I've noticed some OpenGL developers having issues with how WebGL treats alpha in the backbuffer (ie, the canvas), so I thought it might be good to go over some of the differences between WebGL and OpenGL related to alpha.
The biggest difference between OpenGL and WebGL is that OpenGL renders to a backbuffer that is not composited with anything, or effectively not composited with anything by the OS's window manager, so it doesn't matter what your alpha is.
WebGL is composited by the browser with the web page and the
default is to use pre-multiplied alpha the same as .png <img>
tags with transparency and 2D canvas tags.
WebGL has several ways to make this more like OpenGL.
gl = canvas.getContext("webgl2", {
premultipliedAlpha: false // Ask for non-premultiplied alpha
});
The default is true.
Of course the result will still be composited over the page with whatever background color ends up being under the canvas (the canvas's background color, the canvas's container background color, the page's background color, the stuff behind the canvas if the canvas has a z-index > 0, etc....) in other words, the color CSS defines for that area of the webpage.
A really good way to find if you have any alpha problems is to set the canvas's background to a bright color like red. You'll immediately see what is happening.
<canvas style="background: red;"><canvas>
You could also set it to black which will hide any alpha issues you have.
gl = canvas.getContext("webgl", { alpha: false }};
This will make it act more like OpenGL since the backbuffer will only have RGB. This is probably the best option because a good browser could see that you have no alpha and actually optimize the way WebGL is composited. Of course that also means it actually won't have alpha in the backbuffer so if you are using alpha in the backbuffer for some purpose that might not work for you. Few apps that I know of use alpha in the backbuffer. I think arguably this should have been the default.
..
renderScene();
..
// Set the backbuffer's alpha to 1.0 by
// Setting the clear color to 1
gl.clearColor(1, 1, 1, 1);
// Telling WebGL to only affect the alpha channel
gl.colorMask(false, false, false, true);
// clear
gl.clear(gl.COLOR_BUFFER_BIT);
Clearing is generally very fast as there is a special case for it in most hardware. I did this in many of my first WebGL demos. If I was smart I'd switch to method #2 above. Maybe I'll do that right after I post this. It seems like most WebGL libraries should default to this method. Those few developers that are actually using alpha for compositing effects can ask for it. The rest will just get the best perf and the least surprises.
// At init time. Clear the back buffer.
gl.clearColor(1,1,1,1);
gl.clear(gl.COLOR_BUFFER_BIT);
// Turn off rendering to alpha
gl.colorMask(true, true, true, false);
Of course if you are rendering to your own framebuffers you may need to turn rendering to alpha back on and then turn it off again when you switch to rendering to the canvas.
By default if you are loading images with alpha into WebGL, WebGL will provide the values as they are in the file with color values not premultiplied. This is generally what I'm used to for OpenGL programs because it's lossless whereas pre-multiplied is lossy.
1, 0.5, 0.5, 0 // RGBA
Is a possible un-premultiplied value whereas pre-multiplied it's an
impossible value because a = 0
which means r
, g
, and b
have
to be zero.
When loading an image you can have WebGL pre-multiply the alpha if you want.
You do this by setting UNPACK_PREMULTIPLY_ALPHA_WEBGL
to true like this
gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);
The default is un-premultiplied.
Be aware that most if not all Canvas 2D implementations work with
pre-multiplied alpha. That means when you transfer them to WebGL and
UNPACK_PREMULTIPLY_ALPHA_WEBGL
is false WebGL will convert them
back to un-premultipiled.
Almost all OpenGL apps I've writing or worked on use
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
That works for non pre-multiplied alpha textures.
If you actually want to work with pre-multiplied alpha textures then you probably want
gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
Those are the methods I'm aware of. If you know of more please post them below.