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。我已经能够通过加载新材料为渲染使用特定颜色。我遇到的问题是加载着色器,只是让颜色看起来很漂亮。我之前在LWJGL中做过这个,但我似乎无法用LibGdx获得它。我已经阅读了所有的blog.xoppa,很清楚,着色器是我现在正在努力解决的问题。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,我也有其他所有实现的方法。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);
} ...
我想要它的样子:(从之前) 使用默认的Libgdx着色器看起来是什么样的,显然我的每个块没有多种类型的体素但是即将到来:
答案 0 :(得分:0)
好吧我实际上需要使用一个SSAO着色器,它看起来很漂亮和简单:
FRAGMENT SHADER:
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);
}
VERTEX SHADER
#version 110
void main(){
gl_Position = ftransform();
gl_TexCoord[0] = gl_MultiTexCoord0;
}