在具有透明背景的OpenGL窗口中使用assimp加载对象

时间:2017-08-04 20:55:18

标签: c++ opengl x11 transparent assimp

我想将3D对象加载到具有透明背景的OpenGL窗口中。我在使用Nvidia Quadro K3000M的Ubuntu 16.04计算机上使用C ++(安装的驱动程序是最近的375.66 NVIDIA二进制驱动程序)。我已经让两个目标独立工作 - 我可以使用this thread中的X11创建一个透明背景的OpenGL窗口,并使用来自this tutorial的Assimp和GLFW加载对象。

现在我想要将它们结合起来并且它至少可以工作 - 我可以导入一个对象并将其加载到透明的X11窗口中,但是现在有些纹理是透明的,这很奇怪:

GLFW结果:

GLFW result

X11结果:

X11 result

所以要明确我的问题:我不明白为什么导入的对象在X11窗口内而不在GLFW窗口内具有透明度。我正在寻找一个修复,模型在X11窗口中正确显示(基本上它可以是任何窗口管理器,但X11似乎是唯一能够显示透明背景的那个)。

我使用LearnOpenGL教程中的网格和模型类,以及它们的着色器。我希望@datenwolf可以提供帮助。这是我的代码:

#include "GL/glew.h"

#include <GL/gl.h>
#include <GL/glx.h>
#include <GL/glxext.h>
#include <X11/Xatom.h>
#include <X11/extensions/Xrender.h>
#include <X11/Xutil.h>

#include <GLFW/glfw3.h>

#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>

#include <includes/learnopengl/filesystem.h>
#include <includes/learnopengl/shader_m.h>
#include <includes/learnopengl/camera.h>
#include <includes/learnopengl/model.h>

#include <iostream>
//----------------------------
//----- RGBA X11 -------------
//----------------------------
#define USE_CHOOSE_FBCONFIG

static void fatalError(const char *why)
{
    fprintf(stderr, "%s", why);
    exit(0x666);
}

static int Xscreen;
static Atom del_atom;
static Colormap cmap;
static Display *Xdisplay;
static XVisualInfo *visual;
static XRenderPictFormat *pict_format;
static GLXFBConfig *fbconfigs, fbconfig;
static int numfbconfigs;
static GLXContext render_context;
static Window Xroot, window_handle;
static GLXWindow glX_window_handle;
static int width, height;

std::string window_choice = "GLFW"; //X11 or GLFW

static int VisData[] = {
GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
GLX_DOUBLEBUFFER, True,
GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GLX_ALPHA_SIZE, 8,
GLX_DEPTH_SIZE, 16,
None
};

static int isExtensionSupported(const char *extList, const char *extension)
{
  const char *start;
  const char *where, *terminator;

  /* Extension names should not have spaces. */
  where = strchr(extension, ' ');
  if ( where || *extension == '\0' )
    return 0;

  /* It takes a bit of care to be fool-proof about parsing the
     OpenGL extensions string. Don't be fooled by sub-strings,
     etc. */
  for ( start = extList; ; ) {
    where = strstr( start, extension );

    if ( !where )
      break;

    terminator = where + strlen( extension );

    if ( where == start || *(where - 1) == ' ' )
      if ( *terminator == ' ' || *terminator == '\0' )
        return 1;

    start = terminator;
  }
  return 0;
}

static Bool WaitForMapNotify(Display *d, XEvent *e, char *arg)
{
    return d && e && arg && (e->type == MapNotify) && (e->xmap.window == *(Window*)arg);
}

static void describe_fbconfig(GLXFBConfig fbconfig)
{
    int doublebuffer;
    int red_bits, green_bits, blue_bits, alpha_bits, depth_bits;

    glXGetFBConfigAttrib(Xdisplay, fbconfig, GLX_DOUBLEBUFFER, &doublebuffer);
    glXGetFBConfigAttrib(Xdisplay, fbconfig, GLX_RED_SIZE, &red_bits);
    glXGetFBConfigAttrib(Xdisplay, fbconfig, GLX_GREEN_SIZE, &green_bits);
    glXGetFBConfigAttrib(Xdisplay, fbconfig, GLX_BLUE_SIZE, &blue_bits);
    glXGetFBConfigAttrib(Xdisplay, fbconfig, GLX_ALPHA_SIZE, &alpha_bits);
    glXGetFBConfigAttrib(Xdisplay, fbconfig, GLX_DEPTH_SIZE, &depth_bits);

