发布于 2016-10-19 14:02:51
有几种不同的方法,你可以渲染一个蒙面图像。一种可能的方法是使用深度缓冲区。我编写了一个小方法,它显示了使用ShapeRenderer设置缓冲区的过程,以定义图像的一个三角形区域来呈现和屏蔽其余部分。三角形掩码可以被ShapeRenderer能够呈现的任何其他形状所取代。
// For a 2D image use an OrthographicCamera
OrthographicCamera cam = new OrthographicCamera();
ShapeRenderer shapes = new ShapeRenderer();
cam.setToOrtho(true, screenWidth, screenHeight);
shapes.setProjectionMatrix(cam.combined);
private void renderStencilImage(float runTime){
// Clear the buffer
Gdx.gl.glClearDepthf(1.0f);
Gdx.gl.glClear(GL30.GL_DEPTH_BUFFER_BIT);
// Disable writing to frame buffer and
// Set up the depth test
Gdx.gl.glColorMask(false, false, false, false);
Gdx.gl.glDepthFunc(GL20.GL_LESS);
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
Gdx.gl.glDepthMask(true);
//Here add your mask shape rendering code i.e. rectangle
//triangle, or other polygonal shape mask
shapes.begin(ShapeRenderer.ShapeType.Filled);
shapes.setColor(1f, 1f, 1f, 0.5f);
shapes.triangle(x1,y1,x2,y2,x3,y3);
shapes.end();
// Enable writing to the FrameBuffer
// and set up the texture to render with the mask
// applied
Gdx.gl.glColorMask(true, true, true, true);
Gdx.gl.glDepthMask(true);
Gdx.gl.glDepthFunc(GL20.GL_EQUAL);
// Here add your texture rendering code
batcher.begin();
renderFrame(runTime);
batcher.end();
// Ensure depth test is disabled so that depth
// testing is not run on other rendering code.
Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
}在调用该方法之前,必须首先创建一个ShapeRenderer并设置投影矩阵。还必须在onCreate方法中的android中设置深度缓冲区选项,如下所示:
protected void onCreate (Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
config.depth = 15;
initialize(new game(), config);
}glDepthFunc的选项定义如何将掩码应用于纹理。查看OpenGL维基,查看可以传递给函数的参数。
https://stackoverflow.com/questions/40085980
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