首页 > 代码库 > OpenGL之路(九)颜色混合实现透明效果
OpenGL之路(九)颜色混合实现透明效果
用alpha混合实现透明的效果,可以穿透3d物体
源码如下:
#include <gl/glut.h> #include <gl/glaux.h> #include <stdio.h> #pragma comment(lib, "opengl32.lib") #pragma comment(lib, "glut32.lib") #pragma comment(lib, "glu32.lib") #pragma comment(lib, "glut.lib") #pragma comment(lib, "glaux.lib") UINT g_bmp[1];//贴图编号 GLfloat LightAmbient[] = { 0.5f, 0.5f, 0.5f, 1.0f }; //环境光参数,半亮白色 GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; //漫射光参数, GLfloat LightPosition[] = { 1.5f, 0.0f, -2.0f, 1.0f }; //光源位置 void Box(float x, float y, float z) //长方体 { glPushMatrix(); glScalef(x, y, z); glEnable(GL_TEXTURE_2D); //贴图有效 glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);// 前 glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 后 glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);// 上 glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 下 glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(1.0f, -1.0f, -1.0f);// 左 glTexCoord2f(1.0f, 1.0f); glVertex3f(1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(1.0f, -1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);// 右 glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glEnd(); glDisable(GL_TEXTURE_2D);//取消贴图 glPopMatrix(); } bool LoadTexture(char *filename, GLuint &texture) { AUX_RGBImageRec *pImage = NULL; pImage = auxDIBImageLoadA(filename); //装入位图 if (pImage == NULL) return false; glGenTextures(1, &texture); //生成贴图 glBindTexture(GL_TEXTURE_2D, g_bmp[0]); //贴图生效 //glTexImage2D(GL_TEXTURE_2D, 0, 3, pImage->sizeX, pImage->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, pImage->data); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //缩小时线性滤波 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); //扩大时线性滤波 gluBuild2DMipmaps(GL_TEXTURE_2D, 4, pImage->sizeX, pImage->sizeY, GL_RGB, GL_UNSIGNED_BYTE, pImage->data); //贴图数据 free(pImage->data);//释放位图内存 free(pImage); return true; } void init() { //g_text = gluNewQuadric(); //申请贴图缓存 LoadTexture("i:\\4.bmp", g_bmp[0]); glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); //设置环境光 glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); //设置漫射光 glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); //设置光源位置 glEnable(GL_LIGHT1); //启用一号光源 glEnable(GL_LIGHTING); //开光 glColor4f(1.0f, 1.0f, 1.0f, 0.5f);//颜色0.5 alpha值 glBlendFunc(GL_SRC_ALPHA, GL_ONE);//混合函数 glEnable(GL_BLEND);//启用透明,注意不要开启深度测试,即不要有glEnable(GL_DEPTH_TEST) } float s = 1, r = 0; void renderScene(void) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); glTranslatef(0.0f, 0.0f, -5); glRotatef(r, 1.0f, 1.0f, 0.0f); glScalef(s, s, s); Box(1, 1, 1); r += 0.01f; glutSwapBuffers(); } void changeSize(int w, int h) { if (h == 0) h = 1; float ratio = 1.0* w / h; glMatrixMode(GL_PROJECTION);// 单位化投影矩阵。 glLoadIdentity(); glViewport(0, 0, w, h);// 设置视口大小为整个窗口大小 gluPerspective(45, ratio, 1, 1000);// 设置正确的投影矩阵 glMatrixMode(GL_MODELVIEW);//下面是设置模型视图矩阵 glLoadIdentity(); gluLookAt(0.0, 0.0, 5.0, 0.0, 0.0, -1.0, 0.0f, 1.0f, 0.0f);//设置观测点 } int light = 1; void keyfunc(unsigned char ch, int x, int y) { if (ch == 'w') //发大缩小 s += 0.1f; else if (ch == 's') s -= 0.1f; if (ch == 'd')//d键开关灯 { if (light) { light = 0; glDisable(GL_LIGHTING); printf("off\n"); } else { light = 1; glEnable(GL_LIGHTING); printf("on\n"); } } } int main(int argc, char * argv[]) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE | GLUT_RGBA); glutInitWindowPosition(100, 100); glutInitWindowSize(320, 320); glutCreateWindow("Hello OpenGL"); init(); glutDisplayFunc(renderScene); glutIdleFunc(renderScene); //指定程序空闲时调用函数 glutReshapeFunc(changeSize); //指定窗口形状变化时的回调函数 glutKeyboardFunc(keyfunc);//键盘回调函数 glutMainLoop(); return 0; }
所用图片:
效果预览:
OpenGL之路(九)颜色混合实现透明效果
声明:以上内容来自用户投稿及互联网公开渠道收集整理发布,本网站不拥有所有权,未作人工编辑处理,也不承担相关法律责任,若内容有误或涉及侵权可进行投诉: 投诉/举报 工作人员会在5个工作日内联系你,一经查实,本站将立刻删除涉嫌侵权内容。