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android - 通过 VBO 将附加数据传递给 fragment 着色器 - DynamicSpriteBatch

转载 作者:塔克拉玛干 更新时间:2023-11-02 19:04:33 25 4
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我正在使用 AndEngine 学习 opengl 着色器,我的目标是使用一些 lightshader 制作 DynamicSpriteBatch,其中光线位置将通过 vbo 传递到 spritebatch 中的每个绘制调用,这样我就可以在每个 Sprite 上操纵光源。

所以我创建了 LightSpriteBatch(带有 drawtype.dynamic)

public class LightSpriteBatch extends Shape {
// ===========================================================
// Constants
// ===========================================================

private static final float[] VERTICES_TMP = new float[8];

private static final Transformation TRANSFORATION_TMP = new Transformation();

public static final int VERTEX_INDEX_X = 0;
public static final int VERTEX_INDEX_Y = 1;

public static final int COLOR_INDEX = 2;

public static final int TEXTURECOORDINATES_INDEX_U = 3;
public static final int TEXTURECOORDINATES_INDEX_V = 4;

public static final int LIGHT_POSITION_INDEX_X = 5;
public static final int LIGHT_POSITION_INDEX_Y = 6
;

public static final int VERTEX_SIZE = 2 + 1 + 2 + 2 ;
public static final int VERTICES_PER_SPRITE = 6;
public static final int SPRITE_SIZE = VERTEX_SIZE * VERTICES_PER_SPRITE;


public static final VertexBufferObjectAttributes VERTEXBUFFEROBJECTATTRIBUTES_DEFAULT = new VertexBufferObjectAttributesBuilder(4)
.add(ShaderProgramConstants.ATTRIBUTE_POSITION_LOCATION, ShaderProgramConstants.ATTRIBUTE_POSITION, 2, GLES20.GL_FLOAT, false)
.add(ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION, ShaderProgramConstants.ATTRIBUTE_COLOR, 4, GLES20.GL_UNSIGNED_BYTE, true)
.add(ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES_LOCATION, ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES, 2, GLES20.GL_FLOAT, false)
.add(LightShader.ATTRIBUTE_LIGHT_POSITION_LOCATION, LightShader.ATTRIBUTE_LIGHT_POSITION, 2, GLES20.GL_FLOAT, false)
.build();

光影器

public class LightShader extends ShaderProgram {
// ===========================================================
// Constants
// ===========================================================

private static LightShader INSTANCE;
public static final String ATTRIBUTE_LIGHT_POSITION = "a_lightPosition";
public final static int ATTRIBUTE_LIGHT_POSITION_LOCATION = 4;

public static final String VERTEXSHADER =
"uniform mat4 " + ShaderProgramConstants.UNIFORM_MODELVIEWPROJECTIONMATRIX + ";\n" +
"attribute vec4 " + ShaderProgramConstants.ATTRIBUTE_POSITION + ";\n" +
"attribute vec4 " + ShaderProgramConstants.ATTRIBUTE_COLOR + ";\n" +
"attribute vec2 " + ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES + ";\n" +
"attribute vec2 " + LightShader.ATTRIBUTE_LIGHT_POSITION + ";\n" +
"varying vec4 " + ShaderProgramConstants.VARYING_COLOR + ";\n" +
"varying vec2 " + ShaderProgramConstants.VARYING_TEXTURECOORDINATES + ";\n" +
"varying vec2 v_lightPosition;\n" +
"void main() {\n" +
" v_lightPosition = "+ LightShader.ATTRIBUTE_LIGHT_POSITION +" ;\n" +
" " + ShaderProgramConstants.VARYING_COLOR + " = " + ShaderProgramConstants.ATTRIBUTE_COLOR + ";\n" +
" " + ShaderProgramConstants.VARYING_TEXTURECOORDINATES + " = " + ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES + ";\n" +
" gl_Position = " + ShaderProgramConstants.UNIFORM_MODELVIEWPROJECTIONMATRIX + " * " + ShaderProgramConstants.ATTRIBUTE_POSITION + ";\n" +
"}";




public static final String FRAGMENTSHADER =
"precision lowp float;\n" +
"uniform sampler2D " + ShaderProgramConstants.UNIFORM_TEXTURE_0 + ";\n" +
"varying lowp vec4 " + ShaderProgramConstants.VARYING_COLOR + ";\n" +
"varying mediump vec2 " + ShaderProgramConstants.VARYING_TEXTURECOORDINATES + ";\n" +
"varying lowp vec2 v_lightPosition;\n" +
"void main() {\n" +
" vec4 tx = texture2D(" + ShaderProgramConstants.UNIFORM_TEXTURE_0 + ", " + ShaderProgramConstants.VARYING_TEXTURECOORDINATES + ") ;"+
" float u_radius = 100.0;"+
" vec2 u_lightPosition = vec2(200-50+v_lightPosition.x,200-50+v_lightPosition.y);"+
" float distance = length( u_lightPosition - gl_FragCoord.xy );"+
" float intensity =( 1.5-min( distance, u_radius )/u_radius)*1.5;"+
" gl_FragColor = vec4(tx.r*intensity,tx.g*intensity,tx.b*intensity,tx.w);"+
"}";

// ===========================================================
// Fields
// ===========================================================

public static int sUniformModelViewPositionMatrixLocation = ShaderProgramConstants.LOCATION_INVALID;
public static int sUniformTexture0Location = ShaderProgramConstants.LOCATION_INVALID;

