【发布时间】:2014-03-17 04:58:27
【问题描述】:
我需要将 2 个(或更多)纹理传递给一个着色器。我还必须在渲染方法中绑定纹理,因为我使用FrameBuffer 并尝试动态绑定纹理。所以,我的代码如下:
@Override
public void show () {
fbo = new FrameBuffer(Format.RGB565, Gdx.graphics.getWidth(), Gdx.graphics.getHeight(), false);
shader = new ShaderProgram(Gdx.files.internal("shaders/vertex.glsl"), Gdx.files.internal("shaders/test_fragment.glsl"));
...
}
@Override
public void render(float delta) {
fbo.begin();
Gdx.graphics.getGL20().glClearColor( 0.0f, 0.0f, 0.0f, 1f );
Gdx.graphics.getGL20().glClear( GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT );
cam.update();
spriteBatch.setProjectionMatrix(cam.combined);
spriteBatch.begin();
spriteBatch.draw(someImage, 0, 0, width, height);
spriteBatch.end();
fbo.end();
Texture texture = fbo.getColorBufferTexture();
time+=Gdx.graphics.getDeltaTime();
shader.begin();
shader.setUniformMatrix(u_wview, cam.projection);
Gdx.graphics.getGL20().glActiveTexture(GL20.GL_TEXTURE0);
texture.bind(0);
shader.setUniformi("u_texture", 0); //passing first texture!!!
Gdx.graphics.getGL20().glActiveTexture(GL20.GL_TEXTURE1);
tex2.bind(1);
shader.setUniformi("u_texture2", 1); //passing second texture!!!
shader.setUniformf(u_res, new Vector2(Gdx.graphics.getWidth(),Gdx.graphics.getHeight()));
shader.setUniformf(u_time, time);
mesh.render(shader, GL20.GL_TRIANGLES);
shader.end();
}
片段着色器:
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texCoords;
uniform vec2 resolution;
uniform float u_time;
uniform sampler2D u_texture;
uniform sampler2D u_texture2;
uniform float u_temp;
const float pi = 3.14159265;
void main()
{
vec2 p = gl_FragCoord.xy / resolution.xy;
vec4 i = texture2D(u_texture2, p);
gl_FragColor = texture2D(u_texture, p)+i;
}
如果我只通过一个纹理,一切都很好。否则,我会得到意想不到的结果,好像第一个纹理(u_texture)是第二个(u_texture2)。将多个纹理传递给着色器的正确方法是什么?
【问题讨论】:
-
尝试在 mesh.render 之前再调用一次:
Gdx.graphics.getGL20().glActiveTexture(GL20.GL_TEXTURE0);只是快速猜测。
标签: android libgdx opengl-es-2.0 fragment-shader pixel-shader