I'm making a GUI class in my Opengl project. Currently what I am doing is I create a plane and then I bind a bmp texture to it. Is there a way to make parts of it transparent?
Right now this is what shows up (the white/blue box in the bottom left): http://imgur.com/OpxsBHi
I want the image to just show the blue area.
This is my code if you would like to take a look:
// Struct of bitmap file.
struct BitMapFile
{
int sizeX;
int sizeY;
unsigned char *data;
};
// Routine to read a bitmap file.
// Works only for uncompressed bmp files of 24-bit color.
BitMapFile *getBMPData(string filename)
{
BitMapFile *bmp = new BitMapFile;
unsigned int size, offset, headerSize;
// Read input file name.
ifstream infile(filename.c_str(), ios::binary);
// Get the starting point of the image data.
infile.seekg(10);
infile.read((char *) &offset, 4);
// Get the header size of the bitmap.
infile.read((char *) &headerSize,4);
// Get width and height values in the bitmap header.
infile.seekg(18);
infile.read( (char *) &bmp->sizeX, 4);
infile.read( (char *) &bmp->sizeY, 4);
// Allocate buffer for the image.
size = bmp->sizeX * bmp->sizeY * 24;
bmp->data = new unsigned char[size];
// Read bitmap data.
infile.seekg(offset);
infile.read((char *) bmp->data , size);
// Reverse color from bgr to rgb.
int temp;
for (int i = 0; i < size; i += 3)
{
temp = bmp->data[i];
bmp->data[i] = bmp->data[i+2];
bmp->data[i+2] = temp;
}
return bmp;
}
class GUI
{
public:
GUI();
GUI(float x, float y, float width, float height, string textureName);
void LoadTexture(string textureName);
void Draw();
float GetCenterX() { return m_CenterX; }
float GetCenterY() { return m_CenterY; }
void SetCenterX(float value) { m_CenterX = value; }
void SetCenterY(float value) { m_CenterY = value; }
private:
float m_CenterX, m_CenterY, m_Width, m_Height, m_Depth;
unsigned int m_Texture[1];
unsigned char m_Colour[3];
string m_TextureName;
};
GUI::GUI(float x, float y, float width, float height, string textureName)
{
m_CenterX = x;
m_CenterY = y;
m_Width = width;
m_Height = height;
m_Depth = 0.0;
m_TextureName = textureName;
LoadTexture(textureName);
}
void GUI::Draw()
{
// Turn on OpenGL texturing.
glEnable(GL_TEXTURE_2D);
// Activate a texture.
glBindTexture(GL_TEXTURE_2D, m_Texture[0]);
// Map the texture onto a square polygon.
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 0.0); glVertex3f(m_CenterX - m_Width, m_CenterY - m_Height, -5.0001);
glTexCoord2f(1.0, 0.0); glVertex3f(m_CenterX + m_Width, m_CenterY - m_Height, -5.0001);
glTexCoord2f(1.0, 1.0); glVertex3f(m_CenterX + m_Width, m_CenterY + m_Height, -5.0001);
glTexCoord2f(0.0, 1.0); glVertex3f(m_CenterX - m_Width, m_CenterY + m_Height, -5.0001);
glEnd();
glDisable(GL_TEXTURE_2D);
}
void GUI::LoadTexture(string textureName)
{
// Create texture index array.
glGenTextures(1, m_Texture);
// Local storage for bmp image data.
BitMapFile *image[1];
// Load the texture.
image[0] = getBMPData(textureName);
// Bind image to texture index[0].
glBindTexture(GL_TEXTURE_2D, m_Texture[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
//used to make the image look blocky
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, image[0]->sizeX, image[0]->sizeY, 0,
GL_RGB, GL_UNSIGNED_BYTE, image[0]->data);
}
void drawScene(void)
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
GUI(-3,-3,1,1,0.3,"lifebar.bmp").Draw();
glutSwapBuffers();
}
void setup(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
// Specify how texture values combine with current surface color values.
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_BLEND);
}
Yes. Quickly and simply, you need:
1) Alpha channel describing pixel transparency: Easiest way is to load RGBA image.
2) Enable alpha blending:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Choose blending function depending on your needs.
EDIT: Notice, that when using RGBA images, change both texture and image format correctly (GL_RGB -> GL_RGBA):
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, image[0]->sizeX, image[0]->sizeY, 0,
GL_RGBA, GL_UNSIGNED_BYTE, image[0]->data);
EDIT2: I have code to create 1x1 bitmap from color value. I use this to create dummy color and normal maps for objects that do not have that. For your testing purposes, create texture from buffer like this (this is D source, you should be able to convert it to C++ quite easily):
this(vec4 color) // Create texture from color value
{
ubyte[] buffer = [
cast(ubyte)(color.r*255),
cast(ubyte)(color.g*255),
cast(ubyte)(color.b*255),
cast(ubyte)(color.a*255)
];
this(1, 1, buffer.ptr, GL_RGBA); // Width, height, image buffer, image format
}
Using this texture, when everything works well, you should be able to create arbitrary sized rectangles on screen. Change alpha values to see that blending works.
EDIT3: The code above written with C++-like pseudocode:
BitMapFile *createSinglePixelBitmap()
{
static unsigned char pixel[4] = { 255, 0, 0, 125 }; // Red pixel, alpha ~ 50%
BitMapFile *bitmap = new BitMapFile;
bitmap.sizeX = 1;
bitmap.sizeY = 1;
bitmap.data = pixel;
return bitmap;
}
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