我正在使用 GPUImage 的角点检测器从相机捕获的帧中提取角点。我想在角落坐标处渲染 Spark 。当我得到角坐标后,我将它传递给我的 Spark 生成器(非常类似于 GPUImage 的十字准线生成器):
public func renderSparkles(_ positions:[Position]) {
imageFramebuffer.activateFramebufferForRendering()
imageFramebuffer.timingStyle = .stillImage
glEnable(GLenum(GL_POINT_SPRITE_OES))
sparklesShader.use()
uniformSettings.restoreShaderSettings(sparklesShader)
clearFramebufferWithColor(Color.transparent)
guard let positionAttribute = sparklesShader.attributeIndex("position") else {
fatalError("A position attribute was missing from the shader program during rendering.")
}
let convertedPositions = positions.flatMap{$0.toGLArray()}
glVertexAttribPointer(positionAttribute, 2, GLenum(GL_FLOAT), 0, 0, convertedPositions)
glDrawArrays(GLenum(GL_POINTS), 0, GLsizei(positions.count))
notifyTargets()
}
在生成器的片段着色器中,我在角坐标处绘制闪光:
uniform lowp vec3 crosshairColor;
varying highp vec2 centerLocation;
void main()
{
lowp vec2 distanceFromCenter = abs(centerLocation - gl_PointCoord.xy);
lowp float r = length(distanceFromCenter)*0.042;
lowp float a = atan(distanceFromCenter.y,distanceFromCenter.x);
lowp float f = abs(cos(a*2.0))*0.100*-0.322/0.224;
lowp float b = abs(cos(a*2.0))*0.078*-0.882/17.088;
lowp float c = abs(cos(a*2.0))*0.030*-0.178*0.688;
lowp vec4 color = vec4(1.0-smoothstep(f,b+0.04,r)) + vec4(1.0-smoothstep(b,c+0.02,r/0.644)) + vec4(1.0-smoothstep(b,c+0.011,r/0.764));
gl_FragColor = color;
}
Here is an example of output I've got
我怎样才能混合闪光?
Best Answer-推荐答案 strong>
如果其他人觉得有帮助,这里是基于 Rabbid76 建议的渲染 sparkles 方法的代码:
public func renderSparkles(_ positions:[Position]) {
imageFramebuffer.activateFramebufferForRendering()
imageFramebuffer.timingStyle = .stillImage
glEnable(GLenum(GL_POINT_SPRITE_OES))
glEnable(GLenum(GL_BLEND))
glBlendFunc(GLenum(GL_SRC_ALPHA),GLenum(GL_ONE_MINUS_CONSTANT_ALPHA))
sparklesShader.use()
uniformSettings.restoreShaderSettings(sparklesShader)
clearFramebufferWithColor(Color.transparent)
guard let positionAttribute = sparklesShader.attributeIndex("position") else {
fatalError("A position attribute was missing from the shader program during rendering.")
}
let convertedPositions = positions.flatMap{$0.toGLArray()}
glVertexAttribPointer(positionAttribute, 2, GLenum(GL_FLOAT), 0, 0, convertedPositions)
glDrawArrays(GLenum(GL_POINTS), 0, GLsizei(positions.count))
notifyTargets()
}
关于ios - OpenGL-ES:选择性混合,我们在Stack Overflow上找到一个类似的问题:
https://stackoverflow.com/questions/50157974/
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