    fprintf(stderr, "FBConfig selected:\n"
        "Doublebuffer: %s\n"
        "Red Bits: %d, Green Bits: %d, Blue Bits: %d, Alpha Bits: %d, Depth Bits: %d\n",
        doublebuffer == True ? "Yes" : "No",
        red_bits, green_bits, blue_bits, alpha_bits, depth_bits);
}

static void createTheWindow()
{
    XEvent event;
    int x,y, attr_mask;
    XSizeHints hints;
    XWMHints *startup_state;
    XTextProperty textprop;
    XSetWindowAttributes attr = {0,};
    static char *title = "ARGB OpenGL Window";

    Xdisplay = XOpenDisplay(NULL);
    if (!Xdisplay) {
        fatalError("Couldn't connect to X server\n");
    }
    Xscreen = DefaultScreen(Xdisplay);
    Xroot = RootWindow(Xdisplay, Xscreen);

    fbconfigs = glXChooseFBConfig(Xdisplay, Xscreen, VisData, &numfbconfigs);
    fbconfig = 0;
    for(int i = 0; i<numfbconfigs; i++) {
        visual = (XVisualInfo*) glXGetVisualFromFBConfig(Xdisplay, fbconfigs[i]);
        if(!visual)
            continue;

        pict_format = XRenderFindVisualFormat(Xdisplay, visual->visual);
        if(!pict_format)
            continue;

        fbconfig = fbconfigs[i];
        if(pict_format->direct.alphaMask > 0) {
            break;
        }
    }

    if(!fbconfig) {
        fatalError("No matching FB config found");
    }

    describe_fbconfig(fbconfig);

    /* Create a colormap - only needed on some X clients, eg. IRIX */
    cmap = XCreateColormap(Xdisplay, Xroot, visual->visual, AllocNone);

    attr.colormap = cmap;
    attr.background_pixmap = None;
    attr.border_pixmap = None;
    attr.border_pixel = 0;
    attr.event_mask =
        StructureNotifyMask |
        EnterWindowMask |
        LeaveWindowMask |
        ExposureMask |
        ButtonPressMask |
        ButtonReleaseMask |
        OwnerGrabButtonMask |
        KeyPressMask |
        KeyReleaseMask;

    attr_mask =
        CWBackPixmap|
        CWColormap|
        CWBorderPixel|
        CWEventMask;

    width = 1920; //DisplayWidth(Xdisplay, DefaultScreen(Xdisplay))/2;
    height = 1080; //DisplayHeight(Xdisplay, DefaultScreen(Xdisplay))/2;
    x=width/2, y=height/2;

    window_handle = XCreateWindow(  Xdisplay,
                    Xroot,
                    x, y, width, height,
                    0,
                    visual->depth,
                    InputOutput,
                    visual->visual,
                    attr_mask, &attr);

    if( !window_handle ) {
        fatalError("Couldn't create the window\n");
    }

#if USE_GLX_CREATE_WINDOW
    int glXattr[] = { None };
    glX_window_handle = glXCreateWindow(Xdisplay, fbconfig, window_handle, glXattr);
    if( !glX_window_handle ) {
        fatalError("Couldn't create the GLX window\n");
    }
#else
    glX_window_handle = window_handle;
#endif

    textprop.value = (unsigned char*)title;
    textprop.encoding = XA_STRING;
    textprop.format = 8;
    textprop.nitems = strlen(title);

    hints.x = x;
    hints.y = y;
    hints.width = width;
    hints.height = height;
    hints.flags = USPosition|USSize;

    startup_state = XAllocWMHints();
    startup_state->initial_state = NormalState;
    startup_state->flags = StateHint;

    XSetWMProperties(Xdisplay, window_handle,&textprop, &textprop,
            NULL, 0,
            &hints,
            startup_state,
            NULL);

    XFree(startup_state);

