Texturing Quadrics in JOGL - opengl

I can't manage to texture a glu Quadric (gluSphere):
What i get instead of the texture, is an average color of the texture.
gl.glEnable(GL.GL_DEPTH_TEST);
gl.glEnable(GL.GL_BLEND);
gl.glEnable(GL.GL_TEXTURE_GEN_S);
gl.glEnable(GL.GL_TEXTURE_GEN_T);
sunTexture = TextureIO.newTexture(new File("sun.jpg"),false);
float[] rgba = {1f, 1f, 1f};
gl.glMaterialfv(GL.GL_FRONT, GL.GL_AMBIENT, rgba, 0);
gl.glMaterialfv(GL.GL_FRONT, GL.GL_SPECULAR, rgba, 0);
gl.glMaterialf(GL.GL_FRONT, GL.GL_SHININESS, 0.5f);
sunTexture.enable();
sunTexture.bind();
GLUquadric sun = glu.gluNewQuadric();
glu.gluQuadricTexture(sun, true);
glu.gluSphere(sun, 5, DETAIL, DETAIL);
sunTexture.disable();

As GLU generates texture coordinates itsself and transmits them as glTexCoord, I think, there is no need to enable texcoord generation (GL_TEXTURE_GEN_S/T). I suppose the GLU-generated texCoords get overwritten with the ones from texgen.
I also see, that you submit an array of three floats to glMaterial, which expects RGBA (4 floats). But since I work with C++, I maybe wrong and this works in JoGL.

I found the problem:
i had set
gl.glFrustum(-20, 20, -20, 20, 0.1, 400);
after setting
gl.glFrustum(-20, 20, -20, 20, 1, 400);
it appears ok.

Related

Rotating a scaled sphere with openGL

I'm attempting to draw an eclipse-shaped object so I used a sphere and scaled it as necessary. I'm attempting to rotate this eclipse-shaped object with the following code but it won't budge (or at least it doesn't look like it's budging). I've tested by simply changing to another 3D shape and it rotates. Is there something I'm doing wrong? What's so different about a glutSolidSphere?
glPushMatrix();
glTranslatef(subx, suby + y, subz);
glScalef(9.0, 1.75, 1.75);
glRotatef(angle, 0, 1, 0);
glTranslatef(-subx, -suby, -subz);
glTranslatef(subx, suby, subz);
glutSolidSphere(1.0, 50, 50);
glPopMatrix();
Issue as pointed out above in comments was that I was rotating the sphere before I stretched it. Scaling and then rotating fixed the issue.
glPushMatrix();
glTranslatef(subx, suby + y, subz);
glRotatef(angle, 0, 1, 0);
glScalef(9.0, 1.75, 1.75);
glTranslatef(-subx, -suby, -subz);
glTranslatef(subx, suby, subz);
glutSolidSphere(1.0, 50, 50);
glPopMatrix();

Why is my Texture Quad positioned incorrectly with glTexCoord2f using LWJGL?

I am going to make a adventure game in 2D with Grass,Trees and other things if i can make these. My problem is that when i use glTexCoord2f to clamp the texture to a quad then they get seperated from each others about 25 pixels. These quads is supposed to be connected together like any 2D games.
Im loading them with SlickUtil and the size of the Texture is 100x100
Here's my source code for rendering quads and InitGL
public static void Render(){
example--;
GL11.glLoadIdentity();
Color.white.bind();
system.Game.ground.bind();
GL11.glTranslatef(example, 0, 0);
//I used for loop for cloning quad at each side.
for(int x = 0; x <= width; x++){
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2f(0, 0);
GL11.glVertex2f(x * 100, 0);
GL11.glTexCoord2f(1, 0);
GL11.glVertex2f(x * 100 + 100, 0);
GL11.glTexCoord2f(1, 1);
GL11.glVertex2f(x * 100 + 100, 100);
GL11.glTexCoord2f(0, 1);
GL11.glVertex2f(x * 100, 100);
GL11.glEnd();
}
GL11.glLoadIdentity();
}
Heres my InitGL Code.
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glViewport(0,0,width,height);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glMatrixMode(GL11.GL_PROJECTION);
GL11.glLoadIdentity();
GL11.glOrtho(0, width, height, 0, 1, -1);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
SlickUtil only reads Textures with dimensions that are powers of two. The reason is, that only since OpenGL 2.0, OpenGL could read textures with non-power-of-two dimensions. Try loading a texture with the dimensions of 128 by 128 pixels. Then display it with 100 by 100 pixels (like you did in your example).

