Files
SpineViewer/Spine/Utils/SFMLShader.cs
2025-05-27 15:55:10 +08:00

77 lines
2.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using SFML.Graphics;
namespace Spine.Utils
{
public static class SFMLShader
{
/// <summary>
/// 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
/// </summary>
private const string FRAGMENT_VertexAlpha =
"uniform sampler2D t;" +
"void main() { vec4 p = texture(t, gl_TexCoord[0].xy);" +
"p.rgb *= p.a * gl_Color.a;" +
"gl_FragColor = gl_Color * p; }"
;
/// <summary>
/// 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)
/// </summary>
private const string FRAGMENT_VertexAlphaPma =
"uniform sampler2D t;" +
"void main() { vec4 p = texture(t, gl_TexCoord[0].xy);" +
"p.rgb *= gl_Color.a;" +
"gl_FragColor = gl_Color * p; }"
;
/// <summary>
/// 预乘转非预乘 fragment shader
/// </summary>
private const string FRAGMENT_InvPma =
"uniform sampler2D t;" +
"void main() { vec4 p = texture(t, gl_TexCoord[0].xy);" +
"if (p.a > 0) p.rgb /= max(max(max(p.r, p.g), p.b), p.a);" +
"gl_FragColor = p; }"
;
/// <summary>
/// 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
/// </summary>
public static Shader? VertexAlpha { get; }
/// <summary>
/// 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
/// </summary>
public static Shader? VertexAlphaPma { get; }
/// <summary>
/// 反预乘着色器, 用于得到正确透明度的非预乘画面
/// </summary>
public static Shader? InversePma { get; }
/// <summary>
/// 加载 Shader, 可能会存在异常导致着色器加载失败, 会在日志中输出信息
/// </summary>
static SFMLShader()
{
try
{
VertexAlpha = Shader.FromString(null, null, FRAGMENT_VertexAlpha);
VertexAlphaPma = Shader.FromString(null, null, FRAGMENT_VertexAlphaPma);
InversePma = Shader.FromString(null, null, FRAGMENT_InvPma);
}
catch (Exception ex)
{
var logger = NLog.LogManager.GetCurrentClassLogger();
logger.Trace(ex.ToString());
logger.Error("Failed to init shaders, {0}", ex.Message);
}
}
}
}