我制作了一个带有4个三角形的三角形列表,中间点有不同的颜色。然后旨在结合三角形以获得漂亮的渐变。 但是三角形的边缘会产生不需要的线条,我不希望这些线条让我想要它的光滑。 我怎样才能得到理想的结果?
着色器代码:
// Simple passthrough vertex shader
//
attribute vec3 in_Position; // (x,y,z)
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
varying vec2 v_texcoord;
varying vec4 v_colour;
void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
v_colour = in_Colour;
v_texcoord = in_TextureCoord;
}
//
// Simple passthrough fragment shader
//
varying vec2 v_texcoord;
varying vec4 v_colour;
void main()
{
gl_FragColor = v_colour;
}
游戏制作者代码: 创建活动:
//Build vertices list
vertex_format_begin();
vertex_format_add_position();
vertex_format_add_colour();
vertex_format_add_textcoord();
v_format = vertex_format_end();
v_buff = vertex_create_buffer();
vertex_begin(v_buff, v_format);
//triangle 0
vertex_position(v_buff, 200, 100);
vertex_colour(v_buff, c_black, 1);
vertex_texcoord(v_buff, 0.0, 0.0);
vertex_position(v_buff, 600, 100);
vertex_colour(v_buff, c_black, 1);
vertex_texcoord(v_buff, 1.0, 0.0);
vertex_position(v_buff, 400, 300);
vertex_colour(v_buff, c_red, 1);
vertex_texcoord(v_buff, 0.5, 0.5);
//triangle 1
vertex_position(v_buff, 200, 100);
vertex_colour(v_buff, c_black, 1);
vertex_texcoord(v_buff, 0.0, 0.0);
vertex_position(v_buff, 200, 500);
vertex_colour(v_buff, c_black, 1);
vertex_texcoord(v_buff, 0.0, 1.0);
vertex_position(v_buff, 400, 300);
vertex_colour(v_buff, c_red, 1);
vertex_texcoord(v_buff, 0.5, 0.5);
//triangle 2
vertex_position(v_buff, 600, 100);
vertex_colour(v_buff, c_black, 1);
vertex_texcoord(v_buff, 1.0, 0.0);
vertex_position(v_buff, 600, 500);
vertex_colour(v_buff, c_black, 1);
vertex_texcoord(v_buff, 1.0, 1.0);
vertex_position(v_buff, 400, 300);
vertex_colour(v_buff, c_red, 1);
vertex_texcoord(v_buff, 0.5, 0.5);
//triangle 3
vertex_position(v_buff, 200, 500);
vertex_colour(v_buff, c_black, 1);
vertex_texcoord(v_buff, 0.0, 1.0);
vertex_position(v_buff, 600, 500);
vertex_colour(v_buff, c_black, 1);
vertex_texcoord(v_buff, 1.0, 1.0);
vertex_position(v_buff, 400, 300);
vertex_colour(v_buff, c_red, 1);
vertex_texcoord(v_buff, 0.5, 0.5);
vertex_end(v_buff);
tex = sprite_get_texture(sprite_index, 0);
绘制事件:
shader_set(shd_prim);
shader_set_uniform_f(uni_radius, var_radius);
vertex_submit(v_buff, pr_trianglelist, tex);
shader_reset();
答案 0 :(得分:3)
你可以看到的效果是视错觉。您可以通过对颜色进行分级来使其可见。使用以下片段着色器:
varying vec2 v_texcoord;
varying vec4 v_colour;
void main()
{
float steps = 4.0;
//float steps = 8.0;
//float steps = 16.0;
//float steps = 32.0;
vec3 gradColor = floor(v_colour.rgb * steps) / steps;
gl_FragColor = vec4(gradColor, 1.0);
}
4种颜色:
8种颜色:
16种颜色:
32种颜色:
要获得更好的结果,您必须在片段着色器中计算颜色。以下着色器可以平滑地更改渐变,从视图中间的圆形渐变到视图边框处的方形渐变。使用GLSL mix
函数将片段颜色从color1
插入到color2
。
varying vec2 v_texcoord;
varying vec4 v_colour;
void main()
{
vec4 color1 = vec4(1.0, 0.0, 0.0, 1.0);
vec4 color2 = vec4(0.0, 0.0, 0.0, 1.0);
vec2 distV = v_texcoord * 2.0 - 1.0;
float maxDist = max(abs(distV.x), abs(distV.y));
float circular = length(distV);
float square = maxDist;
gl_FragColor = mix(color1, color2, mix(circular,square,maxDist));
}
预览: