我最近钻研了GLSL着色器(在LibGDX中),并遇到了一些问题。
最初,我写了自己的着色器,实现了着色界面,这部分工作在绘图和做我想要的顶点位移。
我决定只对DefaultShader进行扩展,因为我不想改变绘图,而且位移的东西非常小。
然而,当我试图在我的#canRender(Renderable r)中使用此着色器时, 将返回false,当我强制它呈现时,它会将所有内容绘制为黑色。
我使用的顶点和片段着色器几乎与默认着色器相同--我只是在顶点着色器中增加了几行顶点位移。片段着色器与默认代码相同。
我以为ModelBatch在渲染我的模型时默认使用这些着色器,但我不确定它是否默认为不同的东西,或者我添加的内容是否破坏了它。
有一件事我认为可能是在创建着色器的过程中:我想不出什么可以传递给DefaultShader构造函数--我试图在源代码的某个地方找到对这个函数的调用,但是没有任何运气。
下面是实际的呈现调用(如果我没有将着色器传递给呈现调用,但显然没有提供我想要的功能):
if(assets.getPlayerInstance() != null){
if(shader == null){
shader = new WarpShader(assets.getPlayerInstance().getRenderable(new Renderable()));
shader.init();
}
shader.updatePlayerPosition(assets.getPlayerInstance().transform.getTranslation(vec3Buff));
modelBatch.begin(cam);
modelBatch.render(assets.getInstances(), environment, shader);
modelBatch.render(assets.getPlayerInstance(), environment);
modelBatch.end();
}这是我的着色类,正如您所看到的,它几乎没有额外的功能:
public class WarpShader extends DefaultShader {
private Vector3 playerPosition = new Vector3();
public WarpShader(Renderable renderable) {
super(renderable, new Config(Gdx.files.internal("data/shaders/test.vertex.glsl").readString()
, Gdx.files.internal("data/shaders/test.frag.glsl").readString()));
}
@Override
public void init() {
super.init();
}
@Override
public int compareTo(Shader other) {
return super.compareTo(other);
}
@Override
public boolean canRender(Renderable instance) {
return super.canRender(instance);
}
@Override
public void begin(Camera camera, RenderContext context) {
super.begin(camera, context);
}
@Override
public void render(Renderable renderable) {
program.setUniform3fv("u_playerPos", new float[]{playerPosition.x, playerPosition.y, playerPosition.z}, 0, 3);
super.render(renderable);
}
public void updatePlayerPosition(Vector3 pos){
playerPosition=pos;
}
@Override
public void end() {
super.end();
}
@Override
public void dispose() {
super.dispose();
}}
下面是我的顶点着色器(可能不需要看这个,实际上并没有添加多少):
#if defined(diffuseTextureFlag) || defined(specularTextureFlag)
#define textureFlag
#endif
#if defined(specularTextureFlag) || defined(specularColorFlag)
#define specularFlag
#endif
#if defined(specularFlag) || defined(fogFlag)
#define cameraPositionFlag
#endif
attribute vec3 a_position;
uniform mat4 u_projViewTrans;
uniform vec3 u_playerPos; // ADDED THIS
#if defined(colorFlag)
varying vec4 v_color;
attribute vec4 a_color;
#endif // colorFlag
#ifdef normalFlag
attribute vec3 a_normal;
uniform mat3 u_normalMatrix;
varying vec3 v_normal;
#endif // normalFlag
#ifdef textureFlag
attribute vec2 a_texCoord0;
#endif // textureFlag
#ifdef diffuseTextureFlag
uniform vec4 u_diffuseUVTransform;
varying vec2 v_diffuseUV;
#endif
#ifdef specularTextureFlag
uniform vec4 u_specularUVTransform;
varying vec2 v_specularUV;
#endif
#ifdef boneWeight0Flag
#define boneWeightsFlag
attribute vec2 a_boneWeight0;
#endif //boneWeight0Flag
#ifdef boneWeight1Flag
#ifndef boneWeightsFlag
#define boneWeightsFlag
#endif
attribute vec2 a_boneWeight1;
#endif //boneWeight1Flag
#ifdef boneWeight2Flag
#ifndef boneWeightsFlag
#define boneWeightsFlag
#endif
attribute vec2 a_boneWeight2;
#endif //boneWeight2Flag
#ifdef boneWeight3Flag
#ifndef boneWeightsFlag
#define boneWeightsFlag
#endif
attribute vec2 a_boneWeight3;
#endif //boneWeight3Flag
#ifdef boneWeight4Flag
#ifndef boneWeightsFlag
#define boneWeightsFlag
#endif
attribute vec2 a_boneWeight4;
#endif //boneWeight4Flag
#ifdef boneWeight5Flag
#ifndef boneWeightsFlag
#define boneWeightsFlag
#endif
attribute vec2 a_boneWeight5;
#endif //boneWeight5Flag
#ifdef boneWeight6Flag
#ifndef boneWeightsFlag
#define boneWeightsFlag
#endif
attribute vec2 a_boneWeight6;
#endif //boneWeight6Flag
#ifdef boneWeight7Flag
#ifndef boneWeightsFlag
#define boneWeightsFlag
#endif
attribute vec2 a_boneWeight7;
#endif //boneWeight7Flag