// ===========================================================
// Constructors
// ===========================================================

private LightShader() {
super(LightShader.VERTEXSHADER, LightShader.FRAGMENTSHADER);
}

public static LightShader getInstance() {
if(LightShader.INSTANCE == null) {
LightShader.INSTANCE = new LightShader();
}
return LightShader.INSTANCE;
}

// ===========================================================
// Getter & Setter
// ===========================================================

// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================

@Override
protected void link(final GLState pGLState) throws ShaderProgramLinkException {
GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_POSITION_LOCATION, ShaderProgramConstants.ATTRIBUTE_POSITION);
GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION, ShaderProgramConstants.ATTRIBUTE_COLOR);
GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES_LOCATION, ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES);
GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_POSITION_0_LOCATION, ShaderProgramConstants.ATTRIBUTE_POSITION_0);
super.link(pGLState);

LightShader.sUniformModelViewPositionMatrixLocation = this.getUniformLocation(ShaderProgramConstants.UNIFORM_MODELVIEWPROJECTIONMATRIX);
LightShader.sUniformTexture0Location = this.getUniformLocation(ShaderProgramConstants.UNIFORM_TEXTURE_0);
}

@Override
public void bind(final GLState pGLState, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
GLES20.glEnableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_POSITION_0_LOCATION);
super.bind(pGLState, pVertexBufferObjectAttributes);
GLES20.glUniformMatrix4fv(LightShader.sUniformModelViewPositionMatrixLocation, 1, false, pGLState.getModelViewProjectionGLMatrix(), 0);
GLES20.glUniform1i(LightShader.sUniformTexture0Location, 0);
}


@Override
public void unbind(GLState pGLState) throws ShaderProgramException {
GLES20.glDisableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_POSITION_0_LOCATION);
super.unbind(pGLState);
}

// ===========================================================
// Methods
// ===========================================================

// ===========================================================
// Inner and Anonymous Classes
// ===========================================================

我还创建了自定义 HighPerformanceLightSpriteBatchVBO,我将光照位置传递到缓冲区中

@Override
public void addWithPackedColor(final ITextureRegion pTextureRegion, final float pX1, final float pY1, final float pX2, final float pY2, final float pColorABGRPackedInt,final float pLightXX,final float pLightYY) {
final float[] bufferData = this.getBufferData();
final int bufferDataOffset = this.mBufferDataOffset;

final float x1 = pX1;
final float y1 = pY1;
final float x2 = pX2;
final float y2 = pY2;
final float u = pTextureRegion.getU();
final float v = pTextureRegion.getV();
final float u2 = pTextureRegion.getU2();
final float v2 = pTextureRegion.getV2();
final float pLightX = pLightXX;
final float pLightY = pLightYY;

if(pTextureRegion.isRotated()) {
bufferData[bufferDataOffset + 0 * LightSpriteBatch.VERTEX_SIZE + LightSpriteBatch.VERTEX_INDEX_X] = x1;
bufferData[bufferDataOffset + 0 * LightSpriteBatch.VERTEX_SIZE + LightSpriteBatch.VERTEX_INDEX_Y] = y1;
bufferData[bufferDataOffset + 0 * LightSpriteBatch.VERTEX_SIZE + LightSpriteBatch.COLOR_INDEX] = pColorABGRPackedInt;
bufferData[bufferDataOffset + 0 * LightSpriteBatch.VERTEX_SIZE + LightSpriteBatch.TEXTURECOORDINATES_INDEX_U] = u;
bufferData[bufferDataOffset + 0 * LightSpriteBatch.VERTEX_SIZE + LightSpriteBatch.TEXTURECOORDINATES_INDEX_V] = v;
bufferData[bufferDataOffset + 0 * LightSpriteBatch.VERTEX_SIZE + LightSpriteBatch.LIGHT_POSITION_INDEX_X] = pLightX;
bufferData[bufferDataOffset + 0 * LightSpriteBatch.VERTEX_SIZE + LightSpriteBatch.LIGHT_POSITION_INDEX_Y] = pLightY;

所有这一切都有效,但我在 fragment 着色器中读取这个光照位置时遇到问题。如果渲染纹理,我需要做哪些计算才能正确计算光位置和位置之间的距离?

DynamicLightSpriteBatch sb = new DynamicLightSpriteBatch(mTextureSprite,10,getVertexBufferObjectManager()) {
@Override
protected boolean onUpdateSpriteBatch() {
draw(mTextureSpriteRegion, 0f, 0f, 400f, 400f, 0f, 1.0f, 1.0f, 1.0f, 1.0f,100f,100f); // ( 100,100 = lightX & Y )
return true;
}
};

光总是在中心(200-radius/2,200-radius/2)并且它应该移动 100,100 作为最后一个参数

最佳答案

如果我理解正确的话,你想要的是在 fragment 着色器中有相对的光位置,每个像素都不同。为此,您需要访问顶点着色器中的模型 View 和投影矩阵,并计算要传递给 fragment 着色器的 Sprite 的 upright 向量。然后在 fragment 着色器中将这个(乘以纹理坐标)添加到 Sprite 中心位置以获得每个着色 fragment ( Sprite 的每个像素)的世界空间位置。从灯光位置中减去它,瞧!

请注意,在您的着色器代码中,您似乎对顶点/fragment 着色器中的 varying 变量使用了不同的精度说明符。这可能会导致问题(变量可能无法链接,因此顶点着色器中输出的值被丢弃, fragment 着色器中的输入值未定义)。这是 OpenGL 的阴暗角落之一,某种程度上是由于需要能够任意混合和匹配不同的顶点和 fragment 着色器。

关于android - 通过 VBO 将附加数据传递给 fragment 着色器 - DynamicSpriteBatch,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/14480125/

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