Applying part of a texture (sprite sheet / texture map) to a point sprite in iOS OpenGL ES 2.0

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醉酒成梦
醉酒成梦 2020-12-24 15:53

It seems this should be easy but I\'m having a lot of difficulty using part of a texture with a point sprite. I have googled around extensively and turned up various answers

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  • 2020-12-24 16:04

    Point sprites are composed of a single position. Therefore any "varying" values will not actually vary, because there's nothing to interpolate between.

    gl_PointCoord is a vec2 value where the XY values are between [0, 1]. They represent the location on the point. (0, 0) is the bottom-left of the point, and (1, 1) is the top-right.

    So you want to map (0, 0) to the bottom-left of your sprite, and (1, 1) to the top-right. To do that, you need to know certain things: the size of the sprites (assuming they're all the same size), the size of the texture (because the texture fetch functions take normalized texture coordinates, not pixel locations), and which sprite is currently being rendered.

    The latter can be set via a varying. It can just be a value that's passed as per-vertex data into the varying in the vertex shader.

    You use that plus the size of the sprites to determine where in the texture you want to pull data for this sprite. Once you have the texel coordinates you want to use, you divide them by the texture size to produce normalized texture coordinates.

    In any case, point sprites, despite the name, aren't really meant for sprite rendering. It would be easier to use quads/triangles for that, as you can have more assurance over exactly what positions everything has.

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  • 2020-12-24 16:14

    A colleague of mine helped with the answer. It turns out the trick is to utilize both the size of the point (in OpenGL units) and the size of the sprite (in texture units, (0..1)) in combination with a little vector math to render only part of the sprite-sheet onto each point.

    Vertex Shader

    uniform mat4 Projection;
    uniform mat4 Modelview;
    // The radius of the point in OpenGL units, eg: "20.0"
    uniform float PointSize;
    // The size of the sprite being rendered. My sprites are square
    // so I'm just passing in a float.  For non-square sprites pass in
    // the width and height as a vec2.
    uniform float TextureCoordPointSize;
    
    attribute vec4 Position;
    attribute vec4 ObjectCenter;
    // The top left corner of a given sprite in the sprite-sheet
    attribute vec2 TextureCoordIn;
    
    varying vec2 TextureCoord;
    varying vec2 TextureSize;
    
    void main(void)
    {
        gl_Position = Projection * Modelview * Position;
        TextureCoord = TextureCoordIn;
        TextureSize = vec2(TextureCoordPointSize, TextureCoordPointSize);
    
        // This is optional, it is a quick and dirty way to make the points stay the same
        // size on the screen regardless of distance.
        gl_PointSize = PointSize / Position.w;
    }
    

    Fragment Shader

    varying mediump vec2 TextureCoord;
    varying mediump vec2 TextureSize;
    uniform sampler2D Sampler;
    
    void main(void)
    {
        // This is where the magic happens.  Combine all three factors to render
        // just a portion of the sprite-sheet for this point
        mediump vec2 realTexCoord = TextureCoord + (gl_PointCoord * TextureSize);
        mediump vec4 fragColor = texture2D(Sampler, realTexCoord);
    
        // Optional, emulate GL_ALPHA_TEST to use transparent images with
        // point sprites without worrying about z-order.
        // see: http://stackoverflow.com/a/5985195/806988
        if(fragColor.a == 0.0){
            discard;
        }
    
        gl_FragColor = fragColor;
    }
    
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