How to set blend function on opengl for two overlapping objects

Hi I needed to draw a round corner rectangle.
I followed the procedure of the above image. I first drew the green rectangle. Then I drew the two black rectangles.And then I drew circles on the edges to make the corner round. Now what I get after doing this is in the image below.
As it can be seen that the corner circles have less transparency on the portions where they overlap with the rectangles. But more transparency when not overlapped with the rectangles. The rectangles have alpha set to 0.5f. and the circle also have 0.5f alpha. So thats why its white on the overlapped portions and transparent on non overlapped portions. I want the overlapped portions to have same transparency as the rectangle so that the overlapped circle portion can not be seen.My blend function is glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); I tried to understand the blend functions in more details in here. But I could not understand anything.
My code is below,
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, (int) screenWidth, (int) screenHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(0.0f, (double)screenWidth / screenHeight, 0.0f, 1.0f, -1.0f, 1.0f);
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDisable(GL_TEXTURE_2D);
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, bubbleMiddleRectStartCoord);
glColorPointer(4, GL_FLOAT, 0, rectColor);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glVertexPointer(3, GL_FLOAT, 0, bubbleTopRectStartCoord);
glColorPointer(4, GL_FLOAT, 0, rectColor);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glVertexPointer(3, GL_FLOAT, 0, bubbleBottomRectStartCoord);
glColorPointer(4, GL_FLOAT, 0, rectColor);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//smooth edge of the bubble rectangle
drawCircle(triangleAmount,bubbleEdgeRadius,bubbleMiddleRectStartCoord->upperLeft.x+bubbleEdgeRadius,bubbleMiddleRectStartCoord->upperLeft.y,255,255,255,128);
drawCircle(triangleAmount,bubbleEdgeRadius,bubbleMiddleRectStartCoord->lowerLeft.x+bubbleEdgeRadius,bubbleMiddleRectStartCoord->lowerLeft.y,255,255,255,128);
drawCircle(triangleAmount,bubbleEdgeRadius,bubbleMiddleRectStartCoord->upperRight.x-bubbleEdgeRadius,bubbleMiddleRectStartCoord->upperRight.y,255,255,255,128);
drawCircle(triangleAmount,bubbleEdgeRadius,bubbleMiddleRectStartCoord->lowerRight.x-bubbleEdgeRadius,bubbleMiddleRectStartCoord->lowerRight.y,255,255,255,128);
glDisableClientState(GL_COLOR_ARRAY);
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_COLOR_MATERIAL);
glDisable(GL_TEXTURE_2D);
swapBuffers();
rectColor has value
GLfloat rectColor[]=
{
1.0f,1.0f,1.0f,0.5,
1.0f,1.0f,1.0f,0.5,
1.0f,1.0f,1.0f,0.5,
1.0f,1.0f,1.0f,0.5
};
drawCircle function generates the points for the circle and draws it. The drawing portion of that function is
glVertexPointer(2, GL_FLOAT, 0, vertices);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, color);
glDrawArrays(GL_TRIANGLE_FAN, 0, triangleAmount+2);
Can anyone help me to solve the problem? Thanks.
EDIT: this is how it looks after using those two blend functions.
I see where you are going with this and seeing your result you probably only need to disable blend while you are drawing the mask (the 3 rectangles and 4 circles), then using glBlendFunc(GL_DST_ALPHA, GL_ZERO). Though this will only work if nothing has already been drawn on the scene.
To explain what you did there is you are drawing a white color with .5 alpha and blending it.
Consider on the beginning the pixel color "destination" is (0,0,0,0) and incoming "source" is always in your case (1,1,1,.5). Lets say source color is "S" and destination is "D" while the components are (r,g,b,a) so that source alpha is "S.a" what you wrote in your blend function is:
output = S*S.a + D*(1.0-S.a) =
(1,1,1,.5)*.5 + (0,0,0,0)*(1.0-.5) =
(.5, .5, .5, .25) + (0,0,0,0) =
(.5, .5, .5, .25)
so when you draw your circle over the already drawn rectangle:
output = S*S.a + D*(1.0-S.a) =
(1,1,1,.5)*.5 + (.5, .5, .5, .25)*(1.0-.5) =
(.5, .5, .5, .25) + (.25, .25, .25, .125) =
(.75, .75, .75, .375)
resulting in alpha difference. So from this I hope you can understand what the 2 parameters mean in the blend function: First one tells what factor to use to multiply the source (incoming) color and the second one how to multiply the destination color. In the end they are summed together.
So for your case you would like to force the alpha channel to some value everywhere you draw those primitives. To achieve that you would need S*1.0 + D*.0 and parameters for that are glBlendFunc(GL_ONE, GL_ZERO), though this is the same as just disabling the blend. Only writing this primitives would produce a white(gray) rounded rect with transparency of .5 while all the rest is fully transparent. Now after this you need to set blend function to multiply your incoming color with the destination alpha glBlendFunc(GL_DST_ALPHA, GL_ZERO).
EDIT:
I did not totally understand what you want to achieve till now. As I mentioned above, this will not work if you already have some scene drawn.
To overlay an existing scene with some complex object (in this case the object is overlapping itself on some parts) it would be most bulletproof to use a stencil buffer. Creating it is much like depth buffer but you may consider it as another color channel, it is easy to draw to it and later use it so you might want to look at it at some point.
In your case it is probably safe to say this is your main buffer and is meant for displaying. In that case you can just use the alpha channel:
To draw only to alpha channel you have to set glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE) and when you are done, put all the parameters to true.
To clear the alpha channel you have to draw a fullscreen rect with some color with desired alpha (I suggest you use (1,1,1,1)) and draw only to alpha channel
To draw that mask (the 3 rects and 4 circles) use glBlendFunc(GL_ONE, GL_ZERO) and color (1,1,1, 1-desiredAlpha)
To draw your rounded label use glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA)
So the procedure would be:
//your background is drawn, time to overly labels
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glColor(1.0f, 1.0f, 1.0f, 1.0f);
//draw fullscreen rect
glBlendFunc(GL_ONE, GL_ZERO);
glColor(1.0f, 1.0f, 1.0f, 1.0f-.5f);
//draw 3 rects and 4 circles
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_DST_ALPHA);
//draw the label as a normal rect (the rounded parts will be trimmed because of alpha channel)
and you can just repeat that in a for loop for all the labels.
I know things got a bit complicated but what you are trying to do is not as easy as it would seem. I presented this solution to you because this way you have least code to change, in general I would suggest to use stencil buffer (already mentioned) or a FBO (frame buffer object). The FBO system would be to create another frame buffer and attach a texture to it, draw the whole label object to it and then use the bound texture to draw it to main screen.

