在 glsl es 2.0、Gamemaker Studio 2.0 中获取渐变正方形的问题 [英] Issue getting gradient square in glsl es 2.0, Gamemaker Studio 2.0

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本文介绍了在 glsl es 2.0、Gamemaker Studio 2.0 中获取渐变正方形的问题的处理方法,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

我制作了一个包含 4 个三角形的三角形列表,中间点的颜色不同.然后旨在组合三角形以获得漂亮的渐变.但是三角形的边缘会产生不需要的线条,我不希望这些线条一直平滑.我怎样才能得到想要的结果?

图片:

着色器代码:

//简单的直通顶点着色器//属性 vec3 in_Position;//(x,y,z)属性 vec4 in_Colour;//(r,g,b,a)属性 vec2 in_TextureCoord;//(紫外线)变化 vec2 v_texcoord;变化 vec4 v_color;无效的主要(){vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;v_colour = in_Color;v_texcoord = in_TextureCoord;}////简单的直通片段着色器//变化 vec2 v_texcoord;变化 vec4 v_color;无效的主要(){gl_FragColor = v_color;}

游戏制作者代码:创建事件:

//建立顶点列表顶点格式开始();顶点格式添加位置();顶点格式添加颜色();vertex_format_add_textcoord();v_format = vertex_format_end();v_buff = vertex_create_buffer();顶点开始(v_buff,v_format);//三角形0vertex_position(v_buff, 200, 100);顶点颜色(v_buff,c_black,1);vertex_texcoord(v_buff, 0.0, 0.0);vertex_position(v_buff, 600, 100);顶点颜色(v_buff,c_black,1);vertex_texcoord(v_buff, 1.0, 0.0);vertex_position(v_buff, 400, 300);顶点颜色(v_buff,c_red,1);vertex_texcoord(v_buff, 0.5, 0.5);//三角形1vertex_position(v_buff, 200, 100);顶点颜色(v_buff,c_black,1);vertex_texcoord(v_buff, 0.0, 0.0);vertex_position(v_buff, 200, 500);顶点颜色(v_buff,c_black,1);vertex_texcoord(v_buff, 0.0, 1.0);vertex_position(v_buff, 400, 300);顶点颜色(v_buff,c_red,1);vertex_texcoord(v_buff, 0.5, 0.5);//三角形2vertex_position(v_buff, 600, 100);顶点颜色(v_buff,c_black,1);vertex_texcoord(v_buff, 1.0, 0.0);vertex_position(v_buff, 600, 500);顶点颜色(v_buff,c_black,1);vertex_texcoord(v_buff, 1.0, 1.0);vertex_position(v_buff, 400, 300);顶点颜色(v_buff,c_red,1);vertex_texcoord(v_buff, 0.5, 0.5);//三角形3vertex_position(v_buff, 200, 500);顶点颜色(v_buff,c_black,1);vertex_texcoord(v_buff, 0.0, 1.0);vertex_position(v_buff, 600, 500);顶点颜色(v_buff,c_black,1);vertex_texcoord(v_buff, 1.0, 1.0);vertex_position(v_buff, 400, 300);顶点颜色(v_buff,c_red,1);vertex_texcoord(v_buff, 0.5, 0.5);vertex_end(v_buff);tex = sprite_get_texture(sprite_index, 0);

绘制事件:

 shader_set(shd_prim);shader_set_uniform_f(uni_radius, var_radius);vertex_submit(v_buff, pr_trianglelist, tex);shader_reset();

解决方案

你看到的效果是错觉.您可以通过对颜色进行分级来使其可见.为此使用以下片段着色器:

可变 vec2 v_texcoord;变化 vec4 v_color;无效的主要(){浮动步数 = 4.0;//浮动步数 = 8.0;//浮动步数 = 16.0;//浮动步数 = 32.0;vec3 gradColor = floor(v_colour.rgb * 步数)/步数;gl_FragColor = vec4(gradColor, 1.0);}

4 种颜色:

8 种颜色:

16 种颜色:

32 色:


为了获得更好的结果,您必须在片段着色器中计算颜色.以下着色器平滑地更改渐变,从视图中间的圆形渐变到视图边界的方形渐变.片段颜色使用 GLSL

I made a triangle list with 4 triangles, having the middle point a different color. And then aim to combine the triangles to get a nice gradient. But the edges of the triangles create unwanted lines, I don't want these lines I want it to be smooth al the way. How can I get the desired result?