    XMapWindow(Xdisplay, window_handle);
    XIfEvent(Xdisplay, &event, WaitForMapNotify, (char*)&window_handle);

    if ((del_atom = XInternAtom(Xdisplay, "WM_DELETE_WINDOW", 0)) != None) {
        XSetWMProtocols(Xdisplay, window_handle, &del_atom, 1);
    }
}

static int ctxErrorHandler( Display *dpy, XErrorEvent *ev )
{
    fputs("Error at context creation", stderr);
    return 0;
}

static void createTheRenderContext()
{
    int dummy;
    if (!glXQueryExtension(Xdisplay, &dummy, &dummy)) {
        fatalError("OpenGL not supported by X server\n");
    }

#if USE_GLX_CREATE_CONTEXT_ATTRIB
    #define GLX_CONTEXT_MAJOR_VERSION_ARB       0x2091
    #define GLX_CONTEXT_MINOR_VERSION_ARB       0x2092
    render_context = NULL;
    if( isExtensionSupported( glXQueryExtensionsString(Xdisplay, DefaultScreen(Xdisplay)), "GLX_ARB_create_context" ) ) {
        typedef GLXContext (*glXCreateContextAttribsARBProc)(Display*, GLXFBConfig, GLXContext, Bool, const int*);
        glXCreateContextAttribsARBProc glXCreateContextAttribsARB = (glXCreateContextAttribsARBProc)glXGetProcAddressARB( (const GLubyte *) "glXCreateContextAttribsARB" );
        if( glXCreateContextAttribsARB ) {
            int context_attribs[] =
            {
                GLX_CONTEXT_MAJOR_VERSION_ARB, 3,
                GLX_CONTEXT_MINOR_VERSION_ARB, 0,
                //GLX_CONTEXT_FLAGS_ARB        , GLX_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
                None
            };

            int (*oldHandler)(Display*, XErrorEvent*) = XSetErrorHandler(&ctxErrorHandler);

            render_context = glXCreateContextAttribsARB( Xdisplay, fbconfig, 0, True, context_attribs );

            XSync( Xdisplay, False );
            XSetErrorHandler( oldHandler );

            fputs("glXCreateContextAttribsARB failed", stderr);
        } else {
            fputs("glXCreateContextAttribsARB could not be retrieved", stderr);
        }
    } else {
            fputs("glXCreateContextAttribsARB not supported", stderr);
    }

    if(!render_context)
    {
#else
    {
#endif
        render_context = glXCreateNewContext(Xdisplay, fbconfig, GLX_RGBA_TYPE, 0, True);   //GLX_RGBA_TYPE
        if (!render_context) {
            fatalError("Failed to create a GL context\n");
        }
    }

    if (!glXMakeContextCurrent(Xdisplay, glX_window_handle, glX_window_handle, render_context)) {
        fatalError("glXMakeCurrent failed for window\n");
    }
}

static int updateTheMessageQueue()
{
    XEvent event;
    XConfigureEvent *xc;

    while (XPending(Xdisplay))
    {
        XNextEvent(Xdisplay, &event);
        switch (event.type)
        {
        case ClientMessage:
            if (event.xclient.data.l[0] == del_atom)
            {
                return 0;
            }
        break;

        case ConfigureNotify:
            xc = &(event.xconfigure);
            width = xc->width;
            height = xc->height;
            break;
        }
    }
    return 1;
}
//----------------------------
//----- GLFW -----------------
//----------------------------

// settings
const unsigned int SCR_WIDTH = 1920;
const unsigned int SCR_HEIGHT = 1080;

// camera
Camera camera(glm::vec3(0.0f, 0.0f, 3.0f));
float lastX = SCR_WIDTH / 2.0f;
float lastY = SCR_HEIGHT / 2.0f;
bool firstMouse = true;

// timing
float deltaTime = 0.0f;
float lastFrame = 0.0f;

int main(int argc, char *argv[])
{
    GLFWwindow* window;

    if (window_choice == "X11")
    {
        createTheWindow();
        createTheRenderContext();
    }
    else if (window_choice == "GLFW")
    {
        // glfw: initialize and configure
        glfwInit();
        glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
        glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
        glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);

        #ifdef __APPLE__
            glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // uncomment this statement to fix compilation on OS X
        #endif

        // glfw window creation
        window = glfwCreateWindow(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", NULL, NULL);
        if (window == NULL)
        {
            std::cout << "Failed to create GLFW window" << std::endl;
            glfwTerminate();
            return -1;
        }
        glfwMakeContextCurrent(window);
    }

