correct blending between multiple volumes in opengl - opengl

I draw multiple 3d shapes in cube volumes with raycasting in fragment shader, like described here:
https://github.com/bagobor/opengl33_dev_cookbook_2013/blob/master/Chapter7/GPURaycasting/shaders/raycaster.frag
float prev_alpha = sample - (sample * vFragColor.a);
vFragColor.rgb = prev_alpha * vec3(sample) + vFragColor.rgb;
vFragColor.a += prev_alpha;
It goes from front to back of the raycast and accumulates the alpha in each step.
For alpha blending i use this settings:
glAlphaFunc(GL_GREATER, 0.01);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
I have an blending problem, when i draw multiple volumes. Fully transparent parts of cubes are drawn in front non-transparent parts of others. How can i fix this, discard the transparent parts of the cubes?
(Rearranging the array of volumes to its xyz position dont work, because i can turn the camera)

Related

OpenGL ES 2.0 : paint in FBO + Texture = gray blending in texture

This is how I render my brush in the fragment shader :
gl_FragColor.rgb = Color.rgb;
gl_FragColor.a = Texture.a * Color.a;
With this Blending function on a (0, 0, 0, 0) texture :
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
This is what I see when I draw my texture ADDED to my white background with glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) :
But this is what I get in my texture :
Can someone help me to understand why I got this grayed stroke in my texture ? Because I need to take a screenshot of this texture, and I want to have the same rendering but without white background.
[1st picture] When I draw my "view" I have a white background
[2nd picture] But I store my stroke in a texture who have a transparent background
You're doing two blending operations, one in your shader, one using the glBlendFunc call. When rendered directly to the screen it doesn't apply the glBlendFunc a second time, however, when rendering to a texture it gets applied when rendering to the texture, and then again when rendering the texture to the screen.
You have two options, 1) don't do blending your shader, 2) use a different blend function (I find glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); to work well). I find option 2 to work the best for me, handling OpenGL blend functions is notoriously annoying.

Fully transparent torus in OpenGL

I have a torus rendered by OpenGL and can map a texture; there is no problem as long as the texture is opaque. But it doesn't work when I make the color selectively transparent in fragment shader. Or rather: it works but only in some areas depending on the order of triangles in vertex buffer; see the difference along the outer equator.
The torus should be evenly covered by spots.
The source image will be png, however for now I work with bmp as it is easier to load (the texture loading function is part of a tutorial).
The image has white background and spots of different colors on top of it; it is not transparent.
The desired result is nearly transparent torus with spots. Both spots in the front and the back side must be visible.
The rendering will be done offline, so I don't require speed; I just need to generate image of torus from an image of its surface.
So far my code looks like this (it is a merge of two examples):
https://gist.github.com/juriad/ba66f7184d12c5a29e84
Fragment shader is:
#version 330 core
// Interpolated values from the vertex shaders
in vec2 UV;
// Ouput data
out vec4 color;
// Values that stay constant for the whole mesh.
uniform sampler2D myTextureSampler;
void main(){
// Output color = color of the texture at the specified UV
color.rgb = texture2D( myTextureSampler, UV ).rgb;
if (color.r == 1 && color.g == 1 && color.b == 1) {
color.a = 0.2;
} else {
color.a = 1;
}
}
I know that the issue is related to order.
What I could do (but don't know what will work):
Add transparency to the input image (and find a code which loads such image).
Do something in vertex shader (see Fully transparent OpenGL model).
Sorting would solve my problem, but if I get it correctly, I have to implement it myself. I would have to find a center of each triangle (easy), project it with my matrix and compare z values.
Change somehow blending and depth handling:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glDepthFunc(GL_LEQUAL);
glDepthRange(0.0f, 1.0f);
I need an advice, how to continue.
Update, this nearly fixes the issue:
glDisable(GL_DEPTH_TEST);
//glDepthMask(GL_TRUE);
glDepthFunc(GL_NEVER);
//glDepthRange(0.0f, 1.0f);
I wanted to write that it doesn't distinguish sports in front and the back, but then I realized they are nearly white and blending with white doesn't make difference.
The new image of torus with colorized texture is:
The remaining problems are:
red spots are blue - it is related to the function loading BMP (doesn't matter)
as in the input images all the spots are of the same size, the bigger spots should be on the top and therefore saturated and not blended with white body of the torus. It seems that the order is opposite than it should be. If you compare it to the previous image, there the big spots by appearance were drawn correctly and the small ones were hidden (the back side of the torus).
How to fix the latter one?
First problem was solved by disabling depth-test (see update in the question).
Second problem was solved by manual sorting of array of all triangles. It works well even in real-time for 20000 triangles, which is more than sufficient for my purpose
The resulting source code: https://gist.github.com/juriad/80b522c856dbd00d529c
It is based on and uses includes from OpenGL tutorial: http://www.opengl-tutorial.org/download/.

OpenGL Alpha Blending Issue, Blending ignored (maybe)?

