libgdx着色器 - 尝试设置颜色

时间:2017-06-28 18:25:38

标签: java opengl libgdx shader opengl-es-2.0

我正在开始使用LibGDX中的着色器。我正在尝试手动设置颜色,但我得到的只是白色。

顶点着色器:

attribute vec4 a_position;
uniform mat4 u_projTrans;

void main() {
    gl_Position = u_projTrans * a_position;
    gl_PointSize = 10.0;
}   

片段着色器:

void main()
{
    gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}

如你所见,非常简单。通过这种设置,我能够绘制形状,但它们总是呈现出白色。使用我的片段着色器,我希望一切都是红色的。

我是否遗漏了libgdx堆栈中的内容?是否某些libgdx着色器默认值或其他东西被链条进一步覆盖?

屏幕输出: Should be red, is white no matter what I do

1 个答案:

答案 0 :(得分:1)

不知何故,您需要将顶点传递给OpenGL,以便LibGDX具有Mesh类来满足此要求。我正在使用SpriteBatch拥有自己用于绘制的网格物体。

顶点着色器:

attribute vec4 a_position;
uniform mat4 u_projTrans;

void main()
{
   gl_Position =  u_projTrans * a_position;
}

Fragment Shader:

#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif

void main()
{
  gl_FragColor = vec4(1,0,0,1);
}

ShaderTest

public class ShaderTest extends ApplicationAdapter {

    SpriteBatch spriteBatch;
    Texture texture;
    ShaderProgram shaderProgram;

    @Override
    public void create() {
        spriteBatch=new SpriteBatch();

         shaderProgram=new ShaderProgram(Gdx.files.internal("default.vertex.glsl"),Gdx.files.internal("default.fragment.glsl"));
         shaderProgram.pedantic = false;
         if(shaderProgram.isCompiled()) {
            System.out.println("Compiled Successfully");
            spriteBatch.setShader(shaderProgram);
         }else {
            System.out.println("Some Problem in Shader");
         }

        texture=new Texture("badlogic.jpg");
    }

    @Override
    public void render() {

        Gdx.gl.glClearColor(1,1,0,1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        spriteBatch.begin();
        spriteBatch.draw(texture,100,100);
        spriteBatch.end();
    }

    @Override
    public void dispose() {
        shaderProgram.dispose();
        texture.dispose();
        spriteBatch.dispose();
    }
}

输出是:

enter image description here

修改

网格不算什么,它只是一个很大的顶点数组,包含OpenGL所需的值,单个顶点可以保存有关PositionColorTexture Coordinates或其他任何内容的信息否则我们想传递到着色器。

根据问题你在片段着色器中修复了RED的颜色,所以你只需要将quard的位置传递给OpenGL。

public class QuardTest extends ApplicationAdapter {

    Mesh quard;
    OrthographicCamera cam;
    ShaderProgram shaderProgram;

    private int Idx = 0;
    private float[] verts= new float[4 * 2];

    @Override
    public void create() {

        cam=new OrthographicCamera();
        shaderProgram=new ShaderProgram(Gdx.files.internal("default.vertex.glsl"),Gdx.files.internal("default.fragment.glsl"));
        if(shaderProgram.isCompiled()) {
            System.out.println("Compiled Successfully");
        }else {
            System.out.println("Some Problem in Shader");
        }

        quard =new Mesh(true,4,0,new VertexAttribute(VertexAttributes.Usage.Position, 2, "a_position"));
    }

    @Override
    public void render() {

        Gdx.gl.glClearColor(1,1,0,1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);

        drawRect(100,100,100,100);
        drawRect(250,250,50,50);
    }

    public void drawRect(float x, float y, float width, float height){

        if (Idx ==verts.length) {
            flush();
        }

        verts[Idx++] = x;
        verts[Idx++] = y;

        verts[Idx++] = x + width;
        verts[Idx++] = y;

        verts[Idx++] = x + width;
        verts[Idx++] = y + height;

        verts[Idx++] = x;
        verts[Idx++] = y + height;
    }

    public void flush(){

        if (Idx ==0)
            return;

        quard.setVertices(verts);
        Gdx.gl.glDepthMask(false);
        int vertexCount = (Idx /2);
        cam.setToOrtho(false, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
        shaderProgram.begin();
        shaderProgram.setUniformMatrix("u_projTrans", cam.combined);
        quard.render(shaderProgram, GL20.GL_TRIANGLE_FAN, 0, vertexCount);
        shaderProgram.end();
        Gdx.gl.glDepthMask(true);

        Idx =0;
    }
}