如何使用 SDL、OpenGL 和 C++ 加载具有透明度的 .png 图像?

发布于 2024-11-25 05:26:55 字数 3287 浏览 2 评论 0原文

我正在尝试加载并显示具有透明度的 .png 图像。整个图像不是透明的,它只是我在 Photoshop 中裁剪的一个包的图片,周围是透明的。我需要将其加载到在 C++ 上使用 SDL 和 OpenGL 的程序中,但是当我尝试它时,图像中袋子周围的空间不是正确显示,而是“模糊”(我只能这样说)。我想说的是,透明度不起作用。

到目前为止,这是我的代码:

init() 方法:

SDL_Surface *surface;
GLenum texture_format;
GLint  nOfColors;

if ( (surface = IMG_Load("bag.png")) ) { 

    // Check that the image's width is a power of 2
    if ( (surface->w & (surface->w - 1)) != 0 ) {
        printf("warning: bag.png's width is not a power of 2\n");
    }

    // Also check if the height is a power of 2
    if ( (surface->h & (surface->h - 1)) != 0 ) {
        printf("warning: bag.png's height is not a power of 2\n");
    }

        // get the number of channels in the SDL surface
        nOfColors = surface->format->BytesPerPixel;
        if (nOfColors == 4)     // contains an alpha channel
        {
                if (surface->format->Rmask == 0x000000ff)
                        texture_format = GL_RGBA;
                //else
                        //texture_format = GL_BGRA;
        } else if (nOfColors == 3)     // no alpha channel
        {
                if (surface->format->Rmask == 0x000000ff)
                        texture_format = GL_RGB;
                //else
                        //texture_format = GL_BGR;
        } else {
                printf("warning: the image is not truecolor..  this will probably break\n");
                // this error should not go unhandled
        }

    // Have OpenGL generate a texture object handle for us
    glGenTextures( 1, &texture );

    // Bind the texture object
    glBindTexture( GL_TEXTURE_2D, texture );

    // Set the texture's stretching properties
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

    // Edit the texture object's image data using the information SDL_Surface gives us
    glTexImage2D( GL_TEXTURE_2D, 0, nOfColors, surface->w, surface->h, 0,
                      texture_format, GL_UNSIGNED_BYTE, surface->pixels );
} 
else {
    printf("SDL could not load bag.png: %s\n", SDL_GetError());
    SDL_Quit();
    //return 1;
}    

// Free the SDL_Surface only if it was successfully created
if ( surface ) { 
    SDL_FreeSurface( surface );
}

drawScene() 方法:

float xMin, xMax, yMin, yMax;

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

glTranslatef(0.0f, 0.0f, -6.0f);

glEnable(GL_TEXTURE_2D);

glBindTexture(GL_TEXTURE_2D, texture); 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Use nice (linear) scaling 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Use nice (linear) scaling

glBegin (GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
if (texturesOn) glTexCoord2f(0.0f, 1.0f);
glVertex3f(4.3f, -3.5f, 0.0f); //bottom left

if (texturesOn) glTexCoord2f(1.0f, 1.0f);
glVertex3f(5.3f, -3.5f, 0.0f); //bottom right

if (texturesOn) glTexCoord2f(1.0f, 0.0f);
glVertex3f(5.3f, -4.5f, 0.0f); //top right

if (texturesOn) glTexCoord2f(0.0f, 0.0f);
glVertex3f(4.3f, -4.5f, 0.0f); //top left
glEnd();

glDisable(GL_TEXTURE_2D);

glutSwapBuffers();

I am trying to load and display a .png image that has transparency in it. The whole image is not transparent, it's just a picture of a bag I have cropped in Photoshop, with transparency around it. I need to load it to my program that uses SDL and OpenGL on C++, but when I try it, instead of it displaying correctly, the space around the bag in the image is "fuzzy" (I can only put it that way). What I'm saying is, the transparency does not work.

This is my code so far:

The init() method:

SDL_Surface *surface;
GLenum texture_format;
GLint  nOfColors;

if ( (surface = IMG_Load("bag.png")) ) { 

    // Check that the image's width is a power of 2
    if ( (surface->w & (surface->w - 1)) != 0 ) {
        printf("warning: bag.png's width is not a power of 2\n");
    }

    // Also check if the height is a power of 2
    if ( (surface->h & (surface->h - 1)) != 0 ) {
        printf("warning: bag.png's height is not a power of 2\n");
    }

        // get the number of channels in the SDL surface
        nOfColors = surface->format->BytesPerPixel;
        if (nOfColors == 4)     // contains an alpha channel
        {
                if (surface->format->Rmask == 0x000000ff)
                        texture_format = GL_RGBA;
                //else
                        //texture_format = GL_BGRA;
        } else if (nOfColors == 3)     // no alpha channel
        {
                if (surface->format->Rmask == 0x000000ff)
                        texture_format = GL_RGB;
                //else
                        //texture_format = GL_BGR;
        } else {
                printf("warning: the image is not truecolor..  this will probably break\n");
                // this error should not go unhandled
        }

    // Have OpenGL generate a texture object handle for us
    glGenTextures( 1, &texture );

    // Bind the texture object
    glBindTexture( GL_TEXTURE_2D, texture );

    // Set the texture's stretching properties
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
        glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );

    // Edit the texture object's image data using the information SDL_Surface gives us
    glTexImage2D( GL_TEXTURE_2D, 0, nOfColors, surface->w, surface->h, 0,
                      texture_format, GL_UNSIGNED_BYTE, surface->pixels );
} 
else {
    printf("SDL could not load bag.png: %s\n", SDL_GetError());
    SDL_Quit();
    //return 1;
}    

// Free the SDL_Surface only if it was successfully created
if ( surface ) { 
    SDL_FreeSurface( surface );
}

The drawScene() method:

float xMin, xMax, yMin, yMax;

glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

glTranslatef(0.0f, 0.0f, -6.0f);

glEnable(GL_TEXTURE_2D);

glBindTexture(GL_TEXTURE_2D, texture); 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Use nice (linear) scaling 
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // Use nice (linear) scaling

glBegin (GL_QUADS);
glNormal3f(0.0f, 0.0f, 1.0f);
if (texturesOn) glTexCoord2f(0.0f, 1.0f);
glVertex3f(4.3f, -3.5f, 0.0f); //bottom left

if (texturesOn) glTexCoord2f(1.0f, 1.0f);
glVertex3f(5.3f, -3.5f, 0.0f); //bottom right

if (texturesOn) glTexCoord2f(1.0f, 0.0f);
glVertex3f(5.3f, -4.5f, 0.0f); //top right

if (texturesOn) glTexCoord2f(0.0f, 0.0f);
glVertex3f(4.3f, -4.5f, 0.0f); //top left
glEnd();

glDisable(GL_TEXTURE_2D);

glutSwapBuffers();

如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。

扫码二维码加入Web技术交流群

发布评论

需要 登录 才能够评论, 你可以免费 注册 一个本站的账号。

评论(1

尤怨 2024-12-02 05:26:55

您需要启用混合才能使透明度起作用:

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

此外,您应该检查加载的 PNG 文件是否包含 Alpha 通道。

You need to enable blending for transparency to work:

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

Also, you should check that the loaded PNG file contains an alpha channel.

~没有更多了~
我们使用 Cookies 和其他技术来定制您的体验包括您的登录状态等。通过阅读我们的 隐私政策 了解更多相关信息。 单击 接受 或继续使用网站,即表示您同意使用 Cookies 和您的相关数据。
原文