如何融合RGB和;通过opengl的BGRA原始图像?
我对OpenGL非常陌生 尝试混合RGB和BGRA原始图像如何融合RGB和;通过opengl的BGRA原始图像?,opengl,freeglut,blending,Opengl,Freeglut,Blending,我对OpenGL非常陌生 尝试混合RGB和BGRA原始图像 RGB是背景图像 RGBA是一种先进的图像处理技术 下面的源只获得输出,“osd_raw”图像。混合不会发生 在下面的代码中加载2个原始图像。 创建2个纹理并与其绑定。 用于混合的glBlendFunc。 输出未混合 请告诉我哪里出错了 void display() { GLuint texture[2]; int width = 960; int height = 540; unsigned ch
- RGB是背景图像
- RGBA是一种先进的图像处理技术
void display()
{
GLuint texture[2];
int width = 960;
int height = 540;
unsigned char *osd_raw = loadFile("./osd.raw");
unsigned char *video_raw = loadFile("./video.raw");
glClearColor(0.1, 0.1, 0.1, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glGenTextures(2, texture);
glEnable( GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, video_raw);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, osd_raw);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-1, -1, 0);
glTexCoord2f(0, 1);
glVertex3f(-1, 1, 0);
glTexCoord2f(1, 1);
glVertex3f(1, 1, 0);
glTexCoord2f(1, 0);
glVertex3f(1, -1, 0);
glEnd();
glFlush();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA);
glutInitWindowSize(960, 540);
glutInitWindowPosition(0, 0);
glutCreateWindow("glut test");
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
首先,请注意,使用
glBegin
/glEnd
序列的绘图已被弃用10多年。
阅读并了解最先进的渲染方法
如果要混合2个纹理,则必须绑定第一个纹理并使用适当的纹理坐标属性集绘制四边形。 之后,必须绑定第二个纹理并再次绘制四边形,并启用混合(请参见): 进一步注意,当绘制第二个四边形时,必须禁用或设置为,例如
GL_LEQUAL
。否则,深度测试将丢弃第二个四元组
因为混合函数是
glBlendFunc(GL_SRC_ALPHA,GL_ONE_减去GL_SRC_ALPHA)代码>,当然,第二个文本的一些alpha通道必须小于1.0。根据Rabbi76,修改&以下是参考的工作源
void display()
{
GLuint texture[2];
int width = 960;
int height = 540;
unsigned char *osd_raw = loadFile("./osd.raw");
unsigned char *video_raw = loadFile("./video.raw");
glClearColor(0.1, 0.1, 0.1, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glGenTextures(2, texture);
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, video_raw);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-1, -1, 0);
glTexCoord2f(0, 1);
glVertex3f(-1, 1, 0);
glTexCoord2f(1, 1);
glVertex3f(1, 1, 0);
glTexCoord2f(1, 0);
glVertex3f(1, -1, 0);
glEnd();
glEnable( GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, osd_raw);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-1, -1, 0);
glTexCoord2f(0, 1);
glVertex3f(-1, 1, 0);
glTexCoord2f(1, 1);
glVertex3f(1, 1, 0);
glTexCoord2f(1, 0);
glVertex3f(1, -1, 0);
glEnd();
glFlush();
}
void display()
{
GLuint texture[2];
int width = 960;
int height = 540;
unsigned char *osd_raw = loadFile("./osd.raw");
unsigned char *video_raw = loadFile("./video.raw");
glClearColor(0.1, 0.1, 0.1, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glGenTextures(2, texture);
glDisable(GL_BLEND);
glBindTexture(GL_TEXTURE_2D, texture[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, video_raw);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-1, -1, 0);
glTexCoord2f(0, 1);
glVertex3f(-1, 1, 0);
glTexCoord2f(1, 1);
glVertex3f(1, 1, 0);
glTexCoord2f(1, 0);
glVertex3f(1, -1, 0);
glEnd();
glEnable( GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, texture[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, osd_raw);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(-1, -1, 0);
glTexCoord2f(0, 1);
glVertex3f(-1, 1, 0);
glTexCoord2f(1, 1);
glVertex3f(1, 1, 0);
glTexCoord2f(1, 0);
glVertex3f(1, -1, 0);
glEnd();
glFlush();
}