• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            黎明的剔透里伸出了你沁清的曖昧

            Graphics|EngineDev|GameDev|2D&3D Art

              C++博客 :: 首頁 :: 新隨筆 :: 聯系 :: 聚合  :: 管理 ::
              60 隨筆 :: 1 文章 :: 18 評論 :: 0 Trackbacks

            In OpenGL ES 2.0 glAlphaFunc isn't available, you have to implement it in a fragment shader. There isn't a lot of reference out there for this (not that I could find anyway) so I thought I'd write this up.

            It's actually quite simple to implement a quick alpha test. I needed to be able to cookie cut out sprites and fonts so I simply needed to reject fragments where the alpha value was zero. Here are the guts of a shader to do this:

            #ifdef GL_ES 
            precision highp float;
            #endif 
            uniform sampler2D u_tex0; 
            uniform bool u_alphatestenable; 
            varying vec2 v_texCoord;
            varying vec4 v_color;
            void main(){ 
                //calculate the fragment color based on the texture and the vertex colour
                vec4 basecolor = texture2D( u_tex0, v_texCoord ) * v_color;
            
                //if testing is enabled, check the alpha component and discard if zero      
                if(u_alphatestenable){ 
                    if(basecolor.a == 0.0){ 
                        //throw this fragment away
                        discard;
                    }
                }
                gl_FragColor = basecolor;
            }

             

            You need to set up a uniform variable u_alphatestenable which enables the alpha test. If you want to support different test types ( less than, greater than etc) then you will need two more uniform variables: one for the test type and one for the value to test against.

            int uni_alphatest_enable = glGetUniformLocation(mProgram, "u_alphatestenable"); 
            bool alphateston = true; 
            glUniform1i(uni_alphatest_enabl

             

            note that you shouldn't call glGetUniformLocation every frame, it should be cached somewhere.
            It's quite simple and while you may be thinking oh that is so slow it not that bad. It's faster then the fixed function pipeline which is doing tests for alpha, lights, blend modes etc. If you get paranoid then you can create multiple shaders that support different subsets of features. All you need to be careful of is the cost of calling glSetProgram (to switch shaders) which can be expensive and cause bubbles in the vertex pipeline in the hardware.

            posted on 2012-11-19 22:28 情絕格調(fresmaster) 閱讀(1571) 評論(0)  編輯 收藏 引用 所屬分類: GraphicsCodingDocuments
            99久久精品毛片免费播放| 欧美亚洲另类久久综合| 日本WV一本一道久久香蕉| 亚洲午夜无码久久久久小说| 久久人妻无码中文字幕| 久久久精品人妻一区二区三区蜜桃 | 99精品国产在热久久无毒不卡| 青青热久久综合网伊人| 久久亚洲中文字幕精品一区四| 综合网日日天干夜夜久久| 热久久这里只有精品| 久久成人国产精品免费软件| 久久精品国产亚洲一区二区| 久久精品国产欧美日韩99热| 欧美久久综合性欧美| 亚洲午夜久久久久妓女影院| 久久久久亚洲AV无码专区网站| 久久午夜伦鲁片免费无码| 国产 亚洲 欧美 另类 久久| 久久久免费精品re6| 国产69精品久久久久观看软件| 精品久久久久中文字幕一区| 久久久久人妻一区二区三区vr| 国产精品中文久久久久久久| 久久99久久无码毛片一区二区| 国内精品久久久久影院日本| 精品综合久久久久久98| 久久乐国产综合亚洲精品| 久久亚洲电影| 久久久无码精品亚洲日韩软件| .精品久久久麻豆国产精品| 欧美午夜精品久久久久免费视 | 亚洲va中文字幕无码久久| 天天做夜夜做久久做狠狠| 国产亚州精品女人久久久久久| 亚洲成人精品久久| 老司机国内精品久久久久| 久久国产精品国产自线拍免费| 国产精品久久久久久| 欧美综合天天夜夜久久| 国产精品永久久久久久久久久|