OpenGL - mask with multiple textures - c++

I have implemented masking in OpenGL according to the following concept:
The mask is composed of black and white colors.
A foreground texture should only be visible in the white parts of the mask.
A background texture should only be visible in the black parts of the mask.
I can make the white part or the black part work as supposed by using glBlendFunc(), but not the two at the same time, because the foreground layer not only blends onto the mask, but also onto the background layer.
Is there anyone who knows how to accomplish this in the best way? I have been searching the net and read something about fragment shaders. Is this the way to go?

This should work:
glEnable(GL_BLEND);
// Use a simple blendfunc for drawing the background
glBlendFunc(GL_ONE, GL_ZERO);
// Draw entire background without masking
drawQuad(backgroundTexture);
// Next, we want a blendfunc that doesn't change the color of any pixels,
// but rather replaces the framebuffer alpha values with values based
// on the whiteness of the mask. In other words, if a pixel is white in the mask,
// then the corresponding framebuffer pixel's alpha will be set to 1.
glBlendFuncSeparate(GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ZERO);
// Now "draw" the mask (again, this doesn't produce a visible result, it just
// changes the alpha values in the framebuffer)
drawQuad(maskTexture);
// Finally, we want a blendfunc that makes the foreground visible only in
// areas with high alpha.
glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA);
drawQuad(foregroundTexture);
This is fairly tricky, so tell me if anything is unclear.
Don't forget to request an alpha buffer when creating the GL context. Otherwise it's possible to get a context without an alpha buffer.
Edit: Here, I made an illustration.
Edit: Since writing this answer, I've learned that there are better ways to do this:
If you're limited to OpenGL's fixed-function pipeline, use texture environments
If you can use shaders, use a fragment shader.
The way described in this answer works and is not particularly worse in performance than these 2 better options, but is less elegant and less flexible.

Stefan Monov's is great answer! But for those who still have issues to get his answer working:
you need to check GLES20.glGetIntegerv(GLES20.GL_ALPHA_BITS, ib) - you need non zero result.
if you got 0 - goto EGLConfig and ensure that you pass alpha bits
EGL14.EGL_RED_SIZE, 8,
EGL14.EGL_GREEN_SIZE, 8,
EGL14.EGL_BLUE_SIZE, 8,
EGL14.EGL_ALPHA_SIZE, 8, <- i havn't this and spent a much of time
EGL14.EGL_DEPTH_SIZE, 16,

Related

How do I make my object transparent but still show the texture?

I'm trying to render a model in OpenGL. I'm on Day 4 of C++ and OpenGL (Yes, I have learned this quickly) and I'm at a bit of a stop with textures.
I'm having a bit of trouble making my texture alpha work. In this image, I have this character from Spiral Knights. As you can see on the top of his head, there's those white portions.
I've got Blending enabled and my blend function set to glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
What I'm assuming here, and this is why I ask this question, is that the texture transparency is working, but the triangles behind the texture are still showing.
How do I make those triangles invisible but still show my texture?
Thanks.
There are two important things to be done when using blending:
You must sort primitives back to front and render in that order (order independent transparency in depth buffer based renderers is still an ongoing research topic).
When using textures to control the alpha channel you must either write a shader that somehow gets the texture's alpha values passed down to the resulting fragment color, or – if you're using the fixed function pipeline – you have to use GL_MODULATE texture env mode, or GL_DECAL with the primitive color alpha value set to 0, or use GL_REPLACE.

