【发布时间】:2014-09-09 12:46:27
【问题描述】:
编辑—— 我在 TenFour04s 回答后更新了我的代码,但仍然只显示黑色。
我已经更新了我的 libgdx,它要求我使用 gl20,这导致我进行了一些更改 除了尝试对网格进行纹理处理外,大部分都可以正常工作。这目前将表面网格显示为黑色,根本不显示地面网格。通过一些更改,我可以让它将表面和地面网格都显示为黑色。
我玩过绑定和 surTexture.bind 和 grdTexture.bind 的顺序,并使用小于 16 的数字和渲染,我已经得到它使用表面纹理作为除表面和地面之外的所有东西的纹理.
谁能看出我在这方面可能出了什么问题?
// creating a mesh with maxVertices set to vertices,size*3
groundMesh = new Mesh(true, vertices.size*3, vertices.size*3,
new VertexAttribute(Usage.Position,2,ShaderProgram.POSITION_ATTRIBUTE),
new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE));
groundMesh.setVertices(temp);
short[] indices = new short[vertices.size*2];
for(int i=0;i<vertices.size*2;i++){
indices[i] = (short)i;
}
groundMesh.setIndices(indices);
surfaceMesh = new Mesh(true, vertices.size*3, vertices.size*3,
new VertexAttribute(Usage.Position,3,ShaderProgram.POSITION_ATTRIBUTE),
new VertexAttribute(Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE));
...
grdTexture = new Texture(Gdx.files.internal("data/img/leveltest/ground.png"));
// Gdx.graphics.getGL20().glActiveTexture(GL20.GL_TEXTURE16);
//says that setWrap and SetFilter bind the texture so I thought I might have to set
//activetexture here but does nothing.
grdTexture.setWrap(TextureWrap.Repeat, TextureWrap.Repeat);
grdTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
surTexture = new Texture(Gdx.files.internal("data/img/leveltest/surface.png"));
// Gdx.graphics.getGL20().glActiveTexture(GL20.GL_TEXTURE17);
surTexture.setWrap(TextureWrap.Repeat, TextureWrap.ClampToEdge);
//TODO change these filters for better quality
surTexture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
drawWorld 在 render() 中被调用
public void drawWorld(SpriteBatch batch,OrthographicCamera camera) {
batch.begin();
batch.setProjectionMatrix(camera.combined);
layers.drawLayers(batch);
if ((spatials != null) && (spatials.size > 0)){
for (int i = 0; i < spatials.size; i++){
spatials.get(i).render(batch);
}
}
batch.end();
drawGround(camera);
}
private void drawGround(OrthographicCamera camera){
shader.begin();
shader.setUniformMatrix("u_projTrans", camera.combined);
grdTexture.bind(0);
shader.setUniformi("u_texture", 0);
//changed GL_TRIANGLES to GL_TRIANGLE_STRIP to render meshes correctly after changing to GL20
groundMesh.render(shader, GL20.GL_TRIANGLE_STRIP);
surTexture.bind(0);
shader.setUniformi("u_texture", 0);
surfaceMesh.render(shader, GL20.GL_TRIANGLE_STRIP);
shader.end();
}
片段.glsl
#ifdef GL_ES
#define LOWP lowp
precision mediump float;
#else
#define LOWP
#endif
varying LOWP vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
void main()
{
gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
}
vertex.glsl
attribute vec4 a_position;
attribute vec4 a_color;
attribute vec2 a_texCoord;
uniform mat4 u_projTrans;
varying vec4 v_color;
varying vec2 v_texCoords;
void main() {
v_color = a_color;
v_color.a = v_color.a * (256.0/255.0);
v_texCoords = a_texCoord;
gl_Position = u_projTrans * a_position;
}
【问题讨论】: