我必须使用设置为alpha通道的纹理显示透明对象。 使用OpenGL ES 2.0和mtl2opengl.pl我可以在我的iPhone上显示具有纹理的对象,但alpha通道不起作用。
这与mtl2opengl.pl样本几乎相同。我该如何更改代码?
ViewController.m中的:
- (void)glkView:(GLKView *)view drawInRect:(CGRect)rect{
// Clear Buffers
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set View Matrices
[self updateViewMatrices];
glUniformMatrix4fv(_uniforms.uProjectionMatrix, 1, 0, _projectionMatrix.m);
glUniformMatrix4fv(_uniforms.uModelViewMatrix, 1, 0, _modelViewMatrix.m);
glUniformMatrix3fv(_uniforms.uNormalMatrix, 1, 0, _normalMatrix.m);
// Attach Texture
glUniform1i(_uniforms.uTexture, 0);
// Set View Mode
glUniform1i(_uniforms.uMode, self.viewMode.selectedSegmentIndex);
// Enable Attributes
glEnableVertexAttribArray(_attributes.aVertex);
glEnableVertexAttribArray(_attributes.aNormal);
glEnableVertexAttribArray(_attributes.aTexture);
// Load OBJ Data
glVertexAttribPointer(_attributes.aVertex, 3, GL_FLOAT, GL_FALSE, 0, buildOBJVerts);
glVertexAttribPointer(_attributes.aNormal, 3, GL_FLOAT, GL_FALSE, 0, buildOBJNormals);
glVertexAttribPointer(_attributes.aTexture, 2, GL_FLOAT, GL_FALSE, 0, buildOBJTexCoords);
// Load MTL Data
for(int i=0; i<buildMTLNumMaterials; i++)
{
glUniform3f(_uniforms.uAmbient, buildMTLAmbient[i][0], buildMTLAmbient[i][1], buildMTLAmbient[i][2]);
glUniform3f(_uniforms.uDiffuse, buildMTLDiffuse[i][0], buildMTLDiffuse[i][1], buildMTLDiffuse[i][2]);
glUniform3f(_uniforms.uSpecular, buildMTLSpecular[i][0], buildMTLSpecular[i][1], buildMTLSpecular[i][2]);
glUniform1f(_uniforms.uExponent, buildMTLExponent[i]);
// Draw scene by material group
glDrawArrays(GL_TRIANGLES, buildMTLFirst[i], buildMTLCount[i]);
}
// Disable Attributes
glDisableVertexAttribArray(_attributes.aVertex);
glDisableVertexAttribArray(_attributes.aNormal);
glDisableVertexAttribArray(_attributes.aTexture);
}
Shader.fsh:
// FRAGMENT SHADER
static const char* ShaderF = STRINGIFY
(
// Input from Vertex Shader
varying mediump vec3 vNormal;
varying mediump vec2 vTexture;
// MTL Data
uniform lowp vec3 uAmbient;
uniform lowp vec3 uDiffuse;
uniform lowp vec3 uSpecular;
uniform highp float uExponent;
uniform lowp int uMode;
uniform lowp vec3 uColor;
uniform sampler2D uTexture;
lowp vec3 materialDefault(highp float df, highp float sf)
{
lowp vec3 diffuse = vec3(0.0,1.0,0.0);
highp float exponent = 1.0;
sf = pow(sf, exponent);
return (df * diffuse);
}
lowp vec3 materialMTL(highp float df, highp float sf)
{
sf = pow(sf, uExponent);
return (df * uDiffuse);
}
lowp vec3 modelColor(void)
{
highp vec3 N = normalize(vNormal);
highp vec3 L = vec3(1.0, 1.0, 0.5);
highp vec3 E = vec3(0.0, 0.0, 1.0);
highp vec3 H = normalize(L + E);
highp float df = max(0.0, dot(N, L));
highp float sf = max(0.0, dot(N, H));
// Default
if(uMode == 0)
return materialDefault(df, sf);
// Texture
else if(uMode == 1)
return (materialDefault(df, sf) * vec3(texture2D(uTexture, vTexture)));
// Material
else if(uMode == 2)
return materialMTL(df, sf);
}
void main(void)
{
lowp vec3 color = modelColor();
gl_FragColor = vec4(color, 1.0);
}
);
答案 0 :(得分:0)
很明显,从书中学习语言,到处使用vec4(materialDefault,materialMTL,modelColor)并激活alpha混合。
示例:
lowp vec4 materialMTL(highp float df, highp float sf)
{
sf = pow(sf, uExponent);
return vec4(df * uDiffuse, 1.0);
}
在lowp vec4 modelColor(void)中:
return (materialDefault(df, sf) * texture2D(uTexture, vTexture));
激活alpha混合:
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
真正的问题是什么?
答案 1 :(得分:-1)
添加
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
在渲染透明对象之前。