libGDX - TextButton 字体的自定义着色器
libGDX - Custom shader for TextButton font
我一直在尝试使用本文所述的距离场字体:https://github.com/libgdx/libgdx/wiki/Distance-field-fonts
当我只是渲染字体时一切正常,但是当我尝试在 TextButton
上使用着色器时,按钮变成白色,因为它将着色器应用于整个按钮并且不只是文字。我环顾四周,但找不到任何有关如何仅针对 TextButton
的文本更改着色器的信息,所以我在这里问;如何将自定义着色器仅应用于 TextButton
?
的文本渲染
初始化代码:
textShader = new ShaderProgram(Gdx.files.internal("graphics/shaders/font/font.vert"),
Gdx.files.internal("graphics/shaders/font/font.frag"));
//exact same shaders as linked article
stage = new Stage();
stage.getBatch().setShader(textShader);
//Setting the shader for the stage will set the shader for everything in the stage,
//like my labels/buttons etc. This works fine for my labels as they are plain text,
//but my buttons become completely white.
init the rest of my labels, buttons, batches etc...
渲染代码:
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL_COLOR_BUFFER_BIT);
render background/other stuff...
stage.act(delta);
stage.draw();
片段着色器:
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_texture;
varying vec4 v_color;
varying vec2 v_texCoord;
const float c_width = 0.5;
const float c_edge = 0.1;
const vec2 c_offset = vec2(0);
const float c_borderWidth = 0.5;
const float c_borderEdge = 0.5;
const vec3 c_color = vec3(0.7, 0.3, 0.1);
const vec3 c_outlineColor = vec3(0.3);
void main() {
float distance = 1.0 - texture(u_texture, v_texCoord).a;
float alpha = 1.0 - smoothstep(c_width, c_width + c_edge, distance);
float distance2 = 1.0 - texture(u_texture, v_texCoord + c_offset).a;
float outlineAlpha = 1.0 - smoothstep(c_borderWidth, c_borderWidth + c_borderEdge, distance2);
float overallAlpha = alpha + (1.0 - alpha) * outlineAlpha;
vec3 overallColour = mix(c_outlineColor, c_color, alpha/overallAlpha);
gl_FragColor = vec4(overallColour, overallAlpha);
}
顶点着色器:
uniform mat4 u_projTrans;
attribute vec4 a_position;
attribute vec2 a_texCoord0;
attribute vec4 a_color;
varying vec4 v_color;
varying vec2 v_texCoord;
void main() {
gl_Position = u_projTrans * a_position;
v_texCoord = a_texCoord0;
v_color = a_color;
}
距离场着色器无法正常渲染其他内容。为了在scene2D中使用它,你只需要在绘制Labels时临时切换到这个shader,所以你需要创建一个可以交换shader的Label的subclass。也许是这样的:
public class CustomShaderLabel extends Label {
private ShaderProgram shader;
public CustomShaderLabel(CharSequence text, Skin skin) {
super(text, skin);
}
public CustomShaderLabel(CharSequence text, Skin skin, String styleName) {
super(text, skin, styleName);
}
public CustomShaderLabel(CharSequence text, Skin skin, String fontName, Color color) {
super(text, skin, fontName, color);
}
public CustomShaderLabel(CharSequence text, Skin skin, String fontName, String colorName) {
super(text, skin, fontName, colorName);
}
public CustomShaderLabel(CharSequence text, LabelStyle style) {
super(text, style);
}
public ShaderProgram getShader() {
return shader;
}
public void setShader(ShaderProgram shader) {
this.shader = shader;
}
public void draw (Batch batch, float parentAlpha) {
if (shader != null) batch.setShader(shader);
super.draw(batch, parentAlpha);
if (shader != null) batch.setShader(null);
}
}
请记住,这会在有标签的地方导致额外的批量刷新,如果您有一个包含许多标签的复杂层次结构,这可能会成为一个问题。
由于 TextButton 不知道如何使用您的自定义标签类型,您需要使用标准按钮并向其添加标签,或者可能将大部分 TextButton class 复制粘贴到创建您自己的版本(因此您可以使用 TextButton.TextButtonStyles 在按钮内设置标签样式)。
我一直在尝试使用本文所述的距离场字体:https://github.com/libgdx/libgdx/wiki/Distance-field-fonts
当我只是渲染字体时一切正常,但是当我尝试在 TextButton
上使用着色器时,按钮变成白色,因为它将着色器应用于整个按钮并且不只是文字。我环顾四周,但找不到任何有关如何仅针对 TextButton
的文本更改着色器的信息,所以我在这里问;如何将自定义着色器仅应用于 TextButton
?
