不知怎的,你需要通過頂點的OpenGL所以有Mesh
類此要求LibGDX。我正在使用擁有自己的網格的SpriteBatch
。
頂點着色器:
attribute vec4 a_position;
uniform mat4 u_projTrans;
void main()
{
gl_Position = u_projTrans * a_position;
}
片段着色器:
#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();
}
}
並且輸出是:
編輯
網是什麼,它只是頂點的大陣列,包含要求的OpenGL和一個頂點可以保存有關Position
,Color
,Texture Coordinates
,或者我們想其他任何價值傳遞給着色器。
根據您的問題,您在紅色的片段着色器中固定顏色,因此您只需要將顏色位置傳遞給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;
}
}
如何在代碼中使用着色器程序? 「我能繪製形狀」是什麼意思,它是網狀的嗎? – Aryan
我正在嘗試不使用網格。這可能是不可能的......試圖在不使用Mesh的情況下理解底層函數。如果我今天拿不到它,我會放入網格。 –
另外,我沒有做的一件事是運行ShaderProgram.begin()。當我這樣做時,頂點完全消失。我看你沒有在你的代碼中使用begin(),所以這可能不是必需的,或者當你啓動一個SpriteBatch時自動發生。儘管感謝指針。 –