#if defined(numBones) && defined(boneWeightsFlag)
#if (numBones > 0)
#define skinningFlag
#endif
#endif
uniform mat4 u_worldTrans;
#if defined(numBones)
#if numBones > 0
uniform mat4 u_bones[numBones];
#endif //numBones
#endif
#ifdef shininessFlag
uniform float u_shininess;
#else
const float u_shininess = 20.0;
#endif // shininessFlag
#ifdef blendedFlag
uniform float u_opacity;
varying float v_opacity;
#ifdef alphaTestFlag
uniform float u_alphaTest;
varying float v_alphaTest;
#endif //alphaTestFlag
#endif // blendedFlag
#ifdef lightingFlag
varying vec3 v_lightDiffuse;
#ifdef ambientLightFlag
uniform vec3 u_ambientLight;
#endif // ambientLightFlag
#ifdef ambientCubemapFlag
uniform vec3 u_ambientCubemap[6];
#endif // ambientCubemapFlag
#ifdef sphericalHarmonicsFlag
uniform vec3 u_sphericalHarmonics[9];
#endif //sphericalHarmonicsFlag
#ifdef specularFlag
varying vec3 v_lightSpecular;
#endif // specularFlag
#ifdef cameraPositionFlag
uniform vec4 u_cameraPosition;
#endif // cameraPositionFlag
#ifdef fogFlag
varying float v_fog;
#endif // fogFlag
#if defined(numDirectionalLights) && (numDirectionalLights > 0)
struct DirectionalLight
{
vec3 color;
vec3 direction;
};
uniform DirectionalLight u_dirLights[numDirectionalLights];
#endif // numDirectionalLights
#if defined(numPointLights) && (numPointLights > 0)
struct PointLight
{
vec3 color;
vec3 position;
};
uniform PointLight u_pointLights[numPointLights];
#endif // numPointLights
#if defined(ambientLightFlag) || defined(ambientCubemapFlag) || defined(sphericalHarmonicsFlag)
#define ambientFlag
#endif //ambientFlag
#ifdef shadowMapFlag
uniform mat4 u_shadowMapProjViewTrans;
varying vec3 v_shadowMapUv;
#define separateAmbientFlag
#endif //shadowMapFlag
#if defined(ambientFlag) && defined(separateAmbientFlag)
varying vec3 v_ambientLight;
#endif //separateAmbientFlag
#endif // lightingFlag
void main() {
#ifdef diffuseTextureFlag
v_diffuseUV = u_diffuseUVTransform.xy + a_texCoord0 * u_diffuseUVTransform.zw;
#endif //diffuseTextureFlag
#ifdef specularTextureFlag
v_specularUV = u_specularUVTransform.xy + a_texCoord0 * u_specularUVTransform.zw;
#endif //specularTextureFlag
#if defined(colorFlag)
v_color = a_color;
#endif // colorFlag
#ifdef blendedFlag
v_opacity = u_opacity;
#ifdef alphaTestFlag
v_alphaTest = u_alphaTest;
#endif //alphaTestFlag
#endif // blendedFlag
#ifdef skinningFlag
mat4 skinning = mat4(0.0);
#ifdef boneWeight0Flag
skinning += (a_boneWeight0.y) * u_bones[int(a_boneWeight0.x)];
#endif //boneWeight0Flag
#ifdef boneWeight1Flag
skinning += (a_boneWeight1.y) * u_bones[int(a_boneWeight1.x)];
#endif //boneWeight1Flag
#ifdef boneWeight2Flag
skinning += (a_boneWeight2.y) * u_bones[int(a_boneWeight2.x)];
#endif //boneWeight2Flag
#ifdef boneWeight3Flag
skinning += (a_boneWeight3.y) * u_bones[int(a_boneWeight3.x)];
#endif //boneWeight3Flag
#ifdef boneWeight4Flag
skinning += (a_boneWeight4.y) * u_bones[int(a_boneWeight4.x)];
#endif //boneWeight4Flag
#ifdef boneWeight5Flag
skinning += (a_boneWeight5.y) * u_bones[int(a_boneWeight5.x)];
#endif //boneWeight5Flag
#ifdef boneWeight6Flag
skinning += (a_boneWeight6.y) * u_bones[int(a_boneWeight6.x)];
#endif //boneWeight6Flag
#ifdef boneWeight7Flag
skinning += (a_boneWeight7.y) * u_bones[int(a_boneWeight7.x)];
#endif //boneWeight7Flag
#endif //skinningFlag
#ifdef skinningFlag
vec4 pos = u_worldTrans * skinning * vec4(a_position, 1.0);
vec4 playerPos = u_worldTrans * skinning * vec4(u_playerPos, 1.0); // ADDED THIS
#else
vec4 pos = u_worldTrans * vec4(a_position, 1.0);
vec4 playerPos = u_worldTrans * vec4(u_playerPos, 1.0); // ADDED THIS
#endif
gl_Position = u_projViewTrans * pos;
//Apply horizon // ADDED THESE 3 LINES
vec4 playerWorld = u_projViewTrans * playerPos;
float xDelta = (gl_Position[1] - playerWorld[0]);
