在LibGDX中使用简单的颜色着色器

时间:2017-05-29 20:43:29

标签: opengl-es libgdx glsl lwjgl

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);
} ... 

想要它的样子:(从之前)goingFor 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:current

1 个答案:

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;
}

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