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所以我試圖實現基於this教程的高斯模糊着色器(用於練習)。我將他們的LWJGL代碼翻譯成JSFML代碼,這有點棘手。(J)SFML:高斯模糊着色器不工作
在我的實現中,只有背景精靈可見,鼠標周圍沒有模糊。
我的代碼如下,爲了提高可讀性而刪除了不相關的內容(如異常處理等)。
public class ShaderPractice {
private static final int RTSIZE = 1024;
private static float radius = 3;
private static float MAX_BLUR = 3;
public static void main(String[] args) {
RenderWindow rw = new RenderWindow();
rw.create(new VideoMode(800, 600), "Gaussian Blur!");
Texture t = new Texture();
t.loadFromFile(Paths.get("textures/bg.jpg"));
Sprite bgSprite = new Sprite(t);
RenderTexture blurTargetA = new RenderTexture();
blurTargetA.create(RTSIZE, RTSIZE);
RenderTexture blurTargetB = new RenderTexture();
blurTargetB.create(RTSIZE, RTSIZE);
Shader blurShader = new Shader();
blurShader.loadFromFile(Paths.get("src/shaderpractice/frag.glsl"), Shader.Type.FRAGMENT);
blurShader.setParameter("u_texture", t);
blurShader.setParameter("dir", new Vector2f(0, 0));
blurShader.setParameter("resolution", RTSIZE);
blurShader.setParameter("radius", radius);
while (rw.isOpen()) {
Vector2f mousePos = rw.mapPixelToCoords(Mouse.getPosition());
blurTargetA.clear();
blurTargetA.draw(bgSprite);
blurTargetA.display();
blurShader.setParameter("dir", new Vector2f(1, 0));
float mouseXAmt = mousePos.x/rw.getSize().x;
blurShader.setParameter("radius", mouseXAmt * MAX_BLUR);
blurTargetB.clear();
blurTargetB.draw(bgSprite, new RenderStates(blurShader));
blurTargetB.display();
blurShader.setParameter("dir", new Vector2f(0, 1));
float mouseYAmt = (rw.getSize().y-mousePos.y-1)/rw.getSize().y;
blurShader.setParameter("radius", mouseYAmt * MAX_BLUR);
rw.draw(bgSprite, new RenderStates(blurShader));
rw.display();
for (Event event : rw.pollEvents()) {
if (event.type == Event.Type.CLOSED) {
rw.close();
}
}
}
}
}
我的片段着色器如下(雖然我相信這是正確的,GLSL是從教程相同)
uniform sampler2D u_texture;
uniform vec2 dir;
uniform float resolution;
uniform float radius;
void main() {
// RGBA sum
vec4 sum = vec4(0.0);
vec2 tc = gl_TexCoord[0].xy;
float blur = radius/resolution;
float hstep = dir.x;
float vstep = dir.y;
//apply blurring, using a 9-tap filter with predefined gaussian weights
sum += texture2D(u_texture, vec2(tc.x - 4.0*blur*hstep, tc.y - 4.0*blur*vstep)) * 0.0162162162;
sum += texture2D(u_texture, vec2(tc.x - 3.0*blur*hstep, tc.y - 3.0*blur*vstep)) * 0.0540540541;
sum += texture2D(u_texture, vec2(tc.x - 2.0*blur*hstep, tc.y - 2.0*blur*vstep)) * 0.1216216216;
sum += texture2D(u_texture, vec2(tc.x - 1.0*blur*hstep, tc.y - 1.0*blur*vstep)) * 0.1945945946;
sum += texture2D(u_texture, vec2(tc.x, tc.y)) * 0.2270270270;
sum += texture2D(u_texture, vec2(tc.x + 1.0*blur*hstep, tc.y + 1.0*blur*vstep)) * 0.1945945946;
sum += texture2D(u_texture, vec2(tc.x + 2.0*blur*hstep, tc.y + 2.0*blur*vstep)) * 0.1216216216;
sum += texture2D(u_texture, vec2(tc.x + 3.0*blur*hstep, tc.y + 3.0*blur*vstep)) * 0.0540540541;
sum += texture2D(u_texture, vec2(tc.x + 4.0*blur*hstep, tc.y + 4.0*blur*vstep)) * 0.0162162162;
gl_FragColor = vec4(sum.rgb, 1.0);
}
有人問之前,我只需要片段着色器這是因爲SFML在片段着色器中提供了正確的紋理座標。
我在做什麼錯誤?我懷疑這是我處理我的FBO的方式(在這種情況下是RenderTextures)。