使用OpenGl ES 2.0进行装饰 [英] Stenciling using OpenGl ES 2.0

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本文介绍了使用OpenGl ES 2.0进行装饰的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我正在尝试找出一种方法来切出背景纹理的某个区域,以便在该背景的屏幕上不呈现某个自定义图案.例如:

I am trying to figure out a way to cut out a certain region of a background texture such that a certain custom pattern is not rendered on the screen for that background. For example:

该正方形可以是任何图案. 我正在使用帧缓冲区对象和模板缓冲区来实现这种效果.这是代码:

This square can be any pattern. I am using Frame Buffer Object and Stencil Buffer to achieve this kind of effect. Here is the code:

fbo.begin();
//Disables ColorMask and DepthMask so that all the rendering is done on the Stencil Buffer
Gdx.gl20.glColorMask(false, false, false, false);
Gdx.gl20.glDepthMask(false);
Gdx.gl20.glEnable(GL20.GL_STENCIL_TEST);
Gdx.gl20.glStencilFunc(GL20.GL_ALWAYS, 1, 0xFFFFFFFF);
Gdx.gl20.glStencilOp(GL20.GL_REPLACE, GL20.GL_REPLACE, GL20.GL_REPLACE);

stage.getSpriteBatch().begin();
rHeart.draw(stage.getSpriteBatch(), 1); //Draws the required pattern on the stencil buffer

//Enables the ColorMask and DepthMask to resume normal rendering
Gdx.gl20.glColorMask(true, true, true, true);
Gdx.gl20.glDepthMask(true);

Gdx.gl20.glStencilFunc(GL20.GL_EQUAL, 1, 0xFFFFFFFF);
Gdx.gl20.glStencilOp(GL20.GL_KEEP, GL20.GL_KEEP, GL20.GL_KEEP);

background.draw(stage.getSpriteBatch(), 1); //Draws the background such that the background is not rendered on the required pattern, leaving that area black.

stage.getSpriteBatch().end();
Gdx.gl20.glDisable(GL20.GL_STENCIL_TEST);
fbo.end();

但是,这根本不起作用.我应该如何使用模板缓冲区来做到这一点?我在理解glStencilFunc和glStencilOp时也遇到了一些困难.如果有人可以对这两个方面有所了解,将非常有帮助.

However this is not working at all. How am I supposed to do this using Stencil Buffers? I am also facing some difficulty understanding glStencilFunc and glStencilOp. It would be very helpful if anyone can shed some light on these two.

更新:我也尝试过使用glColorMask产生相同类型的东西.这是代码:

UPDATE: I have also tried producing something of the same kind using glColorMask. Here is the code:

Gdx.gl20.glClearColor(0, 0, 0, 0);
stage.draw();
FrameBuffer.clearAllFrameBuffers(Gdx.app);
fbo1.begin();
Gdx.gl20.glClearColor(0, 0, 0, 0);
batch.begin();
rubber.draw(batch, 1);
Gdx.gl20.glColorMask(false, false, false, true);
coverHeart.draw(batch, 1);
Gdx.gl20.glColorMask(true, true, true, false);
batch.end();        
fbo1.end();

toDrawHeart = new Image(new TextureRegion(fbo1.getColorBufferTexture()));
batch.begin();
toDrawHeart.draw(batch, 1);
batch.end();

这段代码产生了这个: 而不是这样的:(忽略窗口大小和色调)

This code is producing this: Instead of something like this: (Ignore the windows sizes and colour tones)

注意:我正在使用libgdx库.

Note: I am using the libgdx library.

推荐答案

在绘制到SpriteBatch时,状态更改将被忽略,直到调用end()为止.如果要对SpriteBatch使用模板,则需要分解批处理图.一件事,我遗漏了FBO,但这没什么用.

While drawing to a SpriteBatch, state changes are ignored, until end() is called. If you want to use stenciling with SpriteBatch, you'll need to break up the batch drawing. One thing, I've left out FBOs, but that shouldn't make a difference.

@Override
public void create() {      
    camera = new OrthographicCamera(1, 1);
    batch = new SpriteBatch();

    texture = new Texture(Gdx.files.internal("data/badlogic.jpg"));
    texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);

    TextureRegion region = new TextureRegion(texture, 0, 0, 256, 256);

    sprite = new Sprite(region);
    sprite.setSize(1f, 1f);
    sprite.setPosition(-0.5f, -0.5f);

    spriteUpsideDown = new Sprite(new TextureRegion(texture, 1f, 1f, 0f, 0f));
    spriteUpsideDown.setSize(1f, 1f);
    spriteUpsideDown.setPosition(-0.5f, -0.5f);

    pattern = new Sprite(region);
    pattern.setSize(0.5f, 0.5f);
    pattern.setPosition(-0.25f, -0.25f);

    << Set Input Processor >>
}

输入处理器允许通过键盘(桌面上为libgdx)设置两个布尔标志breakBatch1breakBatch2,这些标志用于中断SpriteBatch绘图.

The input processor allows to set two boolean flags breakBatch1 and breakBatch2 via keyboard (libgdx on desktop), which are used to break the SpriteBatch drawing.

@Override
public void render() {      
    Gdx.gl.glClearColor(1, 1, 1, 1);
    Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_STENCIL_BUFFER_BIT);
    batch.setProjectionMatrix(camera.combined);

    // setup drawing to stencil buffer
    Gdx.gl20.glEnable(GL20.GL_STENCIL_TEST);
    Gdx.gl20.glStencilFunc(GL20.GL_ALWAYS, 0x1, 0xffffffff);
    Gdx.gl20.glStencilOp(GL20.GL_REPLACE, GL20.GL_REPLACE, GL20.GL_REPLACE);
    Gdx.gl20.glColorMask(false, false, false, false);

    // draw base pattern
    batch.begin();
    pattern.draw(batch);

    if(breakBatch1) { batch.end(); batch.begin(); }

    // fix stencil buffer, enable color buffer
    Gdx.gl20.glColorMask(true, true, true, true);
    Gdx.gl20.glStencilOp(GL20.GL_KEEP, GL20.GL_KEEP, GL20.GL_KEEP);

    // draw where pattern has NOT been drawn
    Gdx.gl20.glStencilFunc(GL20.GL_NOTEQUAL, 0x1, 0xff);
    sprite.draw(batch);

    if(breakBatch2) { batch.end(); batch.begin(); }

    // draw where pattern HAS been drawn.
    Gdx.gl20.glStencilFunc(GL20.GL_EQUAL, 0x1, 0xff);
    spriteUpsideDown.draw(batch);
    batch.end();
}

这篇关于使用OpenGl ES 2.0进行装饰的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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