我在两个点之间的一行中的每一步都在每个像素处向帧缓冲区绘制精灵,但是我在混合方面存在问题:
我目前正在使用:
(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
然后,在我的着色器中,我做了:
if( color.a == 0 )
color.rgb = 0;
但是,如果你看一下红色和绿色的星星,你可以看到"添加剂混合"这发生在alpha在(0,1)的区间之间。
如果没有添加剂混合,则会出现这种3D效果:
有没有办法对相似的颜色进行添加混合,但是在颜色不匹配时要避免?
它应该是这样的:
答案 0 :(得分:2)
您可以使用预乘Alpha进行此操作。
首先,您需要正确设置纹理。像这样在黑色上画白:
然后将纹理的亮度复制到其Alpha通道中。在GIMP中,您可以通过右键单击图层,选择“添加图层蒙版”,然后选择“图层的灰度副本”来完成此操作。它看起来有点像这样(如Gimp所示):
然后,如果你愿意,你可以重新着色它的RGB通道,虽然它更通用,可以在你的代码中保持白色和颜色。
在你的代码中,绘制形状时,使用混合函数预乘alpha:
batch.setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA);
使用默认的SpriteBatch着色器绘制它。在绘制完形状后,切换回常规的alpha混合:
batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
示例游戏:
public class GameMain extends ApplicationAdapter implements InputProcessor{
SpriteBatch batch;
Texture star;
Color color = new Color();
Viewport viewport;
int screenWidth, screenHeight;
FrameBuffer fbo;
boolean shouldClearFBO = false;
boolean fboUpdated = false;
OrthographicCamera fullScreenCamera;
boolean touchDown = false;
Vector2 touchLocation = new Vector2();
int colorIndex = 0;
static final int[] COLORS = {0xff0000ff, 0x00ff00ff, 0x0000ffff, 0xffff00ff, 0xff00ffff, 0x00ffffff, 0xffffffff};
static final float SIZE = 150;
@Override
public void create () {
batch = new SpriteBatch();
star = new Texture("star.png");
viewport = new ExtendViewport(800, 480);
fullScreenCamera = new OrthographicCamera();
Gdx.input.setInputProcessor(this);
}
@Override
public void resize (int width, int height){
viewport.update(width, height, true);
fullScreenCamera.setToOrtho(false, width, height);
fullScreenCamera.position.set(width/2, height/2, 0);
fullScreenCamera.update();
fboUpdated = false;
screenWidth = width;
screenHeight = height;
}
@Override
public void render () {
if (!fboUpdated){
fboUpdated = true;
if (fbo!=null)
fbo.dispose();
fbo = new FrameBuffer(Pixmap.Format.RGBA8888, screenWidth, screenHeight, false);
fbo.begin();
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
fbo.end();
}
color.set(COLORS[colorIndex]);
fbo.begin();
if (shouldClearFBO){
shouldClearFBO = false;
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
}
if (touchDown){
batch.setProjectionMatrix(viewport.getCamera().combined);
batch.setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA);
batch.begin();
batch.setColor(color);
batch.draw(star, touchLocation.x - SIZE/2, touchLocation.y - SIZE/2, SIZE, SIZE);
batch.end();
}
fbo.end();
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setColor(Color.WHITE);
batch.setProjectionMatrix(fullScreenCamera.combined);
batch.setBlendFunction(GL20.GL_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
batch.begin();
batch.draw(fbo.getColorBufferTexture(), 0, screenHeight, screenWidth, -screenHeight);
batch.end();
}
@Override
public boolean keyDown(int keycode) {
switch (keycode){
case Input.Keys.SPACE:
colorIndex = (++colorIndex) % COLORS.length;
return true;
case Input.Keys.X:
shouldClearFBO = true;
return true;
}
return false;
}
@Override
public boolean keyUp(int keycode) {
return false;
}
@Override
public boolean keyTyped(char character) {
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
viewport.unproject(touchLocation.set(screenX, screenY));
if (pointer==1){
colorIndex = (++colorIndex) % COLORS.length;
return true;
}
if (pointer == 2){
shouldClearFBO = true;
return true;
}
touchDown = true;
return true;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
touchDown = false;
return true;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
viewport.unproject(touchLocation.set(screenX, screenY));
return true;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
return false;
}
@Override
public boolean scrolled(int amount) {
return false;
}
}