当我尝试在LWJGL 3中为我的纹理实现透明度时,这些模型似乎呈现为完全透明,因此根本不可见。当我删除支票时,它工作正常。为什么有任何线索?
以下是检查Alpha分量的着色器代码:
#version 430
in vec2 pass_textureCoords;
in vec3 surfaceNormal;
in vec3 toLightVector[5];
in vec3 toCameraVector;
in float visibility;
out vec4 out_Color;
uniform sampler2D textureSampler;
uniform vec3 lightColour[5];
uniform vec3 attenuation[5];
uniform float shineDamper;
uniform float reflectivity;
uniform vec3 skyColour;
void main(void) {
vec3 unitNormal = normalize(surfaceNormal);
vec3 unitVectorToCamera = normalize(toCameraVector);
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for (int i = 0; i < 5; i++) {
float distance = length(toLightVector[i]);
float attFactor = attenuation[i].x + (attenuation[i].y * distance) + (attenuation[i].z * distance * distance);
vec3 unitLightVector = normalize(toLightVector[i]);
float nDot1 = dot(unitNormal, unitLightVector);
float brightness = max(nDot1, 0.0);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
specularFactor = max(specularFactor, 0.0);
float dampedFactor = pow(specularFactor, shineDamper);
totalDiffuse = totalDiffuse + (brightness * lightColour[i])/attFactor;
totalSpecular = totalSpecular + (dampedFactor * reflectivity * lightColour[i])/attFactor;
}
totalDiffuse = max(totalDiffuse, 0.2);
////////////////////////////////////////////////////////////////////////////
vec4 textureColour = texture(textureSampler, pass_textureCoords);
if (textureColour.a < 0.5) {
discard;
}
////////////////////////////////////////////////////////////////////////////
out_Color = vec4(totalDiffuse, 1.0) * textureColour + vec4(totalSpecular, 1.0);
out_Color = mix(vec4(skyColour,1.0),out_Color, visibility);
}
我已经三重检查了所有内容都以正确的顺序等方式加载到了着色器中。但是使纹理出现的唯一方法是删除此检查。
还有其他用途,请询问。谢谢!
编辑1:
从图像加载纹理:
protected Texture loadTexture(BufferedImage image, String info) {
Texture texture;
int width = image.getWidth();
int height = image.getHeight();
int[] pixels = image.getRGB(0, 0, width, height, null, 0, width);
ByteBuffer buffer = BufferUtils.createByteBuffer((width * height) * 4);
int id = glGenTextures();
for (int i = 0; i < pixels.length; i++) {
byte r = (byte)((pixels[i] >> 16) & 0xFF);
byte g = (byte)((pixels[i] >> 8) & 0xFF);
byte b = (byte)(pixels[i] & 0xFF);
byte a = (byte)((pixels[i] >> 24) * 0xFF);
buffer.put(r);
buffer.put(g);
buffer.put(b);
buffer.put(a);
}
buffer.flip();
glBindTexture(GL_TEXTURE_2D, id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glBindTexture(GL_TEXTURE_2D, 0);
texture = new Texture(id, buffer, width, height);
if (info != "") processData(info, texture);
return texture;
}
编辑2:
尝试Out_Color = vec4(textureColour.aaa, 1.0);
答案 0 :(得分:0)
这是一个简单的修复,正如Rabbid76所建议的那样,当将图像读取到像素阵列时,alpha通道会丢失。相反,我现在使用:
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
int pixel = image.getRGB(x, y);
byte alpha = (byte)((pixel >> 24) & 0xff);
byte red = (byte)((pixel >> 16) & 0xff);
byte green = (byte)((pixel >> 8) & 0xff);
byte blue = (byte)((pixel >> 0) & 0xff);
buffer.put(red);
buffer.put(green);
buffer.put(blue);
buffer.put(alpha);
}
}
效果很好!