问题描述
我一直在尝试弄清楚如何将 OpenGL ES 2.0 用于 2D.到目前为止,我认为我可以处理大多数事情.但我还没有想出的一件事是着色器要做什么?
I've been trying to figure out how to use OpenGL ES 2.0 for 2D. So far I think I have a handle on most things. But the one thing that I haven't figured out is what to do for the shaders?
我知道您在着色器中设置了相机/视图和灯光,但我不想要阴影或任何类型的照明迹象.基本上我只想在屏幕上移动精灵,让精灵看起来和我在 Photoshop 中绘制它们时完全一样.
I understand that you set up the camera/view and the lights in the shader, but I don't want shadows or any kind of sign of lighting. Basically I just want to move sprites around the screen and have the sprites look exactly like they did when I drew them in photoshop.
有没有人有一个可以做到这一点的着色器的例子?或者可能是一篇讨论这个的文章?
Anyone have an example of a shader that would do this? Or maybe an article that talks about this?
我已经发现,在尝试制作纯 2D 程序时,OpenGL 中存在大量 3d 开销,但显然这是 Android 上唯一可行的选择.
I already find that there's a lot of 3d overhead in OpenGL when trying to make a purely 2D program, but apparently it's the only viable option on Android.
推荐答案
我制作了一个 2D 视频游戏,这些是我使用的着色器.两个非常简单的着色器.这是你要的吗?
I made a 2D videogame and these are the shaders I used. Two very simple shaders. Is this what you asking for?
**VERTEX_SHADER_2D =**
attribute vec4 position;
attribute vec2 textureCoordIn;
varying vec2 vTextureCoordOut;
uniform mediump mat4 modelViewMatrix;
void main()
{
gl_Position = modelViewMatrix * position;
vTextureCoordOut = textureCoordIn;
}
**FRAGMENT_SHADER_2D =**
varying mediump vec2 vTextureCoordOut;
uniform sampler2D sampler;
void main()
{
gl_FragColor = texture2D(sampler, vTextureCoordOut);
}
这篇关于什么样的 2D 游戏着色器(即超级马里奥)的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!