我编写了一个简单的程序,可以在3d环境中渲染球体,并根据球体周围的四个光源对其进行着色。 当我在桌面上运行该程序时,它可以正常工作,但在Android设备上,球体只是纯色。
以下图片说明了我在说什么:
- >桌面
- >的Android
以下是着色器代码:
sphere.vert
#ifdef GL_ES
precision mediump float;
#endif
uniform mat4 u_projectionMatrix;
uniform mat3 u_normalMatrix;
uniform mat4 u_modelViewMatrix;
const int MAX_LIGHTS = 8;
uniform int u_lights_active;
uniform vec3 u_ambient;
uniform vec3 u_position[ MAX_LIGHTS ];
uniform vec3 u_diffuse[ MAX_LIGHTS ];
uniform vec3 u_att_coeffs[ MAX_LIGHTS ];
// since builtins aren't used, we use attributes as substitute
attribute vec2 a_texCoord0;
attribute vec4 a_position;
attribute vec3 a_normal;
// outputs to fragment shader
varying vec2 v_tex_coord;
varying vec4 v_color;
void main()
{
vec3 tempColor = u_ambient;
vec3 ecPosition = vec3( u_modelViewMatrix * a_position );
vec3 viewVec = normalize( -ecPosition );
vec3 tnorm = normalize( u_normalMatrix * a_normal );
for ( int i = 0; i < u_lights_active; ++i )
{
float dist = length( ecPosition - u_position[i] ); // distance from light to fragment
float att = 1.0 / ( u_att_coeffs[i].x + u_att_coeffs[i].y*dist + u_att_coeffs[i].z*dist*dist );
vec3 lightVec = normalize( u_position[i] - ecPosition );
float diffuse = max( dot( lightVec, tnorm ), 0.0 );
tempColor += att * u_diffuse[i] * diffuse;
}
tempColor = clamp( tempColor, 0.0, 1.0 );
v_color = vec4( tempColor, 0.0 );
gl_Position = u_projectionMatrix * vec4( ecPosition, 1.0 );
v_tex_coord = a_texCoord0.xy;
}
sphere.frag
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_texture;
varying vec2 v_tex_coord;
varying vec4 v_color;
void main()
{
vec4 texColor = texture2D( u_texture, v_tex_coord );
gl_FragColor = texColor * v_color;
}
我真的希望你们中的一个人能够向我解释我做错了什么。
版本号:
LibGDX:0.9.8
ADT:Build v22.0.1-685705
Android设备:Sony Xperia S,Android 4.1.2
项目构建目标:Android 4.3,API 18
Mainfest包含
<uses-feature android:glEsVersion="0x00020000" android:required="true" />
着色器由以下人员创建:
shaderProgram = new ShaderProgram( Gdx.files.internal( "shaders/sphere.vert" ), Gdx.files.internal( "shaders/sphere.frag" ) );
if ( !shaderProgram.isCompiled() )
{
Gdx.app.error( TAG, shaderProgram.getLog() );
}
球体是StillModel:
创建
final ModelLoaderHints hint = new ModelLoaderHints( true );
model = ModelLoaderRegistry.loadStillModel( Gdx.files.internal( "data/sphere.obj" ), hint );
texture = new Texture( Gdx.files.internal( "data/sphere_tex.png" ), Format.RGB888, false );
material = new Material( "mat", new TextureAttribute( texture, 0, "u_texture" ) );
渲染:
shaderProgram.begin();
texture.bind( 0 );
shaderProgram.setUniformMatrix( C.U_PROJECTION_MATRIX, cam.projection );
// light values
shaderProgram.setUniformi( C.U_LIGHTS_ACTIVE, lightsActive );
shaderProgram.setUniform3fv( C.U_LIGHT_AMBIENT, lightAmbient, 0, 3 );
shaderProgram.setUniform3fv( C.U_LIGHT_POSITION, lightPosition, 0, 3 * lightsActive );
shaderProgram.setUniform3fv( C.U_LIGHT_DIFFUSE, lightDiffuse, 0, 3 * lightsActive );
shaderProgram.setUniform3fv( C.U_LIGHT_ATT_COEFFS, lightAttCoeffs, 0, 3 * lightsActive );
modelMatrix.setToTranslation( positionWrap );
modelMatrix.rotate( rotationAxis, rotation );
modelMatrix.scale( scaleX, scaleY, scaleZ );
modelViewMatrix.set( cam.view ).mul( modelMatrix );
normalMatrix.set( modelViewMatrix ).inv().tra();
shaderProgram.setUniformMatrix( C.U_NORMAL_MATRIX, normalMatrix3x3.set( normalMatrix ) );
shaderProgram.setUniformMatrix( C.U_MODEL_VIEW_MATRIX, modelViewMatrix );
stillModel.render( shaderProgram );
shaderProgram.end();
希望这是所需的全部信息。
提前致谢!
答案 0 :(得分:1)
将我的评论转换为答案:
GLSL规范只要求支持非常简单的循环(非常“常量”的循环边界等)。请参阅我的回答for-loop in shader code working with hardcoded number but not with uniform variable
在你的情况下,你可以通过循环遍历MAX_LIGHTS,然后将非活动灯的影响乘以0(或确保非活动灯设置全部为零或全部为1.0或其他任何使它们)来解决此问题。无效的)。
请注意,由于像素着色器的运行方式(在SIMD并行执行中),在循环内添加分支以“跳过”不必要的工作可能会更慢。尝试使所有像素始终运行相同的指令序列。