Messed Up OpenGL Depth Buffer?

I have something rather strange going on at the moment with my code. I am running this on a BlackBerry Playbook and it is OpenGL ES 1.1
EDIT 4: I deleted everything I have posted to simplify my question.
I took the code and simplified it to drawing two overlapping triangles. Here is the array containing the coordinates as well as an array containing colours:
GLfloat vertices[] =
{
// front
175.0f, 200.0f, -24.0f,
225.0f, 200.0f, -24.0f,
225.0f, 250.0f, -24.0f,
// back
200.0f, 200.0f, -25.0f,
250.0f, 200.0f, -25.0f,
250.0f, 250.0f, -25.0f
};
static const GLfloat colors[] =
{
/* front */ 1.0f,0.0f,0.0f,1.0f,1.0f,0.0f,0.0f,1.0f,1.0f,0.0f,0.0f,1.0f, //Red
/* back */ 0.0f,1.0f,0.0f,1.0f,0.0f,1.0f,0.0f,1.0f,0.0f,1.0f,0.0f,1.0f //Green
};
Please note that my coordinates are 0 to 1024 in the x direction and 0 to 600 in the y direction as well as 0 to -10000 in the z direction.
Here is my setup code which reflects this:
glClearDepthf(1.0f);
glClearColor(1.0f,1.0f,1.0f,1.0f);
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
glShadeModel(GL_SMOOTH);
glViewport(0, 0, surface_width, surface_height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(0, surface_width, 0, surface_height, 0, 10000);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_DEPTH_TEST);
glDepthMask(GL_TRUE);
I have depth enabling in two places as I was trying to rule out the possibility that it was supposed to be used while a certain matrix mode was chosen.
Lastly here is my render code:
void render()
{
//Typical render pass
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, vertices);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_FLOAT, 0, colors);
glDrawArrays(GL_TRIANGLES, 0 , 6);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
//Use utility code to update the screen
bbutil_swap();
}
The issue is that no matter what I do the green triangle is always overlayed over the red one. Changing z values either way has no effect on the finished image. I cannot figure this out.
By default, depth testing is disabled. You have to enable it with glEnable(GL_DEPTH_TEST). The reason why it is working when you enable culling is because the back facing triangles are not drawn, and since a cube is a convex polyhedron, no front-facing quad will ever overlap another front-facing quad. If you try to render a second cube, however, you will see depth problems as well, unless you enable depth testing.
I finally got it to work. The issue was with EGL setup code that I used that was provided. In bbutil.c (in my case .cpp) there is some code:
if(!eglChooseConfig(egl_disp, attrib_list, &egl_conf, 1, &num_configs)) {
bbutil_terminate();
return EXIT_FAILURE;
}
(that is not all the code in the file but its the important bit)
This basically freaks if the given attribute list is nor supported. Up higher in the file attrib_list is set as follows:
EGLint attrib_list[]= { EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, 0,
EGL_NONE};
There is no depth buffer specified. Now if you look in the EGL spec it says no depth is the default. BINGO, that's the problem. So I just modified it to look like this:
EGLint attrib_list[]= { EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_RENDERABLE_TYPE, 0,
EGL_DEPTH_SIZE, 24,
EGL_NONE};
Note the EGL_DEPTH_SIZE and the 24. This sets the depth buffer to 24 bits. On the PlayBook 32 throws a segmentation fault although usually 32 is not supported anyways. Perhaps this will help someone out there trying to figure out why the provided include is causing this funny result I described as my problem.

