我解释了我的问题:
我有三个png图像,第一个有通道alpha,另外两个是RGB:
frame mask background
我必须将它们全部混合才能获得此结果
现在我知道我必须以这种方式掩盖第三个纹理:
if mask_pixel=white:
blend_pixel=pixel with alpha 0
else if mask_pixel=black:
blend_pixel=backgroud_pixel
从现在起我写了这个:
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, background);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mask);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glActiveTexture(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, frame);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glEnable (GL_BLEND);
glBegin(GL_QUADS);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE2, 0.0, 0.0);
glVertex3f(-0.7, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE0, 1.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, 1.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE2, 1.0, 0.0);
glVertex3f(0.7, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE0, 1.0, 1.0);
glMultiTexCoord2f(GL_TEXTURE1, 1.0, 1.0);
glMultiTexCoord2f(GL_TEXTURE2, 1.0, 1.0);
glVertex3f(0.7, 2.6, 0.0);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, 1.0);
glMultiTexCoord2f(GL_TEXTURE1, 0.0, 1.0);
glMultiTexCoord2f(GL_TEXTURE2, 0.0, 1.0);
glVertex3f(-0.7, 2.6, 0.0);
glEnd();
glDisable(GL_BLEND);
glActiveTexture (GL_TEXTURE2);
glDisable (GL_TEXTURE_2D);
glActiveTexture (GL_TEXTURE1);
glDisable (GL_TEXTURE_2D);
glActiveTexture (GL_TEXTURE0);
glDisable (GL_TEXTURE_2D);
但我不确定如何使用glTexEnvi来获得所需的效果,任何建议?
答案 0 :(得分:1)
是的!我自己找到了答案:
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_SUBTRACT);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, mask);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_SUBTRACT);
glActiveTexture(GL_TEXTURE2);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture_open);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glEnable (GL_BLEND);
glBegin(GL_QUADS);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE2, 0.0, 0.0);
glVertex3f(-0.7, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE0, 1.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE1, 1.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE2, 1.0, 0.0);
glVertex3f(0.7, 0.0, 0.0);
glMultiTexCoord2f(GL_TEXTURE0, 1.0, 1.0);
glMultiTexCoord2f(GL_TEXTURE1, 1.0, 1.0);
glMultiTexCoord2f(GL_TEXTURE2, 1.0, 1.0);
glVertex3f(0.7, 2.6, 0.0);
glMultiTexCoord2f(GL_TEXTURE0, 0.0, 1.0);
glMultiTexCoord2f(GL_TEXTURE1, 0.0, 1.0);
glMultiTexCoord2f(GL_TEXTURE2, 0.0, 1.0);
glVertex3f(-0.7, 2.6, 0.0);
glEnd();
glDisable(GL_BLEND);
glActiveTexture (GL_TEXTURE2);
glDisable (GL_TEXTURE_2D);
glActiveTexture (GL_TEXTURE1);
glDisable (GL_TEXTURE_2D);
glActiveTexture (GL_TEXTURE0);
glDisable (GL_TEXTURE_2D);
掩码图像中的我用白色代替黑色,用透明度代替白色