我写了一个简单的程序,可以在3D环境中渲染一个球体,并根据球体周围的四个光源对其进行着色。当我在桌面上运行程序时,它可以正常工作,但在Android设备上,球体只是单色的。
下面是图片来说明我的问题:
-> 桌面
-> Android
这是着色器代码:
我希望你能帮我解释一下,我做错了什么。
版本号:
LibGDX:0.9.8
ADT:Build v22.0.1-685705
Android设备:Sony Xperia S,Android 4.1.2
项目构建目标:Android 4.3,API 18
清单包含内容:
希望这些信息足够了解IT技术相关内容。谢谢您的帮助!
下面是图片来说明我的问题:
![enter image description here](https://istack.dev59.com/gMASW.webp)
![enter image description here](https://istack.dev59.com/Htpjv.webp)
这是着色器代码:
#ifdef GL_ES
precision mediump float;
#endif
uniform mat4 u_projectionMatrix;
uniform mat3 u_normalMatrix;
uniform mat4 u_modelViewMatrix;
const int MAX_LIGHTS = 8;
uniform int u_lights_active;
uniform vec3 u_ambient;
uniform vec3 u_position[ MAX_LIGHTS ];
uniform vec3 u_diffuse[ MAX_LIGHTS ];
uniform vec3 u_att_coeffs[ MAX_LIGHTS ];
// since builtins aren't used, we use attributes as substitute
attribute vec2 a_texCoord0;
attribute vec4 a_position;
attribute vec3 a_normal;
// outputs to fragment shader
varying vec2 v_tex_coord;
varying vec4 v_color;
void main()
{
vec3 tempColor = u_ambient;
vec3 ecPosition = vec3( u_modelViewMatrix * a_position );
vec3 viewVec = normalize( -ecPosition );
vec3 tnorm = normalize( u_normalMatrix * a_normal );
for ( int i = 0; i < u_lights_active; ++i )
{
float dist = length( ecPosition - u_position[i] ); // distance from light to fragment
float att = 1.0 / ( u_att_coeffs[i].x + u_att_coeffs[i].y*dist + u_att_coeffs[i].z*dist*dist );
vec3 lightVec = normalize( u_position[i] - ecPosition );
float diffuse = max( dot( lightVec, tnorm ), 0.0 );
tempColor += att * u_diffuse[i] * diffuse;
}
tempColor = clamp( tempColor, 0.0, 1.0 );
v_color = vec4( tempColor, 0.0 );
gl_Position = u_projectionMatrix * vec4( ecPosition, 1.0 );
v_tex_coord = a_texCoord0.xy;
}
sphere.frag
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_texture;
varying vec2 v_tex_coord;
varying vec4 v_color;
void main()
{
vec4 texColor = texture2D( u_texture, v_tex_coord );
gl_FragColor = texColor * v_color;
}
我希望你能帮我解释一下,我做错了什么。
版本号:
LibGDX:0.9.8
ADT:Build v22.0.1-685705
Android设备:Sony Xperia S,Android 4.1.2
项目构建目标:Android 4.3,API 18
清单包含内容:
<uses-feature android:glEsVersion="0x00020000" android:required="true" />
着色器的创建方式:
shaderProgram = new ShaderProgram( Gdx.files.internal( "shaders/sphere.vert" ), Gdx.files.internal( "shaders/sphere.frag" ) );
if ( !shaderProgram.isCompiled() )
{
Gdx.app.error( TAG, shaderProgram.getLog() );
}
这个球是一个静态模型:
创建:
final ModelLoaderHints hint = new ModelLoaderHints( true );
model = ModelLoaderRegistry.loadStillModel( Gdx.files.internal( "data/sphere.obj" ), hint );
texture = new Texture( Gdx.files.internal( "data/sphere_tex.png" ), Format.RGB888, false );
material = new Material( "mat", new TextureAttribute( texture, 0, "u_texture" ) );
渲染:
shaderProgram.begin();
texture.bind( 0 );
shaderProgram.setUniformMatrix( C.U_PROJECTION_MATRIX, cam.projection );
// light values
shaderProgram.setUniformi( C.U_LIGHTS_ACTIVE, lightsActive );
shaderProgram.setUniform3fv( C.U_LIGHT_AMBIENT, lightAmbient, 0, 3 );
shaderProgram.setUniform3fv( C.U_LIGHT_POSITION, lightPosition, 0, 3 * lightsActive );
shaderProgram.setUniform3fv( C.U_LIGHT_DIFFUSE, lightDiffuse, 0, 3 * lightsActive );
shaderProgram.setUniform3fv( C.U_LIGHT_ATT_COEFFS, lightAttCoeffs, 0, 3 * lightsActive );
modelMatrix.setToTranslation( positionWrap );
modelMatrix.rotate( rotationAxis, rotation );
modelMatrix.scale( scaleX, scaleY, scaleZ );
modelViewMatrix.set( cam.view ).mul( modelMatrix );
normalMatrix.set( modelViewMatrix ).inv().tra();
shaderProgram.setUniformMatrix( C.U_NORMAL_MATRIX, normalMatrix3x3.set( normalMatrix ) );
shaderProgram.setUniformMatrix( C.U_MODEL_VIEW_MATRIX, modelViewMatrix );
stillModel.render( shaderProgram );
shaderProgram.end();
希望这些信息足够了解IT技术相关内容。谢谢您的帮助!
SpriteBatch
、Mesh
……)? - Mickäel A.for
循环中使用固定边界(即,将其硬编码为2,看看是否会改善情况)。 - P.T.