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私は AndEngine で opengl シェーダーを学んでいます。私の目標は、ライトの位置が vbo を介してスプライトバッチの各描画呼び出しに渡されるライトシェーダーを使用して DynamicSpriteBatch を作成し、すべてのスプライトで光源を操作できるようにすることです。

だから私は LightSpriteBatch を作成しました( drawtype.dynamic を使用)

public class LightSpriteBatch extends Shape {
// ===========================================================
// Constants
// ===========================================================

private static final float[] VERTICES_TMP = new float[8];

private static final Transformation TRANSFORATION_TMP = new Transformation();

public static final int VERTEX_INDEX_X = 0;
public static final int VERTEX_INDEX_Y = 1;

public static final int COLOR_INDEX = 2;

public static final int TEXTURECOORDINATES_INDEX_U = 3;
public static final int TEXTURECOORDINATES_INDEX_V = 4;

public static final int LIGHT_POSITION_INDEX_X = 5;
public static final int LIGHT_POSITION_INDEX_Y = 6
        ;

public static final int VERTEX_SIZE = 2 + 1 + 2 + 2 ;
public static final int VERTICES_PER_SPRITE = 6;
public static final int SPRITE_SIZE = VERTEX_SIZE * VERTICES_PER_SPRITE;


public static final VertexBufferObjectAttributes VERTEXBUFFEROBJECTATTRIBUTES_DEFAULT = new VertexBufferObjectAttributesBuilder(4)
.add(ShaderProgramConstants.ATTRIBUTE_POSITION_LOCATION, ShaderProgramConstants.ATTRIBUTE_POSITION, 2, GLES20.GL_FLOAT, false)
.add(ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION, ShaderProgramConstants.ATTRIBUTE_COLOR, 4, GLES20.GL_UNSIGNED_BYTE, true)
.add(ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES_LOCATION, ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES, 2, GLES20.GL_FLOAT, false)
.add(LightShader.ATTRIBUTE_LIGHT_POSITION_LOCATION, LightShader.ATTRIBUTE_LIGHT_POSITION, 2, GLES20.GL_FLOAT, false)
.build();

ライトシェーダー

public class LightShader extends ShaderProgram {
// ===========================================================
// Constants
// ===========================================================

private static LightShader INSTANCE;
public static final String ATTRIBUTE_LIGHT_POSITION = "a_lightPosition";
public final static int ATTRIBUTE_LIGHT_POSITION_LOCATION = 4;

public static final String VERTEXSHADER =
        "uniform mat4 " + ShaderProgramConstants.UNIFORM_MODELVIEWPROJECTIONMATRIX + ";\n" +
        "attribute vec4 " + ShaderProgramConstants.ATTRIBUTE_POSITION + ";\n" +
        "attribute vec4 " + ShaderProgramConstants.ATTRIBUTE_COLOR + ";\n" +
        "attribute vec2 " + ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES + ";\n" +
        "attribute vec2 " + LightShader.ATTRIBUTE_LIGHT_POSITION + ";\n" +
        "varying vec4 " + ShaderProgramConstants.VARYING_COLOR + ";\n" +
        "varying vec2 " + ShaderProgramConstants.VARYING_TEXTURECOORDINATES + ";\n" +
        "varying vec2 v_lightPosition;\n" + 
        "void main() {\n" +
        " v_lightPosition = "+ LightShader.ATTRIBUTE_LIGHT_POSITION +" ;\n" +
        "   " + ShaderProgramConstants.VARYING_COLOR + " = " + ShaderProgramConstants.ATTRIBUTE_COLOR + ";\n" +
        "   " + ShaderProgramConstants.VARYING_TEXTURECOORDINATES + " = " + ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES + ";\n" +
        "   gl_Position = " + ShaderProgramConstants.UNIFORM_MODELVIEWPROJECTIONMATRIX + " * " + ShaderProgramConstants.ATTRIBUTE_POSITION + ";\n" +
        "}";




public static final String FRAGMENTSHADER =
        "precision lowp float;\n" +
        "uniform sampler2D " + ShaderProgramConstants.UNIFORM_TEXTURE_0 + ";\n" +
        "varying lowp vec4 " + ShaderProgramConstants.VARYING_COLOR + ";\n" +
        "varying mediump vec2 " + ShaderProgramConstants.VARYING_TEXTURECOORDINATES + ";\n" +
        "varying lowp vec2 v_lightPosition;\n" +
        "void main() {\n" +
        " vec4 tx = texture2D(" + ShaderProgramConstants.UNIFORM_TEXTURE_0 + ", " + ShaderProgramConstants.VARYING_TEXTURECOORDINATES + ") ;"+
        " float u_radius = 100.0;"+
        " vec2 u_lightPosition = vec2(200-50+v_lightPosition.x,200-50+v_lightPosition.y);"+
        " float distance  = length( u_lightPosition - gl_FragCoord.xy );"+
        " float intensity =( 1.5-min( distance, u_radius )/u_radius)*1.5;"+ 
        " gl_FragColor = vec4(tx.r*intensity,tx.g*intensity,tx.b*intensity,tx.w);"+
        "}";

// ===========================================================
// Fields
// ===========================================================

public static int sUniformModelViewPositionMatrixLocation = ShaderProgramConstants.LOCATION_INVALID;
public static int sUniformTexture0Location = ShaderProgramConstants.LOCATION_INVALID;

