Reputation: 625
I need to draw a color with some shape onto an image. My thought was to supply a mask with the given shape (say, hearts), then fill the rectangular area with the color and use the mask to render it over the final image.
The rectangle color is decided at runtime - that's why I don't draw the colored heart on my own.
The black heart image is transparent (alpha is 0) anywhere except for the heart (alpha is 255). I tried using:
glBlendFunc(GL_DST_ALPHA, GL_ZERO)
where the source is the solid color, and the destination is the alpha channel image. I used https://www.andersriggelsen.dk/glblendfunc.php for help.
However the bottom image (tree) is being used as the DST image... Seems like I need an intermediate buffer to first render the blue heart, then do a second render onto the tree.
What is the way to do it?
Upvotes: 0
Views: 1949
Reputation: 586
Here's a very simple way to do this in legacy OpenGL (which I assume you're using) that does not require a stencil buffer:
public void render() {
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glOrtho(0, 1, 1, 0, 1, -1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
// Regular blending
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_ALPHA_TEST);
// Discard transparent pixels. Not strictly necessary but good for performance in this case.
glAlphaFunc(GL_GREATER, 0.01f);
glColor3f(1,1,1);
glBindTexture(GL_TEXTURE_2D, treeTexture);
drawQuad();
glColor3f(1,0,1); // Your color goes here
glBindTexture(GL_TEXTURE_2D, maskTexture);
drawQuad();
}
private void drawQuad() {
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex2f(0,0);
glTexCoord2f(0,1);
glVertex2f(0,1);
glTexCoord2f(1,1);
glVertex2f(1,1);
glTexCoord2f(1,0);
glVertex2f(1,0);
glEnd();
}
Here, treeTexture
is the tree texture, and maskTexture
is the white-on-transparent heart shape.
Result:
The principle is that in the legacy OpenGL pipeline, you can use glColor*
before glVertex*
to specify a color that the texture color (in this case white or transparent) is multiplied by component-wise.
Note that with this method you can easily render multiple colored shapes in multiple different colors without needing any (relatively expensive) clears of the stencil buffer. I suggest cropping the mask texture to the boundaries of the actual mask shape, to save the GPU the small effort of discarding all the transparent fragments.
Upvotes: 1
Reputation: 1234
If the tree is drawn before, it will appear in the dest Color and change your final result.
You are right, you need an intermediate buffer to store which part of the quand should be rendered, with the shape of your heart.
OpenGL provide a perfect tool for this, it's called stencil buffer.
In your case i will render my scene like usual (the tree)
Then i will enable the stencil buffer glEnable(GL_STENCIL_TEST);
Disable the write to the colorBuffer glColorMask(false, false, false, false);
,
Draw only the heart with the appropriate mask. glStencilMask(0xFF);
Then you draw your colored quad with stencil test enable with glStencilFunc(GL_EQUAL, 1, 0xFF)
Don't forget to clear your stencil buffer each frame glClear(GL_STENCIL_BUFFER_BIT);
You can find some good tutorials online: https://learnopengl.com/Advanced-OpenGL/Stencil-testing
Upvotes: 1