LibGDX texture blending with OpenGL blending function

In libGdx, i'm trying to create a shaped texture: Take a fully-visible rectangle texture and mask it to obtain a shaped textured, as shown here:
Here I test it on rectangle, but i will want to use it on any shape. I have looked into this tutorial and came with an idea to first draw the texture, and then the mask with blanding function:
batch.setBlendFunction(GL20.GL_ZERO, GL20.GL_SRC_ALPHA);
GL20.GL_ZERO - because i really don't want to paint any pixels from the mask
GL20.GL_SRC_ALPHA - from original texture i want to paint only those pixels, where mask was visible (= white).
Crucial part of the test code:
batch0.enableBlending();
batch0.begin();
batch0.draw(original, 0, 0); //to see the original
batch0.draw(mask, width1, 0); //and the mask
batch0.draw(original, 0, height1); //base for the result
batch0.setBlendFunction(GL20.GL_ZERO, GL20.GL_SRC_ALPHA);
batch0.draw(mask, 0, height1); //draw mask on result
batch0.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
batch0.end();
The center ot the texture get's selected well, but instead of transparent color around, i see black:
Why is the result blank and not transparent?
(Full code - Warning: very messy)
What you're trying to do looks like a pretty clever use of blending. But I believe the exact way you apply it is "broken by design". Let's walk through the steps:
You render your background with red and green squares.
You render an opaque texture on top of you background.
You erase parts of the texture you rendered in step 2 by applying a mask.
The problem is that for the parts you erase in step 3, the previous background is not coming back. It really can't, because you wiped it out in step 2. The background of the whole texture area was replaced in step 2, and once it's gone there's no way to bring it back.
Now the question is of course how you can fix this. There are two conventional approaches I can think of:
You can combine the texture and mask by rendering them into an off-sreen framebuffer object (FBO). You perform steps 1 and 2 as you do now, but render into an FBO with a texture attachment. The texture you rendered into is then a texture with alpha values that reflect your mask, and you can use this texture to render into your default framebuffer with standard blending.
You can use a stencil buffer. Masking out parts of rendering is a primary application of stencil buffers, and using stencil would definitely be a very good solution for your use case. I won't elaborate on the details of how exactly to apply stencil buffers to your case in this answer. You should be able to find plenty of examples both online and in books, including in other answers on this site, if you search for "OpenGL stencil". For example this recent question deals with doing something similar using a stencil buffer: OpenGL stencil (Clip Entity).
So those would be the standard solutions. But inspired by the idea in your attempt, I think it's actually possible to get this to work with just blending. The approach that I came up with uses a slightly different sequence and different blend functions. I haven't tried this out, but I think it should work:
You render the background as before.
Render the mask. To prevent it from wiping out the background, disable writing to the color components of the framebuffer, and only write to the alpha component. This leaves the mask in the alpha component of the framebuffer.
Render the texture, using the alpha component from the framebuffer (DST_ALPHA) for blending.
You will need a framebuffer with an alpha component for this to work. Make sure that you request alpha bits for your framebuffer when setting up your context/surface.
The code sequence would look like this:
// Draw background.
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
glDisable(GL_BLEND);
// Draw mask.
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_BLEND);
glBlendFunc(GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA);
// Draw texture.
A very late answer, but with the current version this is very easy. You simply draw the mask, set the blending mode to use the source color to the destination and draw the original. You'll only see the original image where the mask is.
//create batch with blending
SpriteBatch maskBatch = new SpriteBatch();
maskBatch.enableBlending();
maskBatch.begin();
//draw the mask
maskBatch.draw(mask);
//store original blending and set correct blending
int src = maskBatch.getBlendSrcFunc();
int dst = maskBatch.getBlendDstFunc();
maskBatch.setBlendFunction(GL20.GL_ZERO, GL20.GL_SRC_COLOR);
//draw original
maskBatch.draw(original);
//reset blending
maskBatch.setBlendFunction(src, dst);
//end batch
maskBatch.end();
If you want more info on the blending options, check How to do blending in LibGDX

OpengGL Light Blending

I am writing a Lights/Shadows system for my game using Java alongside the LWJGL. For each one of the Light-Emitting Entities I generate such a texture:
I should warn you that these Textures are full of (0, 0, 1) or (1, 0, 0) pixels, and the gradient effect is achieved with the alpha channel. I interpret the Alpha channel as a gradient factor.
Afterwards, I wish to blend every light/shadow texture together on a single texture, each at it's respective correct position. For that, I use a Framebuffer. I tried to achieve the desired effect using the following blend equation/function combination:
glBlendEquationSeparateEXT(GL_FUNC_ADD, GL_MAX);
glBlendFuncSeparateEXT(GL_SRC_ALPHA, GL_DST_ALPHA, GL_ONE, GL_ONE);
I chose GL_ONE/GL_ONE for the Alpha Channel Blend Function arbitrarily, for GL_MAX will only do max(Sa, Da), as stated here, which means that the scaling factors are not used. The result of this combination is the following:
This image was obtained with Apple's OpenGL Driver Profiler, so I did not render it using my application (which could mess with the final result). The next step would be to render this texture over the actual game using multiply-blending, in order to darken the image, but the lights/shadows texture is obviously wrong, because we can see the edges of individual light/shadow textures over each other.
How should I proceed to achieve the desired result?
Edit:
I forgot to explain my choices for the scaling factors:
I think that it would be right to simply add the colors of each light (pondering each of them with their respective alpha values) and choose the alpha of the final fragment to be the biggest of each overlapping light.
Imagine that one of your texture rectangles was extended outside its current border with some arbitrary pattern, like pure green. Imagine further that we were somehow allowed to use two different blending functions, one inside the border, and one outside. You would get the same image you have here (none of the green showing) if outside the border you used the blend function
glBlendFuncSeparateEXT(GL_ZERO, GL_ONE, GL_ONE, GL_ONE)
We would then want whatever blending function we use inside to give us a continuous blending result. The blending function
glBlendFuncSeparateEXT(GL_SRC_ALPHA, GL_DST_ALPHA, GL_ONE, GL_ONE)
would not give us such a result. It is not so much because the first parameter which would mean ignoring the source near the border (small alpha on the border, if I read your image description correctly). So it must be the second parameter. We want the destination only when the source alpha is small. Change GL_DST_ALPHA to GL_ONE_MINUS_SRC_ALPHA. This would be more standard, but maybe I'm not understanding your objectives?

