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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-06 15:24:55 +08:00
[gdx] Changed pma flag to uniform. Added blendFuncSeparate.
Functionally the same but seems a bit cleaner versus using the dark color's alpha. #1003
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@ -240,7 +240,7 @@ public class SkeletonRenderer {
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if (vertexEffect != null) vertexEffect.begin(skeleton);
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boolean premultipliedAlpha = this.premultipliedAlpha;
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int darkAlpha = (premultipliedAlpha ? 255 : 0) << 24;
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batch.setPremultipliedAlpha(premultipliedAlpha);
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BlendMode blendMode = null;
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int verticesLength = 0;
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float[] vertices = null, uvs = null;
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@ -297,8 +297,7 @@ public class SkeletonRenderer {
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| (int)(red * lightColor.r));
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Color darkColor = slot.getDarkColor();
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float dark = darkColor == null ? 0
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: NumberUtils.intToFloatColor(darkAlpha //
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| (int)(blue * darkColor.b) << 16 //
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: NumberUtils.intToFloatColor((int)(blue * darkColor.b) << 16 //
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| (int)(green * darkColor.g) << 8 //
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| (int)(red * darkColor.r));
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@ -54,6 +54,9 @@ public class TwoColorPolygonBatch {
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private boolean drawing;
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private int blendSrcFunc = GL20.GL_SRC_ALPHA;
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private int blendDstFunc = GL20.GL_ONE_MINUS_SRC_ALPHA;
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private int blendSrcFuncAlpha = GL20.GL_SRC_ALPHA;
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private int blendDstFuncAlpha = GL20.GL_ONE_MINUS_SRC_ALPHA;
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private boolean premultipliedAlpha;
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public TwoColorPolygonBatch (int size) {
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this(size, size * 2);
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@ -69,7 +72,7 @@ public class TwoColorPolygonBatch {
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mesh = new Mesh(vertexDataType, false, maxVertices, maxTriangles * 3, //
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new VertexAttribute(Usage.Position, 2, "a_position"), //
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new VertexAttribute(Usage.ColorPacked, 4, "a_light"), //
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new VertexAttribute(Usage.ColorPacked, 4, "a_dark"), //
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new VertexAttribute(Usage.ColorPacked, 4, "a_dark"), // Dark alpha is unused, but colors are packed as 4 byte floats.
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new VertexAttribute(Usage.TextureCoordinates, 2, "a_texCoord0"));
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vertices = new float[maxVertices * 6];
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@ -130,7 +133,7 @@ public class TwoColorPolygonBatch {
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mesh.setVertices(vertices, 0, vertexIndex);
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mesh.setIndices(triangles, 0, triangleIndex);
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Gdx.gl.glEnable(GL20.GL_BLEND);
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if (blendSrcFunc != -1) Gdx.gl.glBlendFunc(blendSrcFunc, blendDstFunc);
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if (blendSrcFunc != -1) Gdx.gl.glBlendFuncSeparate(blendSrcFunc, blendDstFunc, blendSrcFuncAlpha, blendDstFuncAlpha);
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mesh.render(shader, GL20.GL_TRIANGLES, 0, triangleIndex);
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vertexIndex = 0;
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@ -150,25 +153,39 @@ public class TwoColorPolygonBatch {
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return transformMatrix;
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}
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/** Flushes the batch. */
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public void setProjectionMatrix (Matrix4 projection) {
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if (drawing) flush();
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projectionMatrix.set(projection);
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if (drawing) setupMatrices();
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}
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/** Flushes the batch. */
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public void setTransformMatrix (Matrix4 transform) {
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if (drawing) flush();
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transformMatrix.set(transform);
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if (drawing) setupMatrices();
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}
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/** Specifies whether the texture colors have premultiplied alpha. Required for correct dark color tinting. Does not change the
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* blending function. Flushes the batch if the setting was changed. */
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public void setPremultipliedAlpha (boolean premultipliedAlpha) {
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if (this.premultipliedAlpha == premultipliedAlpha) return;
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if (drawing) flush();
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this.premultipliedAlpha = premultipliedAlpha;
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if (drawing) setupMatrices();
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}
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private void setupMatrices () {
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combinedMatrix.set(projectionMatrix).mul(transformMatrix);
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shader.setUniformf("u_pma", premultipliedAlpha ? 1 : 0);
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shader.setUniformMatrix("u_projTrans", combinedMatrix);
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shader.setUniformi("u_texture", 0);
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}
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/** Flushes the batch if the shader was changed. */
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public void setShader (ShaderProgram newShader) {
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if (shader == newShader) return;
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if (drawing) {
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flush();
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shader.end();
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@ -180,21 +197,30 @@ public class TwoColorPolygonBatch {
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}
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}
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/** Flushes the batch if the blend function was changed. */
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public void setBlendFunction (int srcFunc, int dstFunc) {
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if (blendSrcFunc == srcFunc && blendDstFunc == dstFunc) return;
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setBlendFunctionSeparate(srcFunc, dstFunc, srcFunc, dstFunc);
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}
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/** Flushes the batch if the blend function was changed. */
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public void setBlendFunctionSeparate (int srcFuncColor, int dstFuncColor, int srcFuncAlpha, int dstFuncAlpha) {
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if (blendSrcFunc == srcFuncColor && blendDstFunc == dstFuncColor && blendSrcFuncAlpha == srcFuncAlpha
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&& blendDstFuncAlpha == dstFuncAlpha) return;
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flush();
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blendSrcFunc = srcFunc;
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blendDstFunc = dstFunc;
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blendSrcFunc = srcFuncColor;
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blendDstFunc = dstFuncColor;
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blendSrcFuncAlpha = srcFuncAlpha;
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blendDstFuncAlpha = dstFuncAlpha;
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}
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private ShaderProgram createDefaultShader () {
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String vertexShader = "attribute vec4 a_position;\n" //
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+ "attribute vec4 a_light;\n" //
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+ "attribute vec3 a_dark;\n" //
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+ "attribute vec4 a_dark;\n" //
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+ "attribute vec2 a_texCoord0;\n" //
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+ "uniform mat4 u_projTrans;\n" //
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+ "varying vec4 v_light;\n" //
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+ "varying vec3 v_dark;\n" //
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+ "varying vec4 v_dark;\n" //
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+ "varying vec2 v_texCoords;\n" //
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+ "\n" //
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+ "void main()\n" //
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@ -212,14 +238,15 @@ public class TwoColorPolygonBatch {
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+ "#define LOWP \n" //
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+ "#endif\n" //
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+ "varying LOWP vec4 v_light;\n" //
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+ "varying LOWP vec3 v_dark;\n" //
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+ "varying LOWP vec4 v_dark;\n" //
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+ "uniform float u_pma;\n" //
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+ "varying vec2 v_texCoords;\n" //
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+ "uniform sampler2D u_texture;\n" //
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+ "void main()\n"//
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+ "{\n" //
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+ " vec4 texColor = texture2D(u_texture, v_texCoords);\n" //
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+ " gl_FragColor.a = texColor.a * v_light.a;\n" //
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+ " gl_FragColor.rgb = ((texColor.a - 1.0) * v_dark.a + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n" //
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+ " gl_FragColor.rgb = ((texColor.a - 1.0) * u_pma + 1.0 - texColor.rgb) * v_dark.rgb + texColor.rgb * v_light.rgb;\n" //
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+ "}";
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ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader);
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