LibGDX assigning a specific shader to a ModelInstance

不问归期 提交于 2019-12-06 08:11:49

There are several ways to specify the Shader to use for a ModelInstance. One of which is to specify the Shader when calling the render method on the ModelBatch:

modelBatch.render(modelInstance, shader);

This will hint the ModelBatch to use this shader, which it will almost always do, unless the specified Shader isn't suitable to render. Whether a Shader is suitable (and should be used) to render the ModelInstance is determined by the call to Shader#canRender(Renderable).

Note the difference between the Renderable and ModelInstance. This is because a single ModelInstance can consist of multiple parts (nodes), each which might need another Shader. For example when you have car model, then it might consist of the opaque chassis and transparent windows. This will require a different shader for the windows and the chassis.

Therefore specifying a Shader for an entire ModelInstance isn't always very useful. Instead you might need to have more control over which Shader is used for each specific part of the model (each render call). For this you can implement the ShaderProvider interface. Which allows you to use whichever Shader you like for each Renderable. Ofcourse you should make sure that the Shader#canRender(Renderable) method of the Shader you use returns true for the specified Renderable.

It can be useful to extend the DefaultShaderProvider so you can fall back on the DefaultShader when you don't need a custom shader. In that case you must make sure that there's an unambiguous and consistent distinction between when the default shader should be used and when a custom shader should be used. That is, the DefaultShader#canRender method should not return true when a custom shader should be used and your customshader#canRender method should not return true when the DefaultShader should be used. (on itself this isn't specific to custom or default shader, you always need to know which shader to use)

You are trying to use ModelInstance#userData to distinct between a custom and default shader. There are two issues with this:

  1. The userData is the same for every Renderable of the ModelInstance. So practically you over complicating your design at no gain. You might as well use modelBatch.render(modelInstance, shader).
  2. The DefaultShader is and can't be aware of any user specific data. It simply looks at the information it is aware of (the material, mesh, environment, etc.) and return true in canRender if it should be used to render based on that info.

To solve the second point, the libGDX 3D API comes with attributes (used for both environment and material). By design these allow you to compare a Shader and Renderable with just two numbers, which are bitwise masks of the attributes. Therefore the preferred, easiest and fastest method is to use a custom attribute. This not only let's you unambiguously identify which shader to use, but also let you specify the required information to use the shader (there's a reason you want to use a different shader).

An example of how to do that can be found here and here.

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