Mask part of a texture on draw with OpenGL in a fixed pipeline

I am trying to figure out the best way to mask of sections of a texture when they ar drawn. My issue comes in the fact that I seem to have run our of alpha masks!
We are using openGL to draw a custom built 2D game engine. The game is built up off of sprites and simple block textures.
My desired outcome is like this:
A character sprite is drawn in place (using it's alpha color to not just be a box)
An item is drawn into the players hand (also using it's alpha color to draw into the scene without being a box)
The item should appear behind the characters arm/hand, but above the rest of the body.
For the moment the only way I can figure out how to accomplish this, is by drawing them in order (Body, Item, Arm) but I would like to avoid this to make art assets a bit easier to deal with. My idea solution would be to draw the character, then draw the item with an alpha mask that blocks out areas of the texture that should be "under" the arm.
Other solutions that I have seen are like this, where the glBlendFuncSeparate() function is used. I am trying to avoid bringing in extensions, as my current version of OpenGL doesn't support it. Not to say that I am opposed to the idea, but it seems a bit of a handle to brig it in just to draw an alpha mask?
I fully admit that this is a learning process for me, and I am using it as an excuse to really see how OpenGL handles. Any suggestions as to where I should head to get this to draw correctly? Is there a way for OpenGL in the fixed pipeline to take a texture, apply an alpha mask on top of it, and THEN draw it into the buffer? Should I give in and separate my character into several parts of its model?
[UPDATE: 8/12/12]
Tried to add the code suggested by Tim, but I seem to be having an issue. When I enable the stencil buffer, everything just gets blocked out, NOT just what I wanted. Here is my test example code.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Disable writing to any of the color fields
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
glStencilFunc(GL_ALWAYS, 0,0);
// Draw our blocking poly
glBegin(GL_POLYGON);
glVertex2f( 50, 50 );
glVertex2f( 50, 50+128 );
glVertex2f( 50+128, 50+128 );
glEnd();
glStencilFunc(GL_GREATER, 0, -1);
glEnable(GL_STENCIL_TEST);
// Re enable drawing of colors
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// Enable use of textures
glEnable(GL_TEXTURE_2D);
// Bind desired texture for drawing
glBindTexture(GL_TEXTURE_2D,(&texture)[0]);
// Draw the box with colors
glBegin(GL_QUADS);
glTexCoord2d( 0, 0 ); glVertex2f( 50, 50 );
glTexCoord2d( 0, 1 ); glVertex2f( 50, 50+128 );
glTexCoord2d( 1, 1 ); glVertex2f( 50+128, 50+128 );
glTexCoord2d( 1, 0 ); glVertex2f( 50+128, 50 );
glEnd();
// Swap buffers and display!
SDL_GL_SwapBuffers();
Just to be clear, here is my init code as well to set this system up.
When the code is run with stencil disabled, I get this:
When I use glEnable(GL_STENCIL_TEST), I get this:
I've tried playing around with various options, but I cannot see a clear reason why my stencil buffer is blocking everything.
[Update#2 8/12/12]
We got some working code, Thanks tim! Here is what I ended up running to work correctly.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
// Disable writing to any of the color fields
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glStencilOp(GL_INCR, GL_INCR, GL_INCR);
glEnable(GL_STENCIL_TEST);
// Draw our blocking poly
glBegin(GL_POLYGON);
glVertex2f( 50, 50 );
glVertex2f( 50, 50+128 );
glVertex2f( 50+128, 50+128 );
glEnd();
glStencilFunc(GL_EQUAL, 1, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// Re enable drawing of colors
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
// Enable use of textures
glEnable(GL_TEXTURE_2D);
// Bind desired texture for drawing
glBindTexture(GL_TEXTURE_2D,(&texture)[0]);
// Draw the box with colors
glBegin(GL_QUADS);
glTexCoord2d( 0, 0 ); glVertex2f( 50, 50 );
glTexCoord2d( 0, 1 ); glVertex2f( 50, 50+128 );