Images:

Shader Code:

    // Simple passthrough vertex shader
    //
    attribute vec3 in_Position;                  // (x,y,z)
    attribute vec4 in_Colour;                    // (r,g,b,a)
    attribute vec2 in_TextureCoord;              // (u,v)

    varying vec2 v_texcoord;
    varying vec4 v_colour;

    void main()
    {
        vec4 object_space_pos = vec4( in_Position.x, in_Position.y,         in_Position.z, 1.0);
        gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;

        v_colour = in_Colour;
        v_texcoord = in_TextureCoord;
    }

    //
    // Simple passthrough fragment shader
    //
    varying vec2 v_texcoord;
    varying vec4 v_colour;

    void main()
    {
        gl_FragColor = v_colour;
    }

Gamemaker code: Create event:

    //Build vertices list


    vertex_format_begin();
    vertex_format_add_position();
    vertex_format_add_colour();
    vertex_format_add_textcoord();
    v_format = vertex_format_end();
    v_buff = vertex_create_buffer();
    vertex_begin(v_buff, v_format);

    //triangle 0
    vertex_position(v_buff, 200, 100);
    vertex_colour(v_buff, c_black, 1);
    vertex_texcoord(v_buff, 0.0, 0.0);

    vertex_position(v_buff, 600, 100);
    vertex_colour(v_buff, c_black, 1);
    vertex_texcoord(v_buff, 1.0, 0.0);

    vertex_position(v_buff,  400, 300);
    vertex_colour(v_buff, c_red, 1);
    vertex_texcoord(v_buff, 0.5, 0.5);

    //triangle 1
    vertex_position(v_buff, 200, 100);
    vertex_colour(v_buff, c_black, 1);
    vertex_texcoord(v_buff, 0.0, 0.0);

    vertex_position(v_buff, 200, 500);
    vertex_colour(v_buff, c_black, 1);
    vertex_texcoord(v_buff, 0.0, 1.0);

    vertex_position(v_buff,  400, 300);
    vertex_colour(v_buff, c_red, 1);
    vertex_texcoord(v_buff, 0.5, 0.5);

    //triangle 2
    vertex_position(v_buff, 600, 100);
    vertex_colour(v_buff, c_black, 1);
    vertex_texcoord(v_buff, 1.0, 0.0);

    vertex_position(v_buff, 600, 500);
    vertex_colour(v_buff, c_black, 1);
    vertex_texcoord(v_buff, 1.0, 1.0);

    vertex_position(v_buff,  400, 300);
    vertex_colour(v_buff, c_red, 1);
    vertex_texcoord(v_buff, 0.5, 0.5);

    //triangle 3
    vertex_position(v_buff, 200, 500);
    vertex_colour(v_buff, c_black, 1);
    vertex_texcoord(v_buff, 0.0, 1.0);

    vertex_position(v_buff, 600, 500);
    vertex_colour(v_buff, c_black, 1);
    vertex_texcoord(v_buff, 1.0, 1.0);

    vertex_position(v_buff,  400, 300);
    vertex_colour(v_buff, c_red, 1);
    vertex_texcoord(v_buff, 0.5, 0.5);

    vertex_end(v_buff);
    tex = sprite_get_texture(sprite_index, 0);

Draw event:

    shader_set(shd_prim);
    shader_set_uniform_f(uni_radius, var_radius);
    vertex_submit(v_buff, pr_trianglelist, tex);
    shader_reset();

解决方案

The effect that you can see is optical illusion. You can make this visible by grading the colors. Use the following fragment shader for this:

varying vec2 v_texcoord;
varying vec4 v_colour;

void main()
{
    float steps   = 4.0;
    //float steps   = 8.0;
    //float steps   = 16.0;
    //float steps   = 32.0;

    vec3 gradColor = floor(v_colour.rgb * steps) / steps;
    gl_FragColor   = vec4(gradColor, 1.0);
}

4 colors:

8 colors:

16 colors:

32 colors:


To achieve a better result, you have to do the color calculated in the fragment shader. The following shader smoothly change the gradient, from a circular gradient in the middle of the the view, to a square gradient at the borders of the view. The fragment color is interpolated form color1 to color2, using the GLSL mix function.

varying vec2 v_texcoord;
varying vec4 v_colour;

void main()
{
    vec4 color1 = vec4(1.0, 0.0, 0.0, 1.0);
    vec4 color2 = vec4(0.0, 0.0, 0.0, 1.0);

    vec2 distV     = v_texcoord * 2.0 - 1.0;
    float maxDist  = max(abs(distV.x), abs(distV.y));
    float circular = length(distV);
    float square   = maxDist;

    gl_FragColor = mix(color1, color2, mix(circular,square,maxDist));
}

Preview:

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