OpenGL: Weird transparency blending result

I'm working on creating a transparent GUI in OpenGL, and am trying to get text rendered over some semi-transparent quads, but the results are odd.
If I render the text by itself, with nothing behind it, it looks fine:
However, if I render a semi-transparent quad behind it (rendering the quad before rendering the text), I get this:
I have blending set to (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA). The font texture is an all-white texture with the character shapes in the alpha channel.
Do I need to be doing something special when performing alpha-transparency over an existing layer of transparency? Or is there something else I need to check?
The alpha value of your font texture seems to be off. It should be 0 for texels that you want to be invisible and 1 (or 255 in bytes) for visible texels. You should check the texture and make sure alpha values are correct.
Instead of alpha blending, you can use alpha testing. This will completely get rid of fragments, that have a alpha value below a certain threshold and is often much faster than blending.
glDisbale(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.96f); // Or some fitting threshold for your texture
This might work even if your texture's alpha is off in some places, but doesn't look like it is the case here, as the 's' and 't' seem to have a low alpha in places where it should be 1.
Thanks for the responses. There was nothing wrong with my font texture, but your suggestions led me to try a few other things. Turns out the problem wasn't the transparency at all. There was a problem with rendering the background quad, which caused it to also render the text quads, but using the background texture. Bah...

