Transparent OpenGL CAEAGLLayer



im试图渲染openGl视图(caeagllayer)透明,这样我就可以在其后面放一个uiview。我正在使用以下设置来实现透明的OpenGL背景。

CAEAGLLayer* layer = (CAEAGLLayer*)eaglLayer;
layer.opaque = NO;
layer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
                            [NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking,
                            kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat,
                            nil
                            ];

我的问题现在是我的OpenGL场景中的对象现在是透明的,我可以通过它们看到(约50%的透明度)。

我如何使OpenGL场景的背景透明,同时仍然在场景中没有透明的对象。

请注意,所有层,Uiviews和Uiwindows的alpha值为1.0,场景中的片段着色器并没有引起问题,因为当所有内容都是纯色layer.opaque设置为"是"。我还要补充一点,如果有帮助,这是一个团结项目。

编辑:

unity设置的一些代码。

int OpenEAGL_UnityCallback(UIWindow** window, int* screenWidth, int* screenHeight,  int* openglesVersion)
{
    CGRect rect = [[UIScreen mainScreen] bounds];
    // Create a full-screen window
    _window = [[UIWindow alloc] initWithFrame:rect];
    EAGLView* view = [[EAGLView alloc] initWithFrame:rect];
    UnityViewController *controller = [[UnityViewController alloc] init];
    sGLViewController = controller;
#if defined(__IPHONE_3_0)
    if( _ios30orNewer )
        controller.wantsFullScreenLayout = TRUE;
#endif
    controller.view = view;
    CreateSplashView( UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone ? (UIView*)_window : (UIView*)view );
    CreateActivityIndicator(_splashView);
    // add only now so controller have chance to reorient *all* added views
    [_window addSubview:view];
    if (UI_USER_INTERFACE_IDIOM() == UIUserInterfaceIdiomPhone)
        [_window bringSubviewToFront:_splashView];
    if( !UnityUseOSAutorotation() )
    {
        _autorotEnableHandling = true;
        [[NSNotificationCenter defaultCenter] postNotificationName: UIDeviceOrientationDidChangeNotification object: [UIDevice currentDevice]];
    }
    // reposition activity indicator after we rotated views
    if (_activityIndicator)
        _activityIndicator.center = CGPointMake([_splashView bounds].size.width/2, [_splashView bounds].size.height/2);
    int openglesApi =
#if defined(__IPHONE_3_0) && USE_OPENGLES20_IF_AVAILABLE
    kEAGLRenderingAPIOpenGLES2;
#else
    kEAGLRenderingAPIOpenGLES1;
#endif
    for (; openglesApi >= kEAGLRenderingAPIOpenGLES1 && !_context; --openglesApi)
    {
        if (!UnityIsRenderingAPISupported(openglesApi))
            continue;
        _context = [[EAGLContext alloc] initWithAPI:openglesApi];
    }
    if (!_context)
        return false;
    if (![EAGLContext setCurrentContext:_context]) {
        _context = 0;
        return false;
    }
    const GLuint colorFormat = UnityUse32bitDisplayBuffer() ? GL_RGBA8_OES : GL_RGB565_OES;
    if (!CreateWindowSurface(view, colorFormat, GL_DEPTH_COMPONENT16_OES, UnityGetDesiredMSAASampleCount(MSAA_DEFAULT_SAMPLE_COUNT), NO, &_surface)) {
        return false;
    }
    glViewport(0, 0, _surface.w, _surface.h);
    [_window makeKeyAndVisible];
    [view release];
    *window = _window;
    *screenWidth = _surface.w;
    *screenHeight = _surface.h;
    *openglesVersion = _context.API;
    _glesContextCreated = true;
    return true;
}
void PresentSurface(EAGLSurfaceDesc* surface)
{
    if(_skipPresent)
    {
        UNITY_DBG_LOG ("SKIP PresentSurface:n");
        return;
    }
    UNITY_DBG_LOG ("PresentSurface:n");
    EAGLContext *oldContext = [EAGLContext currentContext];
    if (oldContext != _context)
        [EAGLContext setCurrentContext:_context];
    PreparePresentSurfaceGLES(surface);
    // presentRenderbuffer presents currently bound RB, so make sure we have the correct one bound
    GLES_CHK( glBindRenderbufferOES(GL_RENDERBUFFER_OES, surface->renderbuffer) );
    if(![_context presentRenderbuffer:GL_RENDERBUFFER_OES])
        printf_console("failed to present renderbuffer (%s:%i)n", __FILE__, __LINE__ );
    AfterPresentSurfaceGLES(surface);
    if(oldContext != _context)
        [EAGLContext setCurrentContext:oldContext];
}

bool CreateSurface(EAGLView *view, EAGLSurfaceDesc* surface)
{
    CAEAGLLayer* eaglLayer = (CAEAGLLayer*)surface->eaglLayer;
    assert(eaglLayer == [view layer]);
    CGSize newSize = [eaglLayer bounds].size;
    newSize.width  = roundf(newSize.width);
    newSize.height = roundf(newSize.height);
#ifdef __IPHONE_4_0
    int resolution = UnityGetTargetResolution();
    if (    (resolution == kTargetResolutionNative || resolution == kTargetResolutionHD)
         && [view respondsToSelector:@selector(setContentScaleFactor:)]
         && [[UIScreen mainScreen] respondsToSelector:@selector(scale)]
       )
    {
            CGFloat scaleFactor = [UIScreen mainScreen].scale;
            [view setContentScaleFactor:scaleFactor];
            newSize.width = roundf(newSize.width * scaleFactor);
            newSize.height = roundf(newSize.height * scaleFactor);
            UnitySetInputScaleFactor(scaleFactor);
    }
#endif
    surface->w = newSize.width;
    surface->h = newSize.height;
    UNITY_DBG_LOG ("CreateWindowSurface: FBOn");
    CreateSurfaceGLES(surface);
    GLES_CHK( glBindRenderbufferOES(GL_RENDERBUFFER_OES, surface->renderbuffer) );
    return true;
}
extern "C" bool AllocateRenderBufferStorageFromEAGLLayer(void* eaglLayer)
{
    return [_context renderbufferStorage:GL_RENDERBUFFER_OES fromDrawable:(CAEAGLLayer*)eaglLayer];
}
extern "C" void InitEAGLLayer(void* eaglLayer, bool use32bitColor)
{
    CAEAGLLayer* layer = (CAEAGLLayer*)eaglLayer;
    const NSString* colorFormat = use32bitColor ? kEAGLColorFormatRGBA8 : kEAGLColorFormatRGB565;
    layer.opaque = NO;
    layer.drawableProperties =  [NSDictionary dictionaryWithObjectsAndKeys:
                                    [NSNumber numberWithBool:FALSE], kEAGLDrawablePropertyRetainedBacking,
                                    colorFormat, kEAGLDrawablePropertyColorFormat,
                                    nil
                                ];
}

用alpha&lt清除框架缓冲器;1,即

glClearColor(r, g, b, alpha); // where alpha < 1
glClear(GL_COLOR_BUFFER_BIT | … );

对于完整的透明度,您需要alpha =0。

好的,问题似乎与PSD有关。Unity使您可以在PSD中加载纹理。他们正在创建怪异的透明度问题。我把它们换成了jpegs,问题已解决。

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