• 混合渲染


    颜色向量有四个分量RGBA,之前只是用了RGB颜色分量,从来没有使用过A-alpha透明度,今天看了一下资料,简单总结一下。

    1、在frag着色器中使用discard,对透明度小于0.1的片段进行丢弃

    #version 330 core
    out vec4 color;
    
    uniform sampler2D texture1;
    
    in vec3 FragPos;
    in vec2 TexCoords;
    
    void main()
    {   
        color=texture(texture1, TexCoords);
        if(color.a<0.1f){
            discard;
        }
    }

    效果图:(图中的草是一张方形的纹理图,可以对alpha<0.1f的部分进行丢弃,只绘制草的部分)

    2、开启混合功能,呈现透明感

    void Display() {
        std::vector<glm::vec3> windows
        {
            glm::vec3(-1.5f, 0.0f, -0.48f),
            glm::vec3(1.5f, 0.0f, 0.51f),
            glm::vec3(0.0f, 0.0f, 0.7f),
            glm::vec3(-0.3f, 0.0f, -2.3f),
            glm::vec3(0.5f, 0.0f, -0.6f)
        };
        //setup blend
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        // draw objects
        shader_cube->use();
        glm::mat4 projection = phc.getProjectionMatrix();
        glm::mat4 view = phc.getViewMatrix();
        glm::mat4 model = glm::mat4(1.0f);
        shader_cube->setMat4("projection", projection);
        shader_cube->setMat4("view", view);
        // cubes
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, cubeTexture);
        model = glm::translate(model, glm::vec3(-1.0f, 0.0f, -1.0f));
        shader_cube->setMat4("model", model);
        cube->DrawCube();
    
        model = glm::mat4(1.0f);
        model = glm::translate(model, glm::vec3(2.0f, 0.0f, 0.0f));
        shader_cube->setMat4("model", model);
        cube->DrawCube();
        // floor
        glBindTexture(GL_TEXTURE_2D, floorTexture);
        model = glm::mat4(1.0f);
        shader_cube->setMat4("model", model);
        cube->DrawFloor();
        // transparent
        glBindTexture(GL_TEXTURE_2D, transparentTexture);
        std::map<float, glm::vec3> sorted;
        for (unsigned int i = 0; i < windows.size(); i++) {
            float distance = glm::length(phc.getPos() - windows[i]);
            sorted[distance] = windows[i];
        }
        for (std::map<float,glm::vec3>::reverse_iterator it=sorted.rbegin(); it!=sorted.rend(); it++)
        {
            model = glm::mat4(1.0f);
            model = glm::translate(model, it->second);
            shader_cube->setMat4("model", model);
            cube->DrawVegetation();
        }
        
        movement();
    }

    效果图:

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  • 原文地址:https://www.cnblogs.com/chen9510/p/11377032.html
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