gl_Position[1] += xDelta*xDelta*-0.002;
#ifdef shadowMapFlag
vec4 spos = u_shadowMapProjViewTrans * pos;
v_shadowMapUv.xy = (spos.xy / spos.w) * 0.5 + 0.5;
v_shadowMapUv.z = min(spos.z * 0.5 + 0.5, 0.998);
#endif //shadowMapFlag
#if defined(normalFlag)
#if defined(skinningFlag)
vec3 normal = normalize((u_worldTrans * skinning * vec4(a_normal, 0.0)).xyz);
#else
vec3 normal = normalize(u_normalMatrix * a_normal);
#endif
v_normal = normal;
#endif // normalFlag
#ifdef fogFlag
vec3 flen = u_cameraPosition.xyz - pos.xyz;
float fog = dot(flen, flen) * u_cameraPosition.w;
v_fog = min(fog, 1.0);
#endif
#ifdef lightingFlag
#if defined(ambientLightFlag)
vec3 ambientLight = u_ambientLight;
#elif defined(ambientFlag)
vec3 ambientLight = vec3(0.0);
#endif
#ifdef ambientCubemapFlag
vec3 squaredNormal = normal * normal;
vec3 isPositive = step(0.0, normal);
ambientLight += squaredNormal.x * mix(u_ambientCubemap[0], u_ambientCubemap[1], isPositive.x) +
squaredNormal.y * mix(u_ambientCubemap[2], u_ambientCubemap[3], isPositive.y) +
squaredNormal.z * mix(u_ambientCubemap[4], u_ambientCubemap[5], isPositive.z);
#endif // ambientCubemapFlag
#ifdef sphericalHarmonicsFlag
ambientLight += u_sphericalHarmonics[0];
ambientLight += u_sphericalHarmonics[1] * normal.x;
ambientLight += u_sphericalHarmonics[2] * normal.y;
ambientLight += u_sphericalHarmonics[3] * normal.z;
ambientLight += u_sphericalHarmonics[4] * (normal.x * normal.z);
ambientLight += u_sphericalHarmonics[5] * (normal.z * normal.y);
ambientLight += u_sphericalHarmonics[6] * (normal.y * normal.x);
ambientLight += u_sphericalHarmonics[7] * (3.0 * normal.z * normal.z - 1.0);
ambientLight += u_sphericalHarmonics[8] * (normal.x * normal.x - normal.y * normal.y);
#endif // sphericalHarmonicsFlag
#ifdef ambientFlag
#ifdef separateAmbientFlag
v_ambientLight = ambientLight;
v_lightDiffuse = vec3(0.0);
#else
v_lightDiffuse = ambientLight;
#endif //separateAmbientFlag
#else
v_lightDiffuse = vec3(0.0);
#endif //ambientFlag
#ifdef specularFlag
v_lightSpecular = vec3(0.0);
vec3 viewVec = normalize(u_cameraPosition.xyz - pos.xyz);
#endif // specularFlag
#if defined(numDirectionalLights) && (numDirectionalLights > 0) && defined(normalFlag)
for (int i = 0; i < numDirectionalLights; i++) {
vec3 lightDir = -u_dirLights[i].direction;
float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
vec3 value = u_dirLights[i].color * NdotL;
v_lightDiffuse += value;
#ifdef specularFlag
float halfDotView = max(0.0, dot(normal, normalize(lightDir + viewVec)));
v_lightSpecular += value * pow(halfDotView, u_shininess);
#endif // specularFlag
}
#endif // numDirectionalLights
#if defined(numPointLights) && (numPointLights > 0) && defined(normalFlag)
for (int i = 0; i < numPointLights; i++) {
vec3 lightDir = u_pointLights[i].position - pos.xyz;
float dist2 = dot(lightDir, lightDir);
lightDir *= inversesqrt(dist2);
float NdotL = clamp(dot(normal, lightDir), 0.0, 1.0);
vec3 value = u_pointLights[i].color * (NdotL / (1.0 + dist2));
v_lightDiffuse += value;
#ifdef specularFlag
float halfDotView = max(0.0, dot(normal, normalize(lightDir + viewVec)));
v_lightSpecular += value * pow(halfDotView, u_shininess);
#endif // specularFlag
}
#endif // numPointLights
#endif // lightingFlag
}碎片着色器就是这样一个:
谢谢!
发布于 2015-11-13 17:01:22
DefaultShader是一种所谓的uber着色器。您不能简单地创建它的一个实例并将其用于所有呈现。相反,它需要为特定的用例进行编译。这就是使用Renderable构造函数参数的目的。
与其在抽签调用中指定着色器,不如提供自己的ShaderProvider。幸运的是,这非常简单,只需几行代码:
modelBatch = new ModelBatch(new DefaultShaderProvider() {
@Override
protected Shader createShader (Renderable renderable) {
return new WarpShader(renderable);
}
});确保阅读这个wiki页面,它提供了更深入的信息,以及如何进一步定制它,例如,当您想回到默认着色器。
https://stackoverflow.com/questions/33684647
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