**目標顏色**:已經儲存在顏色緩衝區中的顏色值
**源顏色**:作爲當前渲染命令的結果進入顏色緩衝區的顏色值
本篇主要介紹源顏色和目標顏色的混合
如:
GLfloat vRed[]={1.0f,0.0f,0.0f,0.5f};
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
shaderManager.UseStockShader(GLT_SHADER_IDENTITY,vRed);
squareBatch.Draw();
glDisablu(GL_BLEND);
glBlendFunc(GLenum S,GLenum D);
注意,如果取上述例子中的S和D,計算方程爲:
最終顏色=(源顏色✖️自身alpha值)+(緩衝區裏的顏色✖️(1-剛纔的alpha值))
例如:
目標顏色=(1.0f,0.0f,0.0f,0.0f)
源顏色=(0.0f,0.0f,1.0f,0.6f)
源alpha值=0.6
那麼最終顏色=(源顏色✖️0.6)+(目標顏色✖️0.4)
下例是利用矩形塊的移動體現blend的實現。
#include<GLTools.h>
#include<GLShaderManager.h>
#include<GLUT/GLUT.h>
GLBatch squareBatch;
GLBatch greenBatch;
GLBatch redBatch;
GLBatch blueBatch;
GLBatch blackBatch;
GLShaderManager shaderManager;
GLfloat blockSize=0.2f;
GLfloat vVerts[]={ -blockSize, -blockSize, 0.0f,
blockSize, -blockSize, 0.0f,
blockSize, blockSize, 0.0f,
-blockSize, blockSize, 0.0f};
void SetupRC()
{
glClearColor(1.0f,1.0f,1.0f,1.0f);
shaderManager.InitializeStockShaders();
squareBatch.Begin(GL_TRIANGLE_FAN,4);
squareBatch.CopyVertexData3f(vVerts);
squareBatch.End();
GLfloat vBlock[]= { 0.25f, 0.25f, 0.0f,
0.75f, 0.25f, 0.0f,
0.75f, 0.75f, 0.0f,
0.25f, 0.75f, 0.0f};
greenBatch.Begin(GL_TRIANGLE_FAN, 4);
greenBatch.CopyVertexData3f(vBlock);
greenBatch.End();
GLfloat vBlock2[] = { -0.75f, 0.25f, 0.0f,
-0.25f, 0.25f, 0.0f,
-0.25f, 0.75f, 0.0f,
-0.75f, 0.75f, 0.0f};
redBatch.Begin(GL_TRIANGLE_FAN, 4);
redBatch.CopyVertexData3f(vBlock2);
redBatch.End();
GLfloat vBlock3[] = { -0.75f, -0.75f, 0.0f,
-0.25f, -0.75f, 0.0f,
-0.25f, -0.25f, 0.0f,
-0.75f, -0.25f, 0.0f};
blueBatch.Begin(GL_TRIANGLE_FAN, 4);
blueBatch.CopyVertexData3f(vBlock3);
blueBatch.End();
GLfloat vBlock4[] = { 0.25f, -0.75f, 0.0f,
0.75f, -0.75f, 0.0f,
0.75f, -0.25f, 0.0f,
0.25f, -0.25f, 0.0f};
blackBatch.Begin(GL_TRIANGLE_FAN, 4);
blackBatch.CopyVertexData3f(vBlock4);
blackBatch.End();
}
void SpecialKeys(int key, int x, int y)
{
GLfloat stepSize = 0.025f;
GLfloat blockX = vVerts[0];
GLfloat blockY = vVerts[7];
if(key == GLUT_KEY_UP)
blockY += stepSize;
if(key == GLUT_KEY_DOWN)
blockY -= stepSize;
if(key == GLUT_KEY_LEFT)
blockX -= stepSize;
if(key == GLUT_KEY_RIGHT)
blockX += stepSize;
if(blockX < -1.0f) blockX = -1.0f;
if(blockX > (1.0f - blockSize * 2)) blockX = 1.0f - blockSize * 2;;
if(blockY < -1.0f + blockSize * 2) blockY = -1.0f + blockSize * 2;
if(blockY > 1.0f) blockY = 1.0f;
vVerts[0] = blockX;
vVerts[1] = blockY - blockSize*2;
vVerts[3] = blockX + blockSize*2;
vVerts[4] = blockY - blockSize*2;
vVerts[6] = blockX + blockSize*2;
vVerts[7] = blockY;
vVerts[9] = blockX;
vVerts[10] = blockY;
squareBatch.CopyVertexData3f(vVerts);
glutPostRedisplay();
}
void RenderScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
GLfloat vRed[] = { 1.0f, 0.0f, 0.0f, 0.5f };
GLfloat vGreen[] = { 0.0f, 1.0f, 0.0f, 1.0f };
GLfloat vBlue[] = { 0.0f, 0.0f, 1.0f, 1.0f };
GLfloat vBlack[] = { 0.0f, 0.0f, 0.0f, 1.0f };
shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vGreen);
greenBatch.Draw();
shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vRed);
redBatch.Draw();
shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vBlue);
blueBatch.Draw();
shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vBlack);
blackBatch.Draw();
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
shaderManager.UseStockShader(GLT_SHADER_IDENTITY, vRed);
squareBatch.Draw();
glDisable(GL_BLEND);
glutSwapBuffers();
}
void ChangeSize(int w, int h)
{
glViewport(0, 0, w, h);
}
int main(int argc, char* argv[])
{
gltSetWorkingDirectory(argv[0]);
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("Move Block with Arrow Keys to see blending");
GLenum err = glewInit();
if (GLEW_OK != err)
{
fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
return 1;
}
glutReshapeFunc(ChangeSize);
glutDisplayFunc(RenderScene);
glutSpecialFunc(SpecialKeys);
SetupRC();
glutMainLoop();
return 0;
}