C++ OpenGL 位图透明度问题
C++ OpenGL Bitmap transparency issues
我从opengl纹理开始,一切正常。现在我正在尝试加载一个 bmp 并使用 glEnable(GL_BLEND) 使白色部分透明; 和 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
这是我的源代码:
float kSpeedForw=0.0f;
GLuint texture[1];
CCamera g_Camera;
GLfloat xrot = 0;
GLfloat yrot = 0;
GLfloat zrot = 0;
bool g_bFullScreen = true;
HWND g_hWnd;
RECT g_rRect;
HDC g_hDC;
HGLRC g_hRC;
HINSTANCE g_hInstance;
float jump = -0.1;
GLfloat LightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f };
GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
GLfloat LightPosition[] = { 0.0f, 0.0f, 2.0f, 1.0f };
void Init(HWND hWnd)
{
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); // Setup The Ambient Light
glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); // Setup The Diffuse Light
glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); // Position The Light
glEnable(GL_LIGHT1); // Enable Light One
glColor4f(1.0f, 1.0f, 1.0f, 0.5); // Full Brightness. 50% Alpha
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
g_hWnd = hWnd;
GetClientRect(g_hWnd, &g_rRect);
InitializeOpenGL(g_rRect.right, g_rRect.bottom);
g_Camera.PositionCamera(0, 1.5f, 6, 0, 1.5f, 5, 0, 1, 0);
ShowCursor(false);
}
GLuint LoadTexture(const char * filename)
{
glEnable(GL_TEXTURE_2D);
GLuint texture;
int width, height;
unsigned char * data;
FILE * file;
file = fopen(filename, "rb");
if (file == NULL) return 0;
if (filename=="Data/weed.bmp"){
width = 200;
height = 200;
}
if (filename == "Data/gun.bmp"){
width = 300;
height = 300;
}
data = (unsigned char *)malloc(width * height * 3);
fread(data, width * height * 3, 1, file);
fclose(file);
for (int i = 0; i < width * height; ++i)
{
int index = i * 3;
unsigned char B, R;
B = data[index];
R = data[index + 2];
data[index] = R;
data[index + 2] = B;
}
if (filename == "Data/weed.bmp"){
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, width, height, GL_RGB, GL_UNSIGNED_BYTE, data);
free(data);
}
if (filename == "Data/gun.bmp"){
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 3,width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
}
return texture;
}
WPARAM MainLoop() // main function
{
MSG msg;
Init(g_hWnd);
glClearColor(0, 0, 255, 0);
while (1)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else if (LockFrameRate(60))
{
g_Camera.SetViewByMouse();
kSpeedForw = 0;
if (jump > -0.1)jump-=0.01;
CheckForMovement();
g_Camera.MoveCamera(kSpeedForw, jump);
RenderScene();
}
}
DeInit();
return(msg.wParam);
}
void RenderScene()
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glDisable(GL_BLEND);
glEnable(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glEnable(GL_TEXTURE_2D);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
gluLookAt(g_Camera.m_vPosition.x, g_Camera.m_vPosition.y, g_Camera.m_vPosition.z,
g_Camera.m_vView.x, g_Camera.m_vView.y, g_Camera.m_vView.z,
g_Camera.m_vUpVector.x, g_Camera.m_vUpVector.y, g_Camera.m_vUpVector.z);
GLuint texture;
texture = LoadTexture("Data/weed.bmp");
glBindTexture(GL_TEXTURE_2D, texture);
glBegin(GL_QUADS);
float i = 0;
glColor3f(1,1,1);
glTexCoord2f(0.0f, 0.0f);
glVertex3f(-10 + i / 5, 0, 10 - i / 5);
glTexCoord2f(50.0f, 0.0f);
glVertex3f(-10 + i / 5, 0, -10 + i / 5);
glTexCoord2f(50.0f, 50.0f);
glVertex3f(10 - i / 5, 0, -10 + i / 5);
glTexCoord2f(0.0f, 50.0f);
glVertex3f(10 - i / 5, 0, 10 - i / 5);
glEnd();
////////////////////////////////////////////////////////////HUD
glDisable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SMOOTH);
glEnable(GL_BLEND); // Turn Blending On
int vPort[4];
glGetIntegerv(GL_VIEWPORT, vPort);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, vPort[2], 0, vPort[3], -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
GLuint ruka;
ruka = LoadTexture("Data/gun.bmp");
glBindTexture(GL_TEXTURE_2D, ruka);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(0, 0);
glTexCoord2f(1.0f, 0.0f);
glVertex2f(450,0);
glTexCoord2f(1.0f, 1.0f);
glVertex2f(450,450);
glTexCoord2f(0.0f, 1.0f);
glVertex2f(0,450);
glEnd();
SwapBuffers(g_hDC);
}
该代码适用于加载和渲染平台(weed.bmp),并且还可以加载和渲染枪支。但枪.bmp的很大一部分是白色的。我希望让这部分透明。我还希望添加更多的HUD功能,这些功能也需要部分透明。
我的枪.bmp文件:https://drive.google.com/file/d/0BxxlNcAI0eh9cHZGd1ZfMTFwYmM/view?usp=sharing
如果您知道此问题的解决方案,请发布它。谢谢
您GL_RGB加载图像,您希望GL_RGBA有一个 alpha 通道。此外,您需要一个 32 位位图(8 位/通道× 4 通道 = 32 位)。
相关文章:
- 警告处理为错误这里有什么问题
- 最小硬币更换问题(自上而下方法)
- 为"adjacent"变量赋值时出现问题
- 我的神经网络不起作用 [XOR 问题]
- 在Ubuntu 16.04上安装Cilk时出现问题
- C++我的数学有什么问题,为什么我的代码不能正确循环
- 编译包含字符串的代码时遇到问题
- Project Euler问题4的错误解决方案
- 问题:什么是QAbstractItemView::NoEditTriggers的反面
- 在编译C++代码(具有dlib和opencv)到WASM时面临问题
- 在进程中对同一管道进行读取和写入时C++管道出现问题
- 静态数据成员的问题-修复链接错误会导致编译器错误
- C++ 雷神库 - 使用资源加载器类时出现问题(不命名类型)
- 一个关于在C++中重载布尔运算符的问题
- 首要问题的答案让值班员搞错了
- setlocale的C++土耳其字符串问题
- 如何重构类层次结构以避免菱形问题
- Qt OpenGL - 纹理透明度问题
- C++ OpenGL 位图透明度问题
- SDL_曲面透明度问题