我正在尝试找出有关 OpenGL ES 2.0 的教程
现在本书要求作为练习“尝试加载不同的图像,并使用额外的纹理单元将此图像与当前图像混合。您可以在将值分配给 gl_FragColor 时尝试将它们相加或相乘你的 fragment 着色器。”
但是我迷路了...
这是代码:
@Override
public void onDrawFrame(GL10 gl) {
// Clear the rendering surface.
glClear(GL_COLOR_BUFFER_BIT);
// Draw the table.
textureProgram.useProgram();
textureProgram.setUniforms(projectionMatrix, texture);
table.bindData(textureProgram);
table.draw();
}
在哪里
textureProgram 是:
public class TextureShaderProgram extends ShaderProgram {
// Uniform locations
private final int uMatrixLocation;
private final int uTextureUnitLocation;
private final int uTextureUnitLocation2;
// Attribute locations
private final int aPositionLocation;
private final int aTextureCoordinatesLocation;
public TextureShaderProgram(Context context) {
super(context, R.raw.texture_vertex_shader,
R.raw.texture_fragment_shader);
// Retrieve uniform locations for the shader program.
uMatrixLocation = glGetUniformLocation(program, U_MATRIX);
uTextureUnitLocation2 = glGetUniformLocation(program, "u_TextureUnit2");
uTextureUnitLocation = glGetUniformLocation(program, U_TEXTURE_UNIT);
// Retrieve attribute locations for the shader program.
aPositionLocation = glGetAttribLocation(program, A_POSITION);
aTextureCoordinatesLocation =
glGetAttribLocation(program, A_TEXTURE_COORDINATES);
}
public void setUniforms(float[] matrix, int textureId) {
// Pass the matrix into the shader program.
glUniformMatrix4fv(uMatrixLocation, 1, false, matrix, 0);
glActiveTexture(GL_TEXTURE0);
// Bind the texture to this unit.
glBindTexture(GL_TEXTURE_2D, textureId);
// Tell the texture uniform sampler to use this texture in the shader by
// telling it to read from texture unit 0.
glUniform1i(uTextureUnitLocation, 0);
}
public int getPositionAttributeLocation() {
return aPositionLocation;
}
public int getTextureCoordinatesAttributeLocation() {
return aTextureCoordinatesLocation;
}
}
这是 fragment 着色器
precision mediump float;
uniform sampler2D u_TextureUnit;
varying vec2 v_TextureCoordinates;
void main()
{
gl_FragColor = texture2D(u_TextureUnit, v_TextureCoordinates);
}
这是顶点着色器:
uniform mat4 u_Matrix;
attribute vec4 a_Position;
attribute vec2 a_TextureCoordinates;
varying vec2 v_TextureCoordinates;
void main()
{
v_TextureCoordinates = a_TextureCoordinates;
gl_Position = u_Matrix * a_Position;
}
最佳答案
OpenGL ES 能够对 2 个或更多纹理进行采样以生成最终的 gl_FragColor。您的 Java 代码似乎可以将其设置好,但您的 fragment 着色器仅使用其中一个纹理。两个加起来应该是这样的:
uniform sampler2D u_TextureUnit_0;
uniform sampler2D u_TextureUnit_1;
varying vec2 v_TextureCoordinates;
void main()
{
vec4 vColor_0 = texture2D(u_TextureUnit_0, v_TextureCoordinates);
vec4 vColor_1 = texture2D(u_TextureUnit_1, v_TextureCoordinates);
gl_FragColor = vColor_0 + vColor_1;
}
这会将 2 个 vec4 颜色样本加在一起:(R0 + R1, G0 + G1, B0 + B1, A0 + A1)
关于android - OpenGL ES 2 : use an additional texture unit to blend this image with the current one,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/17890271/