• <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(1582) 評論(0)  編輯 收藏 引用 所屬分類: GraphicsCodingDocuments
            亚洲国产成人精品91久久久| 久久无码人妻一区二区三区| 国产亚洲成人久久| 精品久久亚洲中文无码| 99久久中文字幕| 中文字幕精品久久| 狠狠88综合久久久久综合网| 久久久久99精品成人片牛牛影视| 伊人伊成久久人综合网777| 色综合久久精品中文字幕首页| 久久亚洲国产成人精品无码区| 精品无码久久久久国产| 深夜久久AAAAA级毛片免费看 | 亚洲精品97久久中文字幕无码| 亚洲欧洲日产国码无码久久99| 亚洲午夜久久影院| 99久久成人国产精品免费| 欧美牲交A欧牲交aⅴ久久 | 久久久精品视频免费观看| 国产成年无码久久久久毛片| 久久精品国产99国产精品亚洲| 久久国产福利免费| 国内精品久久久久久久久| 精品精品国产自在久久高清| 久久精品亚洲日本波多野结衣| 国产精品亚洲综合久久| 久久成人精品| 久久久久综合国产欧美一区二区| 久久久精品一区二区三区| 国产精品久久久久久一区二区三区 | 久久精品国产亚洲AV电影| 久久久久无码精品国产| 久久久久久毛片免费播放| 久久久亚洲裙底偷窥综合| 国产亚洲精久久久久久无码77777 国产亚洲精品久久久久秋霞 | 好久久免费视频高清| 精品久久久久久| 久久综合久久鬼色| 久久国产免费直播| 久久亚洲精品中文字幕| a级毛片无码兔费真人久久|