Libgdx Stencil & ShapeRenderer

2020-07-22 18:26发布

问题:

I am trying to accomplish something like this:

sample image

The whole screen will be black, then the insides of the triangle shape are the parts that will only appear.

I tried using SCISSOR but it is rectangle in shape.

*Original Image Source: https://www.html5rocks.com/static/images/screenshots/casestudies/onslaught/controls_tutorial.png

回答1:

There are a few different ways that you can render a masked image. One possible way is to use the depth buffer. I've written a small method that shows the process of setting up the buffer using a ShapeRenderer to define a triangular region of the image to render and mask out the remainder. The triangle mask could be replaced by any other shape that the ShapeRenderer is capable of rendering.

// For a 2D image use an OrthographicCamera
OrthographicCamera cam = new OrthographicCamera();
ShapeRenderer shapes = new ShapeRenderer();
cam.setToOrtho(true, screenWidth, screenHeight);
shapes.setProjectionMatrix(cam.combined);

private void renderStencilImage(float runTime){
    // Clear the buffer
    Gdx.gl.glClearDepthf(1.0f);
    Gdx.gl.glClear(GL30.GL_DEPTH_BUFFER_BIT);
    // Disable writing to frame buffer and
    // Set up the depth test
    Gdx.gl.glColorMask(false, false, false, false);
    Gdx.gl.glDepthFunc(GL20.GL_LESS);
    Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
    Gdx.gl.glDepthMask(true);
    //Here add your mask shape rendering code i.e. rectangle
    //triangle, or other polygonal shape mask
    shapes.begin(ShapeRenderer.ShapeType.Filled);
    shapes.setColor(1f, 1f, 1f, 0.5f);
    shapes.triangle(x1,y1,x2,y2,x3,y3);
    shapes.end();
    // Enable writing to the FrameBuffer
    // and set up the texture to render with the mask
    // applied
    Gdx.gl.glColorMask(true, true, true, true);
    Gdx.gl.glDepthMask(true);
    Gdx.gl.glDepthFunc(GL20.GL_EQUAL);
    // Here add your texture rendering code
    batcher.begin();
    renderFrame(runTime);
    batcher.end();
    // Ensure depth test is disabled so that depth
    // testing is not run on other rendering code.
    Gdx.gl.glDisable(GL20.GL_DEPTH_TEST);
}

Before you call the method, you must first create a ShapeRenderer and set the projection matrix. You must also set the depth buffer option in the android config in the onCreate method like this:

protected void onCreate (Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
    config.depth = 15;
    initialize(new game(), config);
}

The options for glDepthFunc define how the mask is applied to the texture. Check out the OpenGL wiki to see the arguments that can be passed to the function.