在LibGDX中使用简单的颜色着色器

问题描述:

我为基于体素的世界开发了一个渲染引擎,它使用了非常高效的渲染方案。我已经能够通过加载新材料来为渲染使用特定的颜色。我遇到的问题是加载着色器,只是使颜色看起来不错。我之前在LWJGL中做过这个,但我似乎无法使用LibGdx。我已经阅读了blog.xoppa的所有内容,显然,着色器就是我现在正在努力处理最多的内容。也许我需要某种SSAO着色器或推迟的AO着色器?在LibGDX中使用简单的颜色着色器

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TestShader延伸阴影r,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); 
} ... 

什么它看起来像:(从之前)goingFor 它看起来像一个默认Libgdx着色器,显然我没有多种类型的每块体素的,但还即未来:current

+0

这是OpenGL ES的或台式机的OpenGL? –

+0

@NicolBolas将libgdx用于桌面,使其OpenGl ES –

好吧,我确实需要使用这使得它看起来不错,简单的SSAO着色器:

片段着色器:

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); 
} 

顶点着色器

#version 110 

void main(){ 
    gl_Position = ftransform(); 
    gl_TexCoord[0] = gl_MultiTexCoord0; 
} 

change