opengl - blending with previous contents of framebuffer

I am rendering to a texture through a framebuffer object, and when I draw transparent primitives, the primitives are blended properly with other primitives drawn in that single draw step, but they are not blended properly with the previous contents of the framebuffer.
Is there a way to properly blend the contents of the texture with the new data coming in?
EDIT: More information requsted, I will attempt to explain more clearly;
The blendmode I am using is GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA. (I believe that is typically the standard blendmode)
I am creating an application that tracks mouse movement. It draws lines connecting the previous mouse position to the current mouse position, and as I do not want to draw the lines over again each frame, I figured I would draw to a texture, never clear the texture and then just draw a rectangle with that texture on it to display it.
This all works fine, except that when I draw shapes with alpha less than 1 onto the texture, it does not blend properly with the texture's previous contents. Let's say I have some black lines with alpha = .6 drawn onto the texture. A couple draw cycles later, I then draw a black circle with alpha = .4 over those lines. The lines "underneath" the circle are completely overwritten. Although the circle is not flat black (It blends properly with the white background) there are no "darker lines" underneath the circle as you would expect.
If I draw the lines and the circle in the same frame however, they blend properly. My guess is that the texture just does not blend with it's previous contents. It's like it's only blending with the glclearcolor. (Which, in this case is <1.0f, 1.0f, 1.0f, 1.0f>)
I think there are two possible problems here.
Remember that all of the overlay lines are blended twice here. Once when they are blended into the FBO texture, and again when the FBO texture is blended over the scene.
So the first possibility is that you don't have blending enabled when drawing one line over another in the FBO overlay. When you draw into an RGBA surface with blending off, the current alpha is simply written directly into the FBO overlay's alpha channel. Then later when you blend the whole FBO texture over the scene, that alpha makes your lines translucent. So if you have blending against "the world" but not between overlay elements, it is possible that no blending is happening.
Another related problem: when you blend one line over another in "standard" blend mode (src alpha, 1 - src alpha) in the FBO, the alpha channel of the "blended" part is going to contain a blend of the alphas of the two overlay elements. This is probably not what you want.
For example, if you draw two 50% alpha lines over each other in the overlay, to get the equivalent effect when you blit the FBO, you need the FBO's alpha to be...75%. (That is, 1 - (1-.5) * (1-0.5), which is what would happen if you just drew two 50% alpha lines over your scene. But when you draw the two 50% lines, you'll get 50% alpha in the FBO (a blend of 50% with...50%.
This brings up the final issue: by pre-mixing the lines with each other before you blend them over the world, you are changing the draw order. Whereas you might have had:
blend(blend(blend(background color, model), first line), second line);
now you will have
blend(blend(first line, second line), blend(background color, model)).
In other words, pre-mixing the overlay lines into an FBO changes the order of blending and thus changes the final look in a way you may not want.
First, the simple way to get around this: don't use an FBO. I realize this is a "go redesign your app" kind of answer, but using an FBO is not the cheapest thing, and modern GL cards are very good at drawing lines. So one option would be: instead of blending lines into an FBO, write the line geometry into a vertex buffer object (VBO). Simply extend the VBO a little bit each time. If you are drawing less than, say, 40,000 lines at a time, this will almost certainly be as fast as what you were doing before.
(One tip if you go this route: use glBufferSubData to write the lines in, not glMapBuffer - mapping can be expensive and doesn't work on sub-ranges on many drivers...better to just let the driver copy the few new vertices.)
If that isn't an option (for example, if you draw a mix of shape types or use a mix of GL state, such that "remembering" what you did is a lot more complex than just accumulating vertices) then you may want to change how you draw into the VBO.
Basically what you'll need to do is enable separate blending; initialize the overlay to black + 0% alpha (0,0,0,0) and blend by "standard blending" the RGB but additive blending the alpha channels. This still isn't quite correct for the alpha channel but it's generally a lot closer - without this, over-drawn areas will be too transparent.
Then, when drawing the FBO, use "pre-multiplied" alpha, that is, (one, one-minus-src-alph).
Here's why that last step is needed: when you draw into the FBO, you have already multiplied every draw call by its alpha channel (if blending is on). Since you are drawing over black, a green (0,1,0,0.5) line is now dark green (0,0.5,0,0.5). If alpha is on and you blend normally again, the alpha is reapplied and you'l have 0,0.25,0,0.5.). By simply using the FBO color as is, you avoid the second alpha multiplication.
This is sometimes called "pre-multiplied" alpha because the alpha has already been multiplied into the RGB color. In this case you want it to get correct results, but in other cases, programmers use it for speed. (By pre-multiplying, it removes a mult per pixel when the blend op is performed.)
Hope that helps! Getting blending right when the layers are not mixed in order gets really tricky, and separate blend isn't available on old hardware, so simply drawing the lines every time may be the path of least misery.
Clear the FBO with transparent black (0, 0, 0, 0), draw into it back-to-front with
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
and draw the FBO with
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
to get the exact result.
As Ben Supnik wrote, the FBO contains colour already multiplied with the alpha channel, so instead of doing that again with GL_SRC_ALPHA, it is drawn with GL_ONE. The destination colour is attenuated normally with GL_ONE_MINUS_SRC_ALPHA.
The reason for blending the alpha channel in the buffer this way is different:
The formula to combine transparency is
resultTr = sTr * dTr
(I use s and d because of the parallel to OpenGL's source and destination, but as you can see the order doesn't matter.)
Written with opacities (alpha values) this becomes
1 - rA = (1 - sA) * (1 - dA)
<=> rA = 1 - (1 - sA) * (1 - dA)
= 1 - 1 + sA + dA - sA * dA
= sA + (1 - sA) * dA
which is the same as the blend function (source and destination factors) (GL_ONE, GL_ONE_MINUS_SRC_ALPHA) with the default blend equation GL_FUNC_ADD.
As an aside:
The above answers the specific problem from the question, but if you can easily choose the draw order it may in theory be better to draw premultiplied colour into the buffer front-to-back with
glBlendFunc(GL_ONE_MINUS_DST_ALPHA, GL_ONE);
and otherwise use the same method.
My reasoning behind this is that the graphics card may be able to skip shader execution for regions that are already solid. I haven't tested this though, so it may make no difference in practice.
As Ben Supnik said, the best way to do this is rendering the entire scene with separate blend functions for color and alpha. If you are using the classic non premultiplied blend function try glBlendFuncSeparateOES(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE) to render your scene to FBO. and glBlendFuncSeparateOES(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) to render the FBO to screen.
It is not 100% accurate, but in most of the cases that will create no unexpected transparency.
Keep in mind that old Hardware and some mobile devices (mostly OpenGL ES 1.x devices, like the original iPhone and 3G) does not support separated blend functions. :(