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libgdx - blendFunc用於畫筆線條畫? (添加劑/非添加劑混合物)

[英]libgdx - blendFunc for brush line drawing? (additive/non-additive mixture)

對於兩點之間的一行中的每一步,我在每個像素處將幀精靈繪制到幀緩沖區,但是我有一個混合問題:

在此輸入圖像描述

我目前正在使用:

(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);

然后,在我的着色器中,我做:

if( color.a == 0 )
  color.rgb = 0;

但是,如果你看一下紅色和綠色的星,你可以看到“加性混合”,它發生在α在(0,1)的區間之間。


沒有添加劑混合,這種3D效果發生:

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有沒有辦法添加相似顏色的添加劑,但避免顏色不匹配?

它應該如下所示:

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你可以使用預乘alpha來做到這一點。

首先,您需要正確設置紋理。 像這樣在黑色上畫白: 在此輸入圖像描述

然后將紋理的亮度復制到其Alpha通道中。 在GIMP中,您可以通過右鍵單擊圖層,選擇“添加圖層蒙版”,然后選擇“圖層的灰度副本”來完成此操作。 它看起來有點像這樣(如Gimp所示):

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然后,如果你願意,你可以重新着色它的RGB通道,雖然它更通用,讓它在你的代碼中保持白色並着色。

在你的代碼中,當你繪制形狀時,使用混合函數預乘alpha:

batch.setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA);

並使用默認的SpriteBatch着色器繪制它。 繪制完形狀后,切換回常規Alpha混合:

batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);

游戲示例:

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public class GameMain extends ApplicationAdapter implements InputProcessor{
    SpriteBatch batch;

    Texture star;
    Color color = new Color();
    Viewport viewport;
    int screenWidth, screenHeight;
    FrameBuffer fbo;
    boolean shouldClearFBO = false;
    boolean fboUpdated = false;
    OrthographicCamera fullScreenCamera;

    boolean touchDown = false;
    Vector2 touchLocation = new Vector2();

    int colorIndex = 0;
    static final int[] COLORS = {0xff0000ff, 0x00ff00ff, 0x0000ffff, 0xffff00ff, 0xff00ffff, 0x00ffffff, 0xffffffff};

    static final float SIZE = 150;

    @Override
    public void create () {
        batch = new SpriteBatch();
        star = new Texture("star.png");
        viewport = new ExtendViewport(800, 480);
        fullScreenCamera = new OrthographicCamera();
        Gdx.input.setInputProcessor(this);
    }

    @Override
    public void resize (int width, int height){
        viewport.update(width, height, true);
        fullScreenCamera.setToOrtho(false, width, height);
        fullScreenCamera.position.set(width/2, height/2, 0);
        fullScreenCamera.update();
        fboUpdated = false;
        screenWidth = width;
        screenHeight = height;
    }

    @Override
    public void render () {
        if (!fboUpdated){
            fboUpdated = true;
            if (fbo!=null)
                fbo.dispose();
            fbo = new FrameBuffer(Pixmap.Format.RGBA8888, screenWidth, screenHeight, false);
            fbo.begin();
            Gdx.gl.glClearColor(0, 0, 0, 1);
            Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
            fbo.end();
        }

        color.set(COLORS[colorIndex]);

        fbo.begin();
        if (shouldClearFBO){
            shouldClearFBO = false;
            Gdx.gl.glClearColor(0, 0, 0, 1);
            Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
        }
        if (touchDown){
            batch.setProjectionMatrix(viewport.getCamera().combined);
            batch.setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA);
            batch.begin();
            batch.setColor(color);
            batch.draw(star, touchLocation.x - SIZE/2, touchLocation.y - SIZE/2, SIZE, SIZE);
            batch.end();
        }
        fbo.end();

        Gdx.gl.glClearColor(0, 0, 0, 1);
        Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
        batch.setColor(Color.WHITE);
        batch.setProjectionMatrix(fullScreenCamera.combined);
        batch.setBlendFunction(GL20.GL_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
        batch.begin();
        batch.draw(fbo.getColorBufferTexture(), 0, screenHeight, screenWidth, -screenHeight);
        batch.end();
    }

    @Override
    public boolean keyDown(int keycode) {
        switch (keycode){
            case Input.Keys.SPACE:
                colorIndex = (++colorIndex) % COLORS.length;
                return true;
            case Input.Keys.X:
                shouldClearFBO = true;
                return true;
        }

        return false;
    }

    @Override
    public boolean keyUp(int keycode) {
        return false;
    }

    @Override
    public boolean keyTyped(char character) {
        return false;
    }

    @Override
    public boolean touchDown(int screenX, int screenY, int pointer, int button) {
        viewport.unproject(touchLocation.set(screenX, screenY));
        if (pointer==1){
                colorIndex = (++colorIndex) % COLORS.length;
                return true;
        }
        if (pointer == 2){
            shouldClearFBO = true;
            return true;
        }
        touchDown = true;
        return true;
    }

    @Override
    public boolean touchUp(int screenX, int screenY, int pointer, int button) {
        touchDown = false;
        return true;
    }

    @Override
    public boolean touchDragged(int screenX, int screenY, int pointer) {
        viewport.unproject(touchLocation.set(screenX, screenY));
        return true;
    }

    @Override
    public boolean mouseMoved(int screenX, int screenY) {
        return false;
    }

    @Override
    public boolean scrolled(int amount) {
        return false;
    }
}

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