初始化代码:
textShader = new ShaderProgram(Gdx.files.internal("graphics/shaders/font/font.vert"),
Gdx.files.internal("graphics/shaders/font/font.frag"));
//exact same shaders as linked article
stage = new Stage();
stage.getBatch().setShader(textShader);
//Setting the shader for the stage will set the shader for everything in the stage,
//like my labels/buttons etc. This works fine for my labels as they are plain text,
//but my buttons become completely white.
init the rest of my labels, buttons, batches etc...
渲染代码:
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL_COLOR_BUFFER_BIT);
render background/other stuff...
stage.act(delta);
stage.draw();
片段着色器:
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_texture;
varying vec4 v_color;
varying vec2 v_texCoord;
const float c_width = 0.5;
const float c_edge = 0.1;
const vec2 c_offset = vec2(0);
const float c_borderWidth = 0.5;
const float c_borderEdge = 0.5;
const vec3 c_color = vec3(0.7, 0.3, 0.1);
const vec3 c_outlineColor = vec3(0.3);
void main() {
float distance = 1.0 - texture(u_texture, v_texCoord).a;
float alpha = 1.0 - smoothstep(c_width, c_width + c_edge, distance);
float distance2 = 1.0 - texture(u_texture, v_texCoord + c_offset).a;
float outlineAlpha = 1.0 - smoothstep(c_borderWidth, c_borderWidth + c_borderEdge, distance2);
float overallAlpha = alpha + (1.0 - alpha) * outlineAlpha;
vec3 overallColour = mix(c_outlineColor, c_color, alpha/overallAlpha);
gl_FragColor = vec4(overallColour, overallAlpha);
}
顶点着色器:
uniform mat4 u_projTrans;
attribute vec4 a_position;
attribute vec2 a_texCoord0;
attribute vec4 a_color;
varying vec4 v_color;
varying vec2 v_texCoord;
void main() {
gl_Position = u_projTrans * a_position;
v_texCoord = a_texCoord0;
v_color = a_color;
}
距离场着色器无法正常渲染其他内容。为了在scene2D中使用它,你只需要在绘制Labels时临时切换到这个shader,所以你需要创建一个可以交换shader的Label的subclass。也许是这样的:
public class CustomShaderLabel extends Label {
private ShaderProgram shader;
public CustomShaderLabel(CharSequence text, Skin skin) {
super(text, skin);
}
public CustomShaderLabel(CharSequence text, Skin skin, String styleName) {
super(text, skin, styleName);
}
public CustomShaderLabel(CharSequence text, Skin skin, String fontName, Color color) {
super(text, skin, fontName, color);
}
public CustomShaderLabel(CharSequence text, Skin skin, String fontName, String colorName) {
super(text, skin, fontName, colorName);
}
public CustomShaderLabel(CharSequence text, LabelStyle style) {
super(text, style);
}
public ShaderProgram getShader() {
return shader;
}
public void setShader(ShaderProgram shader) {
this.shader = shader;
}
public void draw (Batch batch, float parentAlpha) {
if (shader != null) batch.setShader(shader);
super.draw(batch, parentAlpha);
if (shader != null) batch.setShader(null);
}
}
请记住,这会在有标签的地方导致额外的批量刷新,如果您有一个包含许多标签的复杂层次结构,这可能会成为一个问题。
由于 TextButton 不知道如何使用您的自定义标签类型,您需要使用标准按钮并向其添加标签,或者可能将大部分 TextButton class 复制粘贴到创建您自己的版本(因此您可以使用 TextButton.TextButtonStyles 在按钮内设置标签样式)。