EDIT + BETTER SOLUTION:
In case anyone happens to run into the problem I was running into, there are two solutions. One is the solution accepted, but that only applies if you are doing things how I was. Let me explain what I was doing:
1.) Render star background to screen
2.) Render ships, then particles to the FBO
3.) Render FBO to screen
This problem, and therefor the solution to this problem, occurred in the first place because I was blending the FBO with the star background.
The real solution, which is supposedly also slightly faster, is to simply render the star background to the FBO, then render the FBO to screen with blending disabled. Using this method, I do not need to mess with glBlendFuncSeparate...
1.) Render stars, then ships, then particles to FBO
2.) Render FBO to screen with blending disabled
----------ORIGINAL QUESTION:----------
From what I understand of the issue, blending is being ignored somehow. The particle texture with alpha transparency completely overwrites below pixels.
I am creating a top-down game. The camera is slightly angled so that there is some feeling of depth. I am rendering my ships, then rending the particles above them...
After beginning the OpenGL context
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glCullFace(GL_BACK);
In the render loop, I do this:
glBindFramebuffer(GL_FRAMEBUFFER,ook->fbo);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
entitymgr_render(ook); //Render entities. Always 1.0 alpha textures.
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
//glBlendFunc(GL_SRC_ALPHA,GL_ONE); //This would enable additive blending for non-premult
particlemgr_render(ook); //Render particles. Likely always <1.0 alpha textures
//glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glBindFramebuffer(GL_FRAMEBUFFER,0);
If I run with the above code, I get results like this...
Particle tex:
Screenshot from OGL Profiler (Mac tool):
Screenshot of the FBO without any particle rendered:
Screenshot of the FBO with some particles rendered on top:
As you can see, the particle, despite having alpha transparency, doesn't blend with the ship rendered below. Instead, it just completely overwrites the pixels.
Final notes, setting pixel transparency in the shader blends correctly - the ship appears below. And here is my shader:
#version 150
uniform sampler2D s_tex1;
uniform float v4_color;
in vec4 vertex;
in vec3 normal;
in vec2 texcoord;
out vec4 frag_color;
void main()
{
frag_color=texture(s_tex1,texcoord)*v4_color;
if(frag_color.a==0.0) discard;
}
Let me know if there is anything I can provide.
Looks to me like it is rendering the alpha channel as well into the frame buffer, so when you write the particles, the src alpha channel is getting mixed with the destination alpha channel, which is not what you want here.
This is exactly why the glblendfuncseparate() function was created. Try this...
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
So, the alpha channel of your particles will be used to determine the colours of the final pixels, but the alpha channels of the source and destination will be added together.
My guess is that the FBO's rgb channels are being rendered correctly, but because it also has an alpha channel, and it is being drawn with blending enabled, the end result has incorrect transparency where the particle overlaps the spaceship.
Either use glBlendFuncSeparate (described here) to use different blend factors for the alpha channel when you're drawing the particles:
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE);
Or turn off blending altogether when you draw your FBO onto the screen.
In order to obtain texture transparency, other than:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
you should assure also that:
when creating the particle tex with glTexImage2D, use as format GL_RGBA (or GL_LUMINANCE_ALPHA if you are using gray shaded textures)
when drawing the particle texture, after the glBindTexture command, call
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
Instead of GL_BLEND, you could use the correct texture functions as described in
the glTexEnv reference: http://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml

opengl z-sorting transparency

im rendering png's on simple squares in opengl es 2.0, but when i try and draw something behind an square i have already drawn the transparent area in my top square are rendered the same color as the background.
I am calling these at the start of every render call.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable (GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Your title is essentially the answer to your question!
Generally transparency is done by first rendering all opaque objects in the scene (letting the z-buffer figure out what's visible), then rendering all transparent objects from back to front.
Drew Hall gave you a good answer but another option is to set glEnable(GL_ALPHA_TEST) with glAlphaFunc(GL_GREATER, 0.1f). This will prevent transparent pixels (in this case, ones with alpha < 0.1f) from being rendered at all. That way they do not write into the Z buffer and other things can "show through". However, this only works on fully transparent objects. It also has rough edges wherever the 0.1 alpha edge is and this can look bad for distant features where the pixels are large compared to the object.
Figured it out. You can discard in the fragment shader
mediump vec4 basecolor = texture2D(sTexture, TexCoord);
if (basecolor.a == 0.0){
discard;
}
gl_FragColor = basecolor;

Coloring grayscale image in OpenGL

I'm trying to draw grayscale image in color as texture in OpenGL using two colors. Black goes to color1 and white goes to color2. Texture is loaded using GL_RGBA.
I have tried two solutions:
1)
Load image as texture
Draw image on screen
Enable blending
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO); and draw rectangle with color1
glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE); and draw rectangle with color2
But... When I apply first color, there is no black color on screen and when second color is applied it is combined with first color too.
2)
Save image as texture but don't use grayscale image, use white image with alpha channel that is same as grayscale
Draw rectangle with color1
Draw image
But... When image is drawn it doesn't use color1 where image is transparent, instead it uses current color set with glColor.
Any help will come in handy :)
In general, when dealing with OpenGL texturing pipeline, I recommend writing down the end result you want. here, you want your grayscale color to be used as an interpolant between your 2 colors.
out_color = mix(color1, color2, texValue)
The math for this actually is something like:
out_color = color1 + (color2 - color1) * texValue
So... is there a texture environment value that helps do that ? Yes, and it's also called GL_BLEND (not to be confused with the blending to frame buffer that glEnable(GL_BLEND) enables).
So... something like
// pass color1 as the incoming color to the texture unit
glColor4fv(color1);
GLfloat color2[4] = { ... };
// ask for the texture to be blended/mixed/lerped with incoming color
glTexEnvi(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_BLEND);
// specify the color2 as per the TexEnv documentation
glTexEnvfv(GL_TEXTURE_2D, GL_TEXTURE_ENV_COLOR, color2)
There is no need to draw multiple times or anything more complicated than this, like you tried to do. The texturing pipeline has plenty of ways to get controlled. Learn them to your advantage!
Your #2 idea would work, but it seems like you didn't set blending correctly.
It should be:
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );