Java LibGDX修改的DefaultShader未正确渲染
我最近深入研究了GLSL着色器(在LibGDX中),并遇到了一些问题 最初,我编写了自己的着色器,实现了着色器接口,该接口在绘图方面部分起作用,并通过顶点置换实现了我想要的功能 我决定只扩展DefaultShader,因为我不想更改图形,而且置换量非常小 但是,当我尝试在ModelBatch中使用此着色器时,Java LibGDX修改的DefaultShader未正确渲染,java,opengl,libgdx,glsl,Java,Opengl,Libgdx,Glsl,我最近深入研究了GLSL着色器(在LibGDX中),并遇到了一些问题 最初,我编写了自己的着色器,实现了着色器接口,该接口在绘图方面部分起作用,并通过顶点置换实现了我想要的功能 我决定只扩展DefaultShader,因为我不想更改图形,而且置换量非常小 但是,当我尝试在ModelBatch中使用此着色器时,#canRender(Renderable r)返回false,当我强制它渲染时,它会将所有内容都绘制为黑色。 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添加了几行顶
#canRender(Renderable r)
返回false,当我强制它渲染时,它会将所有内容都绘制为黑色。
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添加了几行顶点置换。片段着色器与默认着色器相同
我假设这些着色器是ModelBatch在渲染我的模型时默认使用的着色器,但我不确定它是否默认使用不同的着色器,或者我添加的着色器是否以某种方式破坏了着色器。
有一件事我认为可能是在着色器的创建过程中:我无法确定要传递给DefaultShader构造函数的可渲染性-我试图在源代码中的某个地方找到对此的调用,但没有任何运气。
这是实际的渲染调用(如果我没有将着色器传递给渲染调用,这将正确绘制,但显然没有提供我想要的功能):
这是我的着色器类,正如您所看到的,它几乎不做任何额外的事情:
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();
}
}
这是我的顶点着色器(可能不需要阅读此内容,实际上没有添加太多):
#如果已定义(diffuseTextureFlag)| |已定义(SpecularTextureRefLag)
#定义textureFlag
#恩迪夫
#如果已定义(SpecularTextRefLag)| |已定义(specularColorFlag)
#定义镜面反射滞后
#恩迪夫
#如果已定义(镜面反射滞后)| |已定义(雾旗)
#定义cameraPositionFlag
#恩迪夫
属性向量3 a_位置;
统一mat4 u_项目视图转换;
统一vec3 u_playerPos;//加上这个
#如果已定义(colorFlag)
可变的vec4 v_颜色;
属性向量4 a_颜色;
#endif//colorFlag
#ifdef normalFlag
属性向量3 a_normal;
一致mat3u_正规矩阵;
可变vec3 v_正常;
#endif//normalFlag
#ifdef纹理滞后
属性vec2 a_texCoord0;
#endif//textureFlag
#ifdef漫反射纹理滞后
均匀vec4u_扩散uv变换;
可变vec2 v_扩散UV;
#恩迪夫
#ifdef镜面反射标记
均匀vec4 u_镜面变换;
可变矢量2 v_镜面反射;
#恩迪夫
#ifdef BoneWeight0标志
#定义boneWeightsFlag
属性vec2 a_boneWeight0;
#endif//boneWeight0Flag
#ifdef boneWeight1Flag
#ifndef boneWeightsFlag
#定义boneWeightsFlag
#恩迪夫
属性vec2 a_boneWeight1;
#endif//boneWeight1Flag
#ifdef boneWeight2Flag
#ifndef boneWeightsFlag
#定义boneWeightsFlag
#恩迪夫
属性vec2 a_boneWeight2;
#endif//boneWeight2Flag
#ifdef BoneWeight3标志
#ifndef boneWeightsFlag
#定义boneWeightsFlag
#恩迪夫
属性vec2 a_boneWeight3;
#endif//boneWeight3Flag
#ifdef boneWeight4Flag
#ifndef boneWeightsFlag
#定义boneWeightsFlag
#恩迪夫
属性vec2 a_boneWeight4;
#endif//boneWeight4Flag
#ifdef BoneWeight5标志
#ifndef boneWeightsFlag
#定义boneWeightsFlag
#恩迪夫
属性vec2 a_boneWeight5;
#endif//boneWeight5Flag
#ifdef BoneWeight6标志
#ifndef boneWeightsFlag
#定义boneWeightsFlag
#恩迪夫
属性vec2 a_boneWeight6;
#endif//boneweight6标志
#ifdef BoneWeight7标志
#ifndef boneWeightsFlag
#定义boneWeightsFlag
#恩迪夫
属性vec2 a_boneWeight7;
#endif//boneweight7标志
#如果已定义(numBones)和已定义(boneWeightsFlag)
#如果(数量>0)
#定义蒙皮标志
#恩迪夫
#恩迪夫
统一mat4 u_worldTrans;
#如果已定义(numBones)
#如果numBones>0
均匀的mat4 u_骨[麻木骨];
#endif//numBones
#恩迪夫
#ifdef shininessFlag
均匀的浮光;
#否则
常量浮点数亮度=20.0;
#endif//shininessFlag
#ifdef blendedFlag
均匀浮动u_不透明度;
可变浮动v_不透明度;
#ifdef alphaTestFlag
均匀浮动u_试验;
可变浮动v_试验;
#endif//alphaTestFlag
#endif//blendedFlag
#ifdef lightingFlag
可变vec3 v_光漫反射;
#ifdef ambientLightFlag
均匀vec3 u_环境光;
#endif//ambientLightFlag
#ifdef ambientCubemapFlag
均匀vec3u_环境立方映射[6];
#endif//ambientCubemapFlag
#ifdef球形阿尔莫尼茨弗拉格
均匀vec3 u_球面热力学[9];
#endif//sphericalHarmonicsFlag
#ifdef镜面反射
可变vec3 v_光反射;
#endif//specularFlag
#ifdef cameraPositionFlag
均匀vec4 u_摄像机位置;
#endif//cameraPositionFlag
#ifdef雾旗
可变浮动v_雾;
#endif//fogFlag
#如果已定义(numDirectionalLights)&&(numDirectionalLights>0)
结构定向光
{
vec3颜色;
vec3方向;
};
均匀方向光u_方向光[numDirectionalLights];
#endif//numDirectionalLights
#如果已定义(numPointLights)&&(numPointLights>0)
结构点光源
{
vec3颜色;
vec3位置;
};
统一点光源u_点光源[numPointLights];
#endif//numPointLights
#如果已定义(ambientLightFlag)| |已定义(ambientCubemapFlag)| |已定义(SphereCalharmonicsFlag)
#定义环境标志
#endif//ambientFlag
#ifdef阴影映射标志
统一mat4 u_shadowMapProjViewTrans;
可变vec3 v_shadowMapUv;
#定义separateAmbientFlag
#endif//shadowMapFlag
#如果已定义(ambientFlag)&&defined(separateAmbientFlag)
可变vec3 v_环境光;
#endif//separateAmbientFlag
#endif//lightingFlag
void main(){
#ifdef漫反射纹理滞后
v_diffuseUV=u_diffuseUVTransform.xy+a_texCoord0*u_diffuseUVTransform.zw;
#endif//diffuseTextureFlag
#ifdef镜面反射标记
v_specularUV=u_specularUVTransform.xy+a_texCoord0*u_specularUVTransform.zw;
#endif//specularTextureFlag
#如果已定义(colorFlag)
v_颜色=a_颜色;
#endif//colorFlag
#ifdef blendedFlag
v_不透明度=u_不透明度;
#ifdef alphaTestFlag
v_字母测试=u_字母测试;
#endif//alphaTestFlag
#endif//blend
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();
}
#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
}
modelBatch = new ModelBatch(new DefaultShaderProvider() {
@Override
protected Shader createShader (Renderable renderable) {
return new WarpShader(renderable);
}
});