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버블 텍스처를 투명하게 만드는 방법을 살펴 보았지만 코드에 맞지 않는 것을 찾지 못했습니다. 나는 glColor4f()
으로 시도했지만 잘못된 장소에 넣을 수도 있습니다. 저는 OpenGL에서 전체 초보자이고 2D 장면을 만들기 위해 다른 객체를 추가해야하는 기본 코드를 받았습니다. 또한 모든 단일 회선이 정확히 무엇인지 모릅니다. 이 코드는 OK 그렇게 보이는OpenGL 텍스처를 투명하게 만듭니다. VBO
// Globals
GLuint locT; // location of "T" uniform variable in myShaderProgram
GLuint locT2;
// Textures
GLuint myBubblesTexture = 0;
// Shader program object for applying textures to our shapes
GLuint myShaderProgram;
// Vertex Buffer Object IDs for the ground texture object
GLuint bubblesPosVBO, bubblesColourVBO, bubblesTexCoordVBO, bubblesIndicesVBO;
// 1) Position Array - Store vertices as (x,y) pairs
static GLfloat bubblesVertices[] = {
-0.2f, -0.2f,
-0.2f, 0.2f,
0.2f, -0.2f,
0.2f, 0.2f
};
// 2) Colour Array - Store RGB values as unsigned bytes
static GLubyte bubblesColors[] = {
255, 0, 0, 255,
255, 255, 0, 255,
0, 255, 0, 255,
0, 255, 255, 255
};
// 3) Texture coordinate array (store uv coordinates as floating point values)
static float bubblesTextureCoords[] = {
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
// 4) Index Array - Store indices to quad vertices - this determines the order the vertices are to be processed
static GLubyte bubblesVertexIndices[] = { 0, 1, 2, 3 };
void init(int argc, char* argv[]);
void setupBubblesTextureVBO(void);
void display(void);
void drawTexturedBubblesVBO(void);
int _tmain(int argc, char* argv[])
{
init(argc, argv);
glutMainLoop();
// Shut down COM
shutdownCOM();
return 0;
}
void init(int argc, char* argv[]) {
// Initialise COM so we can use Windows Imaging Component
initCOM();
// Initialise FreeGLUT
glutInit(&argc, argv);
glutInitContextVersion(3, 3);
glutInitContextProfile(GLUT_COMPATIBILITY_PROFILE);
glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
glutInitWindowSize(1200, 800);
glutInitWindowPosition(64, 64);
glutCreateWindow("Funky Fish");
// Register callback functions
glutDisplayFunc(display);
// Initialise GLEW library
GLenum err = glewInit();
// Setup colour to clear the window
glClearColor(0.2f, 0.2f, 0.8f, 0.0f);
glLineWidth(9.0f);
//Load textures
myBubblesTexture = fiLoadTextureA("bubbles.png");
//Shader setup
myShaderProgram = setupShaders(string("Shaders\\basic_vertex_shader.txt"), string("Shaders\\basic_fragment_shader.txt"));
// Get uniform location of "T" variable in shader program (we'll use this in the play function to give the uniform variable "T" a value)
locT = glGetUniformLocation(myShaderProgram, "T");
//Setup the bubbles using VBO
setupBubblesTextureVBO();
}
// our bubbles
void setupBubblesTextureVBO(void) {
// setup VBO for the quad object position data
glGenBuffers(1, &bubblesPosVBO);
glBindBuffer(GL_ARRAY_BUFFER, bubblesPosVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(bubblesVertices), bubblesVertices, GL_STATIC_DRAW);
// setup VBO for the quad object colour data
glGenBuffers(1, &bubblesColourVBO);
glBindBuffer(GL_ARRAY_BUFFER, bubblesColourVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(bubblesColors), bubblesColors, GL_STATIC_DRAW);
// setup VBO for the quad object texture coord data
glGenBuffers(1, &bubblesTexCoordVBO);
glBindBuffer(GL_ARRAY_BUFFER, bubblesTexCoordVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(bubblesTextureCoords), bubblesTextureCoords, GL_STATIC_DRAW);
// setup quad vertex index array
glGenBuffers(1, &bubblesIndicesVBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bubblesIndicesVBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(bubblesVertexIndices), bubblesVertexIndices, GL_STATIC_DRAW);
}
void display(void) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// draw our bubble
drawTexturedBubblesVBO();
glutSwapBuffers();
}
void drawTexturedBubblesVBO(void) {
glUseProgram(myShaderProgram);
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
// Move our bubble to the centre of the screen
GUMatrix4 T = GUMatrix4::translationMatrix(0.0f, 0.0f, 0.0f);
glUniformMatrix4fv(locT, 1, GL_FALSE, (GLfloat*)&T);
// Bind each vertex buffer and enable
// The data is still stored in the GPU but we need to set it up (which also includes validation of the VBOs behind-the-scenes)
// Bind texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, myBubblesTexture);
glUniform1i(glGetUniformLocation(myShaderProgram, "texture"), 0);
glEnable(GL_TEXTURE_2D);
glBindBuffer(GL_ARRAY_BUFFER, bubblesPosVBO);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, bubblesColourVBO);
glVertexAttribPointer(1, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, (const GLvoid*)0);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, bubblesTexCoordVBO);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid*)0);
glEnableVertexAttribArray(2);
// Bind the index buffer
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bubblesIndicesVBO);
// Draw the object - same function call as used for vertex arrays but the last parameter is interpreted as an offset into the currently bound index buffer (set to 0 so we start drawing from the beginning of the buffer).
glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_BYTE, (GLvoid*)0);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glDisable(GL_TEXTURE_2D);
// use to force disable our shaderprogram
// glUseProgram(0);
}
:
는 또한 살펴 귀하의 질문에 대한 답변이 귀하의 문제를 완전히 해결했으면 대답을 받아 들여야합니다. (답의 왼쪽에 체크 표시). – Rabbid76