    //Load GLEW
    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
      // Problem: glewInit failed, something is seriously wrong
      fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
    }
    fprintf(stdout, "Status: Using GLEW %s\n", glewGetString(GLEW_VERSION));

    // configure global opengl state
    // -----------------------------
    glEnable(GL_DEPTH_TEST);

    //Build and compile shaders
    Shader ourShader("/home/daniel/aureate/tools/Testing/assimp/1.model_loading.vs", "/home/daniel/aureate/tools/Testing/assimp/1.model_loading.fs");

    //Load models
    Model ourModel(FileSystem::getPath("resources/objects/nanosuit/nanosuit.obj"));

    if (window_choice == "X11")
    {
        while (updateTheMessageQueue())
        {
            //RGBA
            glClearColor(0.0, 0.0, 0.0, 0.0);
            glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);

            ourShader.use();

            glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), 1.777f, 0.1f, 100.0f);    //1920/1080 = 1.777
            glm::mat4 view = camera.GetViewMatrix();
            ourShader.setMat4("projection", projection);
            ourShader.setMat4("view", view);

            // render the loaded model
            glm::mat4 model;
            model = glm::translate(model, glm::vec3(0.0f, -1.75f, 0.0f)); // translate it down so it's at the center of the scene
            model = glm::scale(model, glm::vec3(0.2f, 0.2f, 0.2f)); // it's a bit too big for our scene, so scale it down
            ourShader.setMat4("model", model);
            ourModel.Draw(ourShader);

            glXSwapBuffers(Xdisplay, glX_window_handle);
        }
    }
    else if (window_choice == "GLFW")
    {
        while (!glfwWindowShouldClose(window))
        {
           // per-frame time logic
           // --------------------
           float currentFrame = glfwGetTime();
           deltaTime = currentFrame - lastFrame;
           lastFrame = currentFrame;

           // render
           // ------
           glClearColor(0.2f, 0.3f, 0.3f, 0.0f);
           glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

           // don't forget to enable shader before setting uniforms
           ourShader.use();

           // view/projection transformations
           glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
           glm::mat4 view = camera.GetViewMatrix();
           ourShader.setMat4("projection", projection);
           ourShader.setMat4("view", view);

           // render the loaded model
           glm::mat4 model;
           model = glm::translate(model, glm::vec3(0.0f, -1.75f, 0.0f)); // translate it down so it's at the center of the scene
           model = glm::scale(model, glm::vec3(0.2f, 0.2f, 0.2f));  // it's a bit too big for our scene, so scale it down
           ourShader.setMat4("model", model);
           ourModel.Draw(ourShader);

           glfwSwapBuffers(window);
        }

        glfwTerminate();
        return 0;
    }
}

1 个答案:

答案 0 :(得分:0)

  

所以要明确我的问题:我不明白为什么导入的对象在X11窗口内而不在GLFW窗口内具有透明度。

制作透明的X11窗口时,该窗口的Alpha通道将用作透明度通道。渲染到使用GLFW创建的非透明窗口时,帧缓冲区的Alpha通道将无效。

现在你看到的是一些纹理有透明的部分。但只要你不启用GL自己的混合,那些alpha值就永远不会有任何可观察到的效果。但是,着色器仍将alpha值从纹理复制到输出帧缓冲区。在GLFW的情况下,甚至不清楚默认帧缓冲区中是否存在alpha通道(您可以明确请求它,但如果不这样做则不能确定它不存在),但它完全不相关因为没有使用alpha通道。

在透明的X11窗口代码路径中,你绝对需要在默认的帧缓冲区中有一个alpha通道,并且那里的alpha值实际上会产生影响。

如果你不想要那些透明胶片,你可以做几件事:

  • 修改着色器,使其输出(r,g,b,1)而不是。{ (r,g,b,a)
  • 对纹理使用基于GL_RGB的格式,忽略文件中的alpha值
  • 修复纹理/材质说明,使其不包含任何透明胶片
  

X11窗口(基本上它可以是任何窗口管理器,但X11似乎是唯一能够显示透明背景的窗口)。

不,X11不是窗口管理器。不确定您使用的是哪个窗口管理器/合成器,但有几种支持透明度的替代方案。另一方面,你肯定无法对我的系统产生影响,这正是我想要的结果。