NULL);
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);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, text, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
drawBrush(glm::vec2 mousePosition, GLuint texture, Shader shader)
{
glm::mat4 model;
model = glm::translate(model, glm::vec3(mousePosition, 1.0));
GLfloat brushVertices[] =
{
-0.1f, 0.1f, 0.0f, 0.0f, 1.0f,
-0.1f,-0.1f, 0.0f, 0.0f, 0.0f,
0.1f, 0.1f, 0.0f, 1.0f, 1.0f,
0.1f,-0.1f, 0.0f, 1.0f, 0.0f
};
glGenVertexArrays(1, &brushVAO);
glGenBuffers(1, &brushVBO);
glBindVertexArray(brushVAO);
glBindBuffer(GL_ARRAY_BUFFER, brushVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(brushVertices), &brushVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glBindVertexArray(0);
shader.set();
glUniform1i(glGetUniformLocation(shader.Program, "texture"), 0);
glUniformMatrix4fv(glGetUniformLocation(shader.Program, "model"), 1, GL_FALSE, glm::value_ptr(model));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(brushVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
drawFBO(GLuint texture, Shader shader)
{
GLfloat screenquadVertices[] =
{
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f,0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f
};
glGenVertexArrays(1, &screenquadVAO);
glGenBuffers(1, &screenquadVBO);
glBindVertexArray(screenquadVAO);
glBindBuffer(GL_ARRAY_BUFFER, screenquadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(screenquadVertices), &screenquadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), (GLvoid*)(3 * sizeof(GLfloat)));
glBindVertexArray(0);
shader.set();
glUniform1i(glGetUniformLocation(shader.Program, "texture"), 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glBindVertexArray(screenquadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
更新2
好的。我尝试了您的建议,但结果相似,无法解释我的问题。看:
1) glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); 和两个预乘的 .PNG 纹理 - 黑色和白色。
2) glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); 和直阿尔法纹理。
【问题讨论】:
-
深度测试是否被禁用?
-
是的。如果我启用它,一切都不会改变。
-
你发布的图片——它是什么的图片?什么是“绘制 FBO”代码、“绘制画笔”代码,您是如何设置 FBO 的?
-
好的,我更新它。图像我尝试在 opengl 窗口中绘制时得到的结果。当我停止画笔时,它开始慢慢“燃烧”我之前画的东西,如果你理解我的话。
-
@OpenGLNoob:不,我不知道。你不清除缓冲区吗?很难从您的代码中分辨出来,因为它只是不连贯的部分。以后请发Minimal, Complete, and Verifiable example。至于现在,我怀疑问题在于您渲染到不是预乘 alpha 的透明纹理。
标签: opengl buffer blending fbo