您可以使用预乘 alpha 来做到这一点。
首先,您需要正确设置纹理。像这样在黑色上绘制白色:
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然后将纹理的亮度复制到其 Alpha 通道中。在 GIMP 中,您可以通过右键单击图层,选择添加图层蒙版,然后选择图层的灰度副本来执行此操作。它看起来像这样(如 Gimp 所示):
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然后,您可以根据需要重新着色它的 RGB 通道,尽管将其保留为白色并在您的代码中着色更为通用。
在您的代码中,当您绘制形状时,对预乘 alpha 使用混合函数:
batch.setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA);
并使用默认的 SpriteBatch 着色器绘制它。绘制形状后,切换回常规 Alpha 混合:
batch.setBlendFunction(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
示例游戏:
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public class GameMain extends ApplicationAdapter implements InputProcessor{
SpriteBatch batch;
Texture star;
Color color = new Color();
Viewport viewport;
int screenWidth, screenHeight;
FrameBuffer fbo;
boolean shouldClearFBO = false;
boolean fboUpdated = false;
OrthographicCamera fullScreenCamera;
boolean touchDown = false;
Vector2 touchLocation = new Vector2();
int colorIndex = 0;
static final int[] COLORS = {0xff0000ff, 0x00ff00ff, 0x0000ffff, 0xffff00ff, 0xff00ffff, 0x00ffffff, 0xffffffff};
static final float SIZE = 150;
@Override
public void create () {
batch = new SpriteBatch();
star = new Texture("star.png");
viewport = new ExtendViewport(800, 480);
fullScreenCamera = new OrthographicCamera();
Gdx.input.setInputProcessor(this);
}
@Override
public void resize (int width, int height){
viewport.update(width, height, true);
fullScreenCamera.setToOrtho(false, width, height);
fullScreenCamera.position.set(width/2, height/2, 0);
fullScreenCamera.update();
fboUpdated = false;
screenWidth = width;
screenHeight = height;
}
@Override
public void render () {
if (!fboUpdated){
fboUpdated = true;
if (fbo!=null)
fbo.dispose();
fbo = new FrameBuffer(Pixmap.Format.RGBA8888, screenWidth, screenHeight, false);
fbo.begin();
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
fbo.end();
}
color.set(COLORS[colorIndex]);
fbo.begin();
if (shouldClearFBO){
shouldClearFBO = false;
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
}
if (touchDown){
batch.setProjectionMatrix(viewport.getCamera().combined);
batch.setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA);
batch.begin();
batch.setColor(color);
batch.draw(star, touchLocation.x - SIZE/2, touchLocation.y - SIZE/2, SIZE, SIZE);
batch.end();
}
fbo.end();
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setColor(Color.WHITE);
batch.setProjectionMatrix(fullScreenCamera.combined);
batch.setBlendFunction(GL20.GL_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
batch.begin();
batch.draw(fbo.getColorBufferTexture(), 0, screenHeight, screenWidth, -screenHeight);
batch.end();
}
@Override
public boolean keyDown(int keycode) {
switch (keycode){
case Input.Keys.SPACE:
colorIndex = (++colorIndex) % COLORS.length;
return true;
case Input.Keys.X:
shouldClearFBO = true;
return true;
}
return false;
}
@Override
public boolean keyUp(int keycode) {
return false;
}
@Override
public boolean keyTyped(char character) {
return false;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, int button) {
viewport.unproject(touchLocation.set(screenX, screenY));
if (pointer==1){
colorIndex = (++colorIndex) % COLORS.length;
return true;
}
if (pointer == 2){
shouldClearFBO = true;
return true;
}
touchDown = true;
return true;
}
@Override
public boolean touchUp(int screenX, int screenY, int pointer, int button) {
touchDown = false;
return true;
}
@Override
public boolean touchDragged(int screenX, int screenY, int pointer) {
viewport.unproject(touchLocation.set(screenX, screenY));
return true;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
return false;
}
@Override
public boolean scrolled(int amount) {
return false;
}
}