// ===========================================================
// Constructors
// ===========================================================

private LightShader() {
    super(LightShader.VERTEXSHADER, LightShader.FRAGMENTSHADER);
}

public static LightShader getInstance() {
    if(LightShader.INSTANCE == null) {
        LightShader.INSTANCE = new LightShader();
    }
    return LightShader.INSTANCE;
}

// ===========================================================
// Getter & Setter
// ===========================================================

// ===========================================================
// Methods for/from SuperClass/Interfaces
// ===========================================================

    @Override
protected void link(final GLState pGLState) throws ShaderProgramLinkException {
    GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_POSITION_LOCATION, ShaderProgramConstants.ATTRIBUTE_POSITION);
    GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_COLOR_LOCATION, ShaderProgramConstants.ATTRIBUTE_COLOR);
    GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES_LOCATION, ShaderProgramConstants.ATTRIBUTE_TEXTURECOORDINATES);
    GLES20.glBindAttribLocation(this.mProgramID, ShaderProgramConstants.ATTRIBUTE_POSITION_0_LOCATION, ShaderProgramConstants.ATTRIBUTE_POSITION_0);
    super.link(pGLState);

    LightShader.sUniformModelViewPositionMatrixLocation = this.getUniformLocation(ShaderProgramConstants.UNIFORM_MODELVIEWPROJECTIONMATRIX);
    LightShader.sUniformTexture0Location = this.getUniformLocation(ShaderProgramConstants.UNIFORM_TEXTURE_0);
}

@Override
public void bind(final GLState pGLState, final VertexBufferObjectAttributes pVertexBufferObjectAttributes) {
    GLES20.glEnableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_POSITION_0_LOCATION);
    super.bind(pGLState, pVertexBufferObjectAttributes);
    GLES20.glUniformMatrix4fv(LightShader.sUniformModelViewPositionMatrixLocation, 1, false, pGLState.getModelViewProjectionGLMatrix(), 0);
    GLES20.glUniform1i(LightShader.sUniformTexture0Location, 0);
}


    @Override
public void unbind(GLState pGLState) throws ShaderProgramException {
    GLES20.glDisableVertexAttribArray(ShaderProgramConstants.ATTRIBUTE_POSITION_0_LOCATION);
    super.unbind(pGLState);
}

// ===========================================================
// Methods
// ===========================================================

// ===========================================================
// Inner and Anonymous Classes
// ===========================================================

}

ライトの位置をバッファに渡すカスタム HighPerformanceLightSpriteBatchVBO も作成しました

@Override
public void addWithPackedColor(final ITextureRegion pTextureRegion, final float pX1, final float pY1, final float pX2, final float pY2, final float pColorABGRPackedInt,final float pLightXX,final float pLightYY) {
    final float[] bufferData = this.getBufferData();
    final int bufferDataOffset = this.mBufferDataOffset;

    final float x1 = pX1;
    final float y1 = pY1;
    final float x2 = pX2;
    final float y2 = pY2;
    final float u = pTextureRegion.getU();
    final float v = pTextureRegion.getV();
    final float u2 = pTextureRegion.getU2();
    final float v2 = pTextureRegion.getV2();
    final float pLightX = pLightXX;
    final float pLightY = pLightYY;

    if(pTextureRegion.isRotated()) {
        bufferData[bufferDataOffset + 0 * LightSpriteBatch.VERTEX_SIZE + LightSpriteBatch.VERTEX_INDEX_X] = x1;
        bufferData[bufferDataOffset + 0 * LightSpriteBatch.VERTEX_SIZE + LightSpriteBatch.VERTEX_INDEX_Y] = y1;
        bufferData[bufferDataOffset + 0 * LightSpriteBatch.VERTEX_SIZE + LightSpriteBatch.COLOR_INDEX] = pColorABGRPackedInt;
        bufferData[bufferDataOffset + 0 * LightSpriteBatch.VERTEX_SIZE + LightSpriteBatch.TEXTURECOORDINATES_INDEX_U] = u;
        bufferData[bufferDataOffset + 0 * LightSpriteBatch.VERTEX_SIZE + LightSpriteBatch.TEXTURECOORDINATES_INDEX_V] = v;
        bufferData[bufferDataOffset + 0 * LightSpriteBatch.VERTEX_SIZE + LightSpriteBatch.LIGHT_POSITION_INDEX_X] = pLightX;
        bufferData[bufferDataOffset + 0 * LightSpriteBatch.VERTEX_SIZE + LightSpriteBatch.LIGHT_POSITION_INDEX_Y] = pLightY;

これらすべてで機能しますが、フラグメントシェーダーでこのライトポジションを読み取るのに問題があります。レンダリングされたテクスチャの場合、ライトの位置と位置の間の距離を適切に計算するには、どのような計算を行う必要がありますか?

DynamicLightSpriteBatch sb = new DynamicLightSpriteBatch(mTextureSprite,10,getVertexBufferObjectManager()) {
        @Override
        protected boolean onUpdateSpriteBatch() {
             draw(mTextureSpriteRegion, 0f, 0f, 400f, 400f, 0f, 1.0f, 1.0f, 1.0f, 1.0f,100f,100f); // ( 100,100 = lightX & Y ) 
            return true;
        }
    };

ライトは常に中心 (200-radius/2,200-radius/2) にあり、最後のパラメーターとして 100,100 だけシフトする必要があります。

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