81 lines
3.0 KiB
C#
81 lines
3.0 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace SpineViewer.Utilities
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{
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public static class SFMLShader
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{
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/// <summary>
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/// 用于非预乘纹理的 fragment shader, 乘上了插值后的透明度用于实现透明度变化(插值预乘), 并且输出预乘后的像素值
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/// </summary>
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private const string FRAGMENT_VertexAlpha =
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"uniform sampler2D t;" +
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"void main() { vec4 p = texture(t, gl_TexCoord[0].xy);" +
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"p.rgb *= p.a * gl_Color.a;" +
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"gl_FragColor = gl_Color * p; }"
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;
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/// <summary>
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/// 用于预乘纹理的 fragment shader, 乘上了插值后的透明度用于实现透明度变化(插值预乘)
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/// </summary>
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private const string FRAGMENT_VertexAlphaPma =
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"uniform sampler2D t;" +
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"void main() { vec4 p = texture(t, gl_TexCoord[0].xy);" +
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"p.rgb *= gl_Color.a;" +
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"gl_FragColor = gl_Color * p; }"
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;
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/// <summary>
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/// 预乘转非预乘 fragment shader
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/// </summary>
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private const string FRAGMENT_InvPma =
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"uniform sampler2D t;" +
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"void main() { vec4 p = texture(t, gl_TexCoord[0].xy);" +
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"if (p.a > 0) p.rgb /= max(max(max(p.r, p.g), p.b), p.a);" +
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"gl_FragColor = p; }"
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;
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/// <summary>
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/// 考虑了顶点透明度变化的着色器, 输入是非预乘纹理像素, 输出是预乘像素
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/// </summary>
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private static SFML.Graphics.Shader? VertexAlpha = null;
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/// <summary>
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/// 考虑了顶点透明度变化的着色器, 输入和输出均是预乘像素值
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/// </summary>
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private static SFML.Graphics.Shader? VertexAlphaPma = null;
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/// <summary>
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/// 反预乘着色器, 用于得到正确透明度的非预乘画面
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/// </summary>
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public static SFML.Graphics.Shader? InversePma { get; private set; }
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/// <summary>
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/// 加载 Shader, 可能会存在异常导致着色器加载失败
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/// </summary>
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/// <exception cref="SFML.LoadingFailedException"></exception>
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public static void Init()
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{
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VertexAlpha = SFML.Graphics.Shader.FromString(null, null, FRAGMENT_VertexAlpha);
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VertexAlphaPma = SFML.Graphics.Shader.FromString(null, null, FRAGMENT_VertexAlphaPma);
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InversePma = SFML.Graphics.Shader.FromString(null, null, FRAGMENT_InvPma);
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}
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/// <summary>
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/// 获取绘制 Spine 的着色器
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/// </summary>
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/// <param name="pma">纹理是否是预乘的</param>
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/// <param name="twoColor">是否是双色着色的(TODO)</param>
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public static SFML.Graphics.Shader? GetSpineShader(bool pma, bool twoColor = false)
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{
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if (pma)
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return VertexAlphaPma;
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else
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return VertexAlpha;
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}
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}
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}
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