【问题标题】:Using a simple color shader in LibGDX在 LibGDX 中使用简单的颜色着色器
【发布时间】:2017-05-29 20:43:29
【问题描述】:

我为基于体素的世界开发了一个渲染引擎,它使用了一种非常有效的渲染方案。通过加载新材质,我已经能够使用特定颜色进行渲染。我遇到的问题是加载一个简单地使颜色看起来不错的着色器。我以前在 LWJGL 中做过这个,但我似乎无法用 LibGdx 得到它。我已经阅读了所有 blog.xoppa 并且很明显,着色器是我现在最苦苦挣扎的东西。也许我需要某种 SSAO 着色器或 deferredAO 着色器?

Shader.frag

varying vec3 position;
varying vec3 normal;
varying vec4 color;

void main(){
vec4 ambient = vec4( vec3(abs(normal.x)*.8 + abs(normal.z)*.9  + abs(normal.y)*1), 1);

gl_FragColor = vec4(color) * ambient;

}

Shader.vert

varying vec3 position;
varying vec3 normal;
varying vec4 color;

void main(){
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
    gl_FrontColor = gl_Color;
    position = vec3(gl_Vertex);
    normal = vec3(gl_Normal);
    color = vec4(gl_Color);

}

我的 TestShader 扩展了 Shader,我也有所有其他实现的方法。这些是相关的。

...
@Override
public void init() {
    program = new ShaderProgram(vert, frag);
    if (!program.isCompiled())
        throw new GdxRuntimeException(program.getLog());

} ...

@Override
public void begin(Camera camera, RenderContext context) {
    this.camera = camera;
    this.context = context;
    program.begin();
    context.setDepthTest(GL_LEQUAL);
    context.setCullFace(GL_BACK);
} ...

@Override
public void render(Renderable renderable) {
    renderable.meshPart.render(program);
} ... 

想要它的样子:(从前) 默认的 Libgdx 着色器看起来像什么,显然我每个块还没有多种类型的体素,但即将到来:

【问题讨论】:

  • 这是 OpenGL ES 还是桌面 OpenGL?
  • @NicolBolas 在桌面上使用 libgdx 所以它的 OpenGl ES

标签: opengl-es libgdx glsl lwjgl


【解决方案1】:

好吧,我实际上需要使用 SSAO 着色器,让它看起来既漂亮又简单:

片段着色器:

uniform sampler2D texture0;
uniform sampler2D texture1;

uniform vec2 camerarange;
uniform vec2 screensize;

float readDepth( in vec2 coord ) {
    return (2.0 * camerarange.x) / (camerarange.y + camerarange.x - texture2D( texture0, coord ).x * (camerarange.y - camerarange.x));  
}


void main(void)
{   
    vec2 texCoord = gl_TexCoord[0].st;
    //vec2 texCoord = texture2D(texture0, gl_TexCoord[0].st).xy;
    //vec3 texColor = texture2D(texture1, gl_TexCoord[0].st).rgb;

    float depth = readDepth( texCoord );
    float d;

    float pw = 1.0 / screensize.x;
    float ph = 1.0 / screensize.y;

    float aoCap = 0.45;

    float ao = 0.0;

    float aoMultiplier=1000.0;

    float depthTolerance = 0.00001;

    d=readDepth( vec2(texCoord.x+pw,texCoord.y+ph));
    ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);

    d=readDepth( vec2(texCoord.x-pw,texCoord.y+ph));
    ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);

    d=readDepth( vec2(texCoord.x+pw,texCoord.y-ph));
    ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);

    d=readDepth( vec2(texCoord.x-pw,texCoord.y-ph));
    ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);

    pw*=2.0;
    ph*=2.0;
    aoMultiplier/=2.0;

    d=readDepth( vec2(texCoord.x+pw,texCoord.y+ph));
    ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);

    d=readDepth( vec2(texCoord.x-pw,texCoord.y+ph));
    ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);

    d=readDepth( vec2(texCoord.x+pw,texCoord.y-ph));
    ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);

    d=readDepth( vec2(texCoord.x-pw,texCoord.y-ph));
    ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);

    pw*=2.0;
    ph*=2.0;
    aoMultiplier/=2.0;

    d=readDepth( vec2(texCoord.x+pw,texCoord.y+ph));
    ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);

    d=readDepth( vec2(texCoord.x-pw,texCoord.y+ph));
    ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);

    d=readDepth( vec2(texCoord.x+pw,texCoord.y-ph));
    ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);

    d=readDepth( vec2(texCoord.x-pw,texCoord.y-ph));
    ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);

    pw*=2.0;
    ph*=2.0;
    aoMultiplier/=2.0;

    d=readDepth( vec2(texCoord.x+pw,texCoord.y+ph));
    ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);

    d=readDepth( vec2(texCoord.x-pw,texCoord.y+ph));
    ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);

    d=readDepth( vec2(texCoord.x+pw,texCoord.y-ph));
    ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);

    d=readDepth( vec2(texCoord.x-pw,texCoord.y-ph));
    ao+=min(aoCap,max(0.0,depth-d-depthTolerance) * aoMultiplier);

    ao/=16.0;

    gl_FragColor = vec4(1.05 - ao) * texture2D(texture1, texCoord);
}

顶点着色器

#version 110

void main(){
    gl_Position = ftransform();
    gl_TexCoord[0] = gl_MultiTexCoord0;
}

【讨论】:

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