I have a texture with transparent parts, but instead of being rendered transparent they're black.
To test if the RGBA values get passed on correctly to the shader, I made everything render in greyscale. And as I thought the alpha values weren't getting passed on correctly.
So anyway here is how the textures get loaded:
@classmethod
def load_texture(cls, file_name: str):
try:
img = Image.open(f"{sys.path[0]}/res/{file_name}.png").convert('RGBA')
img = img.transpose(Image.FLIP_TOP_BOTTOM) # flip image upside down
except Exception as e:
print(e)
img = Image.open(f"{sys.path[0]}/res/missing_texture.png").convert('RGBA')
img = img.transpose(Image.FLIP_TOP_BOTTOM) # flip image upside down
ix, iy, image = img.size[0], img.size[1], img.tobytes("raw", "RGBA", 0, -1)
texture_id = glGenTextures(1) # generate a texture ID
cls.__textures.append(texture_id)
glBindTexture(GL_TEXTURE_2D, texture_id) # make it current
# copy the texture into the current texture texture_id
glTexImage2D(GL_TEXTURE_2D, 0, 3, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, image)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
return texture_id
And this is my fragment shader (the commented out part is obviously not working):
#version 400 core
in vec2 pass_texture_coords;
in vec3 surface_normal;
in vec3 to_light_vector;
in vec3 to_camera_vector;
out vec4 out_color;
uniform sampler2D model_texture;
uniform vec3 light_color;
uniform float shine_damper;
uniform float reflectivity;
void main(void){
vec4 texture_color = texture(model_texture, pass_texture_coords);
texture_color = vec4(vec3(texture_color.a), 1.0);
//if(texture_color.a < 0.5){
// discard;
//}
vec3 unit_normal = normalize(surface_normal);
vec3 unit_light_vector = normalize(to_light_vector);
float n_dot1 = dot(unit_normal, unit_light_vector);
float brightness = max(n_dot1, 0.1);
vec3 diffuse = brightness * light_color;
vec3 unit_vector_to_camera = normalize(to_camera_vector);
vec3 light_direction = -unit_light_vector;
vec3 reflected_light_direction = reflect(light_direction, unit_normal);
float specular_factor = dot(reflected_light_direction, unit_vector_to_camera);
specular_factor = max(specular_factor, 0.0);
float damped_factor = pow(specular_factor, shine_damper);
vec3 final_specular = damped_factor * reflectivity * light_color;
out_color = vec4(diffuse, 1.0) * texture_color + vec4(final_specular, 1.0);
}
Also before rendering anything, this method gets called:
@staticmethod
def update_display():
InputController().apply_input() # apply inputs every frame
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) # so that transparent bits of the texture won't get rendered
glEnable(GL_ALPHA_TEST)
glEnable(GL_DEPTH_TEST)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) # Remove everything from screen (i.e. displays all white)
glClearColor(0, 0.3, 0, 1) # set backdrop color
glLoadIdentity() # Reset all graphic/shape's position
From glTexImage2D:
glTexImage2D(
GL_TEXTURE_2D, // Target
0, // Level
3, // Internalformat -> 3 -> GL_RGB -> no alpha
// Framebuffer does not necessarily
// need an alpha channel.
// But if you want transparent textures
// you have to specify one,
// E.g. GL_RGBA (or any other format
// from Table 2 with alpha).
ix, // Width
iy, // Height
0, // Border, must be 0
GL_RGBA, // Format of data
GL_UNSIGNED_BYTE, // Type of data
image // Data, which gets converted from format
// to internalformat. In your case, the
// alpha components will be discarded
);
Hint: always use symbols, e.g., GL_XXXX
. Legacy OpenGL accepts a numeric value for internalformat
, but the specification in the link above explicitly mandates one of the symbols from the tables.