本期在这里:
技术栈:glfw、opengl、ubuntu
我的目标是同时渲染两个东西,一个 3d 模型和一个 yuv420p 视频(使用两个不同的着色器程序)。
如果我只渲染其中一个,它们没问题,但是把它们放在一起,视频部分闪烁着奇怪的绿色(仍然可以看出视频的内容),3d 模型某种“丢失了深度测试”的东西。
我是不是做错了什么。有什么帮助吗?
代码如下:
1.main.cpp
void main()
{
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR,4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR,6);
glfwWindowHint(GLFW_OPENGL_PROFILE,GLFW_OPENGL_CORE_PROFILE);
// glfwWindowHint(GLFW_VISIBLE,GLFW_FALSE);
GLFWwindow *pWin = glfwCreateWindow(800,600,"glwin",NULL,NULL);
if(pWin == NULL){
std::cout << "Failed to create window"<<std::endl;
glfwTerminate();
return -1;
}
std::cout<< "Create window success"<< std::endl;
glfwMakeContextCurrent(pWin);
glfwSetFramebufferSizeCallback(pWin,frame_buffer_size_callback);
glfwSetCursorPosCallback(pWin,mouse_callback);
glfwSetScrollCallback(pWin,scroll_callback);
if(!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)){
std::cout << "Fail to init GLAD" << std::endl;
return -1;
}
glEnable(GL_DEPTH_TEST);
Shader *glShader = new Shader("../shadersources/loadModel.vs","../shadersources/loadModel.fs");
Model ourModel("../resources/nanosuit/nanosuit.obj");
while(!glfwWindowShouldClose(pWin))
{
float currentFrame = static_cast<float>(glfwGetTime());
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
processInput(pWin);
glClearColor(0.5f, 0.5f, 0.5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 projection = glm::perspective(glm::radians(45.0f),win_width * 1.0f / win_height ,0.1f,100.0f);
glm::mat4 model = glm::mat4(1.0f);
glm::mat4 view = glm::mat4(1.0f);
view = camera.GetViewMatrix();
glShader->use();
glShader->setMat4("projection",projection);
model = glm::rotate(model,(float)glfwGetTime(),glm::vec3(0.5f,1.0f,0.0f));
model = glm::translate(model, glm::vec3(0.0f,0.0f,0.0f));
model = glm::scale(model,glm::vec3(1.0f,1.0f,1.0f));
glShader->setMat4("model",model);
glShader->setMat4("view",view);
ourModel.Draw(*glShader);
vs.Draw(model,projection,view);
glfwSwapBuffers(pWin);
glfwPollEvents();
glUseProgram(0);
glBindVertexArray(0);
}
return 0;
}
2.videostuff.h
float vertices[] = {
-15.0f, -15.0f, -5.0f, 0.0f, 0.0f,
15.0f, -15.0f, -5.0f, 1.0f, 0.0f,
-15.0f, 15.0f, -5.0f, 0.0f, 1.0f,
15.0f, 15.0f, -5.0f, 1.0f, 1.0f
};
unsigned int indeices[] = {
0, 1, 2,
1, 2, 3
};
class VideoStuff
{
private:
/* data */
const char *path, *vs, *fs;
AVFormatContext *avFormatContext;
AVCodecContext *avCodecContext;
AVPacket *avPacket;
AVFrame *avFrame;
int video_stream_index = -1;
unsigned int VVAO, VVBO, VEBO;
unsigned int texs[3];
unsigned int width, height;
Shader *videoShader;
unsigned char* dataY, dataU, dataV;
public:
VideoStuff(const char* path, const char* vs, const char *fs);
void Draw(glm::mat4 model,glm::mat4 projection, glm::mat4 view);
~VideoStuff();
private:
void InitFFmpeg();
void Release();
};
VideoStuff::VideoStuff(const char* path, const char* vs, const char *fs):path(path),vs(vs),fs(fs)
{
InitFFmpeg();
}
void VideoStuff::InitFFmpeg()
{
this->avFormatContext = avformat_alloc_context();
avformat_open_input(&this->avFormatContext, this->path, NULL, NULL);
int stream_info = avformat_find_stream_info(this->avFormatContext,NULL);
for(int i = 0 ; i < avFormatContext->nb_streams; i++){
if(avFormatContext->streams[i]->codecpar->codec_type == AVMEDIA_TYPE_VIDEO){
video_stream_index = i;
break;
}
}
