我正在尝试使用带有alpha蒙版的模板缓冲区来防止绘制部分纹理。
if(SDL_Init(SDL_INIT_EVERYTHING) < 0) {
fprintf(stderr,"%s:%d\n SDL_Init call failed.\n",__FILE__,__LINE__);
return false;
}
// Request use of the stencil buffer
SDL_GL_SetAttribute( SDL_GL_STENCIL_SIZE, 1 );
if((Surf_Display = SDL_SetVideoMode(WWIDTH, WHEIGHT, 32, SDL_GL_DOUBLEBUFFER | SDL_OPENGL | SDL_RESIZABLE)) == NULL) {
fprintf(stderr,"%s:%d\n SDL_SetVideoMode call failed.\n",__FILE__,__LINE__);
return false;
}
// Init GLDebug system
GLDebug::Init();
// Init GL system
glClearColor(0, 0, 0, 1);
glClearDepth(1.0f);
glViewport(0, 0, WWIDTH, WHEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, WWIDTH, WHEIGHT, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
glEnable(GL_POINT_SMOOTH);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_POLYGON_SMOOTH);
glLoadIdentity();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Enable use of textures
glEnable(GL_TEXTURE_2D);
// Disable writing to any of the color fields
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
glStencilFunc(GL_ALWAYS, 0,0);
glEnable(GL_ALPHA_TEST);
glEnable(GL_STENCIL_TEST);
glBindTexture(GL_TEXTURE_2D,(&StencilTex)[0]);
// Draw our stencil buffer texture
glBegin(GL_POLYGON);
glTexCoord2d( 0, 0 ); glVertex2f( 50, 50 );
glTexCoord2d( 0, 1 ); glVertex2f( 50, 50+128 );
glTexCoord2d( 1, 1 ); glVertex2f( 50+128, 50+128 );
glTexCoord2d( 1, 0 ); glVertex2f( 50+128, 50 );
glEnd();
glDisable(GL_ALPHA_TEST);
// Re enable drawing of colors
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_GREATER, 0, -1);
// Bind desired texture for drawing
glBindTexture(GL_TEXTURE_2D,(&texture)[0]);
// Draw the box with colors (this should be masked off)
glBegin(GL_QUADS);
glTexCoord2d( 0, 0 ); glVertex2f( 50, 50 );
glTexCoord2d( 0, 1 ); glVertex2f( 50, 50+128 );
glTexCoord2d( 1, 1 ); glVertex2f( 50+128, 50+128 );
glTexCoord2d( 1, 0 ); glVertex2f( 50+128, 50 );
glEnd();
glDisable(GL_STENCIL_TEST);
// Swap buffers and display!
SDL_GL_SwapBuffers();
我将从Tim发布的this问题中删除参考文献。设置我用于原始绘制像素,但我不能A)使这个过程如何工作的头或尾或B)让它从alpha纹理工作。我得到的只是一个黑色的屏幕,或完整的纹理。
任何人都想把它分解成合理的步骤吗?我对glStencilOp和glStencilFunc选项的工作方式有一个模糊的理解,但它们与使用alpha测试和模板测试的关系让我感到困惑。我们如何决定仅从纹理中保留alpha图层?
要审核:
[编辑0]
接受的解决方案有效!这是我所期望的最终代码。
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// // Enable use of textures
glEnable(GL_TEXTURE_2D);
// Disable writing to any of the color fields
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
glAlphaFunc(GL_GREATER, 0.05);
glStencilFunc(GL_ALWAYS, 0,0);
glEnable(GL_STENCIL_TEST);
glEnable(GL_ALPHA_TEST);
glBindTexture(GL_TEXTURE_2D,(&StencilTex)[0]);
// Draw our blocking poly
glBegin(GL_POLYGON);
glTexCoord2d( 0, 0 ); glVertex2f( 50, 50 );
glTexCoord2d( 0, 1 ); glVertex2f( 50, 50+128 );
glTexCoord2d( 1, 1 ); glVertex2f( 50+128, 50+128 );
glTexCoord2d( 1, 0 ); glVertex2f( 50+128, 50 );
glEnd();
glDisable(GL_ALPHA_TEST);
// Re enable drawing of colors
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_LESS, 0, -1);
// Bind desired texture for drawing
glBindTexture(GL_TEXTURE_2D,(&texture)[0]);
// Draw the box with colors
glBegin(GL_QUADS);
glTexCoord2d( 0, 0 ); glVertex2f( 50, 50 );
glTexCoord2d( 0, 1 ); glVertex2f( 50, 50+128 );
glTexCoord2d( 1, 1 ); glVertex2f( 50+128, 50+128 );
glTexCoord2d( 1, 0 ); glVertex2f( 50+128, 50 );
glEnd();
glDisable(GL_STENCIL_TEST);
// Swap buffers and display!
SDL_GL_SwapBuffers();
答案 0 :(得分:2)
我看到你启用了alpha测试,但我没有看到任何设置alpha函数的调用(glAlphaFunc
)?
如果您未设置alpha功能,则alpha测试始终通过。您必须告诉状态机丢弃哪些像素。
通常我会将其设置为:
glAlphaFunc(GL_GREATER, 0.05); //reject any pixels with alpha less than 0.05
如果您不清楚我之前的回答,我很抱歉,但如果您对模板功能的工作方式感到困惑,可以随时查阅参考页glStencilFunc
glStencilOp
。