我正在使用libGDX,Tiled Map和Box2D制作平台游戏。我想应用一些着色器。
我想要一个坚持英雄的小插曲效果。对于晕影效果,我使用了this tutorial。 我遇到的问题是:如果相机是固定的,我会得到我想要的。小插图坚持英雄。但是,如果相机移动,这发生在滚动的平台游戏中,那么晕影效果并不会影响英雄。
Here is a video that illustrates my problem
似乎我必须考虑相机位置来计算晕影效果的坐标,但我不知道如何。 这是我用于插图的片段着色器:
varying vec4 v_color;
varying vec2 v_texCoord0;
uniform vec2 u_resolution;
uniform float u_PosX, u_PosY;
uniform sampler2D u_sampler2D;
const float outerRadius = 10, innerRadius = 1, intensity = .5;
void main(){
vec4 color = texture2D(u_sampler2D, v_texCoord0) * v_color;
vec2 relativePosition = gl_FragCoord.xy / u_resolution - vec2(u_PosX, u_PosY); //Position of the vignette
relativePosition.x *= u_resolution.x / u_resolution.y; //The vignette is a circle
float len = length(relativePosition);
float vignette = smoothstep(outerRadius, innerRadius, len);
color.rgb = mix(color.rgb, color.rgb * vignette, intensity);
gl_FragColor = color;
}
在游戏屏幕中,相关代码为:
public TestScreen(final MyGdxGame gam){
camera = new MyCamera();
camera.setToOrtho(false, width, height);
camera.update();
vertexShader = Gdx.files.internal("Shaders/vVignette.glsl").readString();
fragmentShader = Gdx.files.internal("Shaders/fVignette.glsl").readString();
shaderProgram = new ShaderProgram(vertexShader,fragmentShader);
shaderProgram.begin();
shaderProgram.setUniformf("u_resolution", camera.viewportWidth, camera.viewportHeight);
shaderProgram.end();
}
public void render(float delta) {
Gdx.gl.glClearColor(0.1f,0.1f,0.1f,1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
camera.update();
//calculation of the position of the effect depending on the position of the hero
posX = (Gdx.graphics.getWidth()/camera.viewportWidth) * hero.bodyHero.getPosition().x/camera.viewportWidth;
posY = (Gdx.graphics.getHeight()/camera.viewportHeight) * hero.bodyHero.getPosition().y/camera.viewportHeight;
shaderProgram.begin();
shaderProgram.setUniformf("u_PosX", posX);
shaderProgram.setUniformf("u_PosY", posY);
shaderProgram.end();
}
正如我所说,如果相机无法移动,此代码可以正常工作。但是因为它在相机移动时不起作用,我认为这个问题与相机投影有关,我在渲染中尝试了这个代码,没有更好的成功。 :
Vector3 PosHero = new Vector3();
PosHero.set(hero.bodyHero.getPosition().x, hero.bodyHero.getPosition().y, 0);
camera.unproject(PosHero);
posX = (Gdx.graphics.getWidth()/camera.viewportWidth) * PosHero.x/camera.viewportWidth;
posY = (Gdx.graphics.getHeight()/camera.viewportHeight) * PosHero.y/camera.viewportHeight;
shaderProgram.begin();
shaderProgram.setUniformf("u_PosX", posX);
shaderProgram.setUniformf("u_PosY", posY);
shaderProgram.end();
答案 0 :(得分:6)
正如我想的那样,问题与相机投影有关。在我在邮件末尾提供的代码中,我使用了camera.unproject(PosHero);
,但我需要使用camera.project(PosHero);
代替!
最后,这里是我用来为片段着色器提供正确坐标的代码:
Vector3 PosHero = new Vector3();
PosHero.set(hero.bodyHero.getPosition().x, hero.bodyHero.getPosition().y, 0);
camera.project(PosHero);
posX = PosHero.x/camera.viewportWidth;
posY = PosHero.y/camera.viewportHeight;
shaderProgram.begin();
shaderProgram.setUniformf("u_PosX", posX);
shaderProgram.setUniformf("u_PosY", posY);
shaderProgram.end();