您应该能够编写一个GLSL着色器,以灰度渲染纹理.这需要OpenGL 2.x,并不真正"转换"纹理,而只是将其呈现为灰度.
有关包含灰度着色器的着色器的详细教程,请查看:https: //github.com/mattdesl/lwjgl-basics/wiki/ShaderLesson3
(Libgdx并没有真正定义GLSL着色器API,它是从OpenGL传递的,所以你在网上找到的常规OpenGL的大多数教程或代码都应该有效.)
对于更直接的黑客攻击,只需使用Libgdx SpriteBatch着色器并更改片段着色器,以便对rgb组件进行平均.(您可以定义自己的ShaderProgram并将其提供SpriteBatch给使用.)将片段着色器的主体更改为此类(未经测试,因此可能无法编译):
+ " vec4 c = v_color * texture2D(u_texture, v_texCoords);\n" //
+ " float grey = (c.r + c.g + c.b) / 3.0;\n" //
+ " gl_FragColor = vec4(grey, grey, grey, c.a);\n" //
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Thought I'd share this for anyone wanting to use some copy/paste code.
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
public class GrayscaleShader {
static String vertexShader = "attribute vec4 a_position;\n" +
"attribute vec4 a_color;\n" +
"attribute vec2 a_texCoord0;\n" +
"\n" +
"uniform mat4 u_projTrans;\n" +
"\n" +
"varying vec4 v_color;\n" +
"varying vec2 v_texCoords;\n" +
"\n" +
"void main() {\n" +
" v_color = a_color;\n" +
" v_texCoords = a_texCoord0;\n" +
" gl_Position = u_projTrans * a_position;\n" +
"}";
static String fragmentShader = "#ifdef GL_ES\n" +
" precision mediump float;\n" +
"#endif\n" +
"\n" +
"varying vec4 v_color;\n" +
"varying vec2 v_texCoords;\n" +
"uniform sampler2D u_texture;\n" +
"\n" +
"void main() {\n" +
" vec4 c = v_color * texture2D(u_texture, v_texCoords);\n" +
" float grey = (c.r + c.g + c.b) / 3.0;\n" +
" gl_FragColor = vec4(grey, grey, grey, c.a);\n" +
"}";
public static ShaderProgram grayscaleShader = new ShaderProgram(vertexShader,
fragmentShader);
}
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To use it call
spriteBatch.setShader(GrayscaleShader.grayscaleShader)
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And when you're done with grayscale don't forget to call
spriteBatch.setShader(null);
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