由于是第一次做coco3d方面的开发,技术资料比较少,很多情况下都是自己开引擎的源码来揣摩如何使用,因此出现很多差错是在所难免的。
今天刚解决了一个困扰好几天的单个模型设置多个shader的问题。在开发的过程中并没有多mesh shader渲染的例子,设置shader的例子都是通过sprite3d设置glprogram
然后绑定纹理,这样就导致了子mesh用的都是一个纹理,显示上出现了纹理重复的问题。
之后通过阅读引擎源码终于发现遍历sprite3d的子mesh可以单独设置shader,然后就用上了这个方法,但是用了之后发现,纹理还是会出现重复的现象,这导致了我怀疑是不是引擎没有设计好导致一个sprite3d只能设置一个shader,多个mesh共用。不停的查阅资料,baidu搜索,始终没找到解决方案。最后的大招就是请教了行业牛人了,cocos3d专门写教程的达人火云洞红孩,我想他一定能解决这个问题了吧。在qq上咨询了大牛,demo源码,3d模型也传给了他,终于在他有空的时候给我来了一句,这个问题不就是sprite3d子模型shader渲染么,没那么复杂,你的shader代码写的太乱了,你重新写一个最简单最干净的分别绑定不同的纹理看看。
我就照他说的做了,果然发现绑定不同的纹理是可以的,是我写的测试shader代码太乱了,然后c++代码中绑定的纹理本身重复了、。
上代码
void HelloWorld::Sprite3DLightMapTest() { //the assets are from the OpenVR demo //get the visible size. Size visibleSize = Director::getInstance()->getVisibleSize(); _camera = Camera::createPerspective(60,visibleSize.width / visibleSize.height,0.1f,200); _camera->setCameraFlag(CameraFlag::USER1); //_camera->setPosition3D(Vec3(0,25,15)); _camera->setPosition3D(Vec3(0,15,25)); //_camera->setRotation3D(Vec3(-35,0)); //auto LightMapScene = Sprite3D::create("Sprite3DTest/LightMapScene.c3b"); huangjinkai.c3b auto LightMapScene = Sprite3D::create("longwangkaijia.c3b"); //auto LightMapScene = Sprite3D::create("longwanghutui.c3b"); auto sp = Sprite3D::create("longwanghutui.c3b"); //sp->setScale(0.1f); //LightMapScene->getAttachNode("Bip01 Pelvis")->addChild(sp); auto count = LightMapScene->getMeshCount(); //创建波光贴图。 auto textrue2 = Director::getInstance()->getTextureCache()->addImage("upper_03_m.jpg"); //创建细的波光贴图。 auto textrue21 = Director::getInstance()->getTextureCache()->addImage("caustics.png"); auto textrue22 = Director::getInstance()->getTextureCache()->addImage("caustics.png"); auto texture0 = Director::getInstance()->getTextureCache()->addImage("upper_03_huangjinkai.jpg"); Texture2D::TexParams tRepeatParams; tRepeatParams.magFilter = GL_LINEAR_MIPMAP_LINEAR; tRepeatParams.minFilter = GL_LINEAR; tRepeatParams.wrapS = GL_REPEAT; tRepeatParams.wrapT = GL_REPEAT; textrue2->setTexParameters(tRepeatParams); textrue21->setTexParameters(tRepeatParams); textrue22->setTexParameters(tRepeatParams); for (ssize_t i = 0; i < LightMapScene->getMeshCount(); i++) { auto mesh = LightMapScene->getMeshByIndex(static_cast<int>(i)); std::string strName=mesh->getName(); auto texture = mesh->getTexture(); char szBuf[100],szBuf1[100]; sprintf(szBuf,"UVAnimation.vsh",i + 1); sprintf(szBuf1,"UVAnimation.fsh",i + 1); auto glprogram = GLProgram::createWithFilenames(szBuf,szBuf1); // 由Shader文件创建这个Shader auto glprogramstate = GLProgramState::create(glprogram); sprintf(szBuf,"u_texture1",i + 1); if (i == 0) { glprogramstate->setUniformTexture(szBuf,texture); mesh->setTexture(texture); } else { glprogramstate->setUniformTexture(szBuf,texture); } glprogramstate->setUniformTexture("u_lightTexture",textrue21); glprogramstate->setUniformTexture("u_lightTexture21",textrue21); glprogramstate->setUniformTexture("u_lightTexture22",textrue22); Vec4 tLightColor(1.0,1.0,1.0); glprogramstate->setUniformVec4("v_LightColor",tLightColor); mesh->setGLProgramState(glprogramstate); long offset = 0; auto attributeCount = mesh->getMeshVertexAttribCount(); for (auto k = 0; k < attributeCount; k++) { auto meshattribute = mesh->getMeshVertexAttribute(k); std::string strName = s_attributeNames[meshattribute.vertexAttrib]; mesh->getGLProgramState()->setVertexAttribPointer(strName, meshattribute.size, meshattribute.type, GL_FALSE, mesh->getVertexSizeInBytes(), (GLvoid*)offset); offset += meshattribute.attribSizeBytes; } } //return; auto textrue3 = Director::getInstance()->getTextureCache()->addImage("upper_03_huangjinkai.jpg"); auto _rend = RenderTexture::create(128,128,Texture2D::PixelFormat::RGBA8888); auto sprite = Sprite::createWithTexture(textrue3); sprite->setPosition(64,64); sprite->setFlippedY(true); _rend->beginWithClear(1.0,0.5); sprite->visit(); _rend->end(); _rend->saveToFile("test.png",Image::Format::PNG); auto texture4 = _rend->getSprite()->getTexture(); //LightMapScene->setTexture(texture4); LightMapScene->setScale(0.1f); //LightMapScene->setRotation3D(Vec3(0,360,0)); addChild(LightMapScene); //return; addChild(_camera); setCameraMask(2); //add a point light //auto light = PointLight::create(Vec3(35,75,-20.5),Color3B(255,255,255),150); auto light = PointLight::create(Vec3(0,15),150); auto _directionalLight = DirectionLight::create(Vec3(0,-1.0f),255)); auto _spotLight = SpotLight::create(Vec3(0,Vec3(0.0f,15.0f,25.0f),0),0.0,0.5,10000.0f); //addChild(_spotLight); //addChild(_directionalLight); //light->setRotation3D(Vec3(-35,0)); Vec3 vpos=LightMapScene->getPosition3D(); //addChild(light); //set the ambient light auto ambient = AmbientLight::create(Color3B(255,255)); //addChild(ambient); }
总结:碰到这种从来没有弄过的新技术问题,一定要写最小的demo来做测试验证,不要写的太乱太杂。实在无法解决问题的终极方案就是请教行业专家。
这其中要掌握推断的技巧,还有缺乏api文档demo直接看工程源码的能力 (编辑:李大同)
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