glTexCoord2d( 1, 1 ); glVertex2f( 50+128, 50+128 );
glTexCoord2d( 1, 0 ); glVertex2f( 50+128, 50 );
glEnd();
glDisable(GL_STENCIL_TEST);
// Swap buffers and display!
SDL_GL_SwapBuffers();
Here's my idea for the situation where you have one texture and one alpha mask:
Draw the character onto the scene like normal.
Lock the RGB color channels so that it cannot be changed with glColorMask
Setup the stencil buffer with glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); glStencilFunc(GL_ALWAYS, 0,0);
Draw the alpha mask with alpha testing enabled. This will increment the stencil buffer anywhere the alpha test passes (you may have to flip this based on your mask polarity)
At this point, you have a character texture in the framebuffer, and a mask outline in the stencil buffer.
Reenable the color channels with glColorMask
Setup the stencil buffer for the weapon with glStencilFunc(GL_GREATER, 0, -1); This will only draw the weapon texels where the stencil buffer is greater than zero, and reject pixels where the stencil is not updated.
Draw the weapon texture as normal.
Tim was pretty clear in his comment, but I want to present you the solution I find the most intuitive. It's 3D, so hold on... ;)
Basically, you can just use the Z coordinate of your images to create virtual "layers". It then doesnt' matter, in which order you draw them. Just alphatest every image individually, and draw it on correct Z value. If it still isn't enough, you could use separate texture containing "depth" of every pixel, and then use the 2nd texture to perform some sort of depth-testing.
Be sure to call glEnable(GL_DEPTH_TEST); if you want to use this approach.
As I see it, the problem is that you have one texture, but part of it represents the arm and part of it the rest of the character. The issue is that you want to draw the weapon over the character, but draw the arm over both.
This means, while drawing two objects, you want to put them into three different "layers". This fundamentally doesn't make sense, so you're kind of stuck.
Here's an idea though: use a fragment program (i.e., a shader).
I suggest you overload the character's texture's alpha channel to encode both transparency and layer. For example, let's use 0=transparent body, 64=opaque body, 128=transparent arm, 255=opaque arm.
From here, you draw your objects, but conditionally set the depth of your objects into three layers. Basically, you write a fragment program that draws your character into two different layers, the character gets pushed backward while the arm gets pulled forward. When the weapon is drawn, it is drawn without a shader, but it's tested against the characters' pixels' depths. It works something like this (untested, obviously).
Define a shader my_shader, which contains a fragment program:
uniform sampler2D character_texture;
void main(void) {
vec4 sample = texture2D(character_texture,gl_TexCoord[0].st);
int type; //Figure out what type of character texel we're looking at
if (fabs(sample.a-0.00)<0.01) type = 0; //transparent body
else if (fabs(sample.a-0.25)<0.01) type = 1; //opaque body
else if (fabs(sample.a-0.50)<0.01) type = 2; //transparent arm
else if (fabs(sample.a-1.00)<0.01) type = 3; //opaque arm
//Don't draw transparent pixels.
if (type==0 || type==2) discard;
gl_FragColor = vec4(sample.rgb,1.0);
//Normally, you (can) write "gl_FragDepth = gl_FragCoord.z". This
//is how OpenGL will draw your weapon. However, for the character,
//we alter that so that the arm is closer and the body is farther.
//Move body farther
if (type==1) gl_FragDepth = gl_FragCoord.z * 1.1;
//Move arm closer
else if (type==3) gl_FragDepth = gl_FragCoord.z * 0.9;
}
Here's some pseudocode for your draw function:
//...
//Algorithm to draw your character
glUseProgram(my_shader);
glBindTexture(GL_TEXTURE_2D,character.texture.texture_gl_id);
glUniform1i(glGetUniformLocation(my_shader,"character_texture"),1);
character.draw();
glUseProgram(0);
//Draw your weapon
glEnable(GL_DEPTH_TEST);
character.weapon.draw();
glDisable(GL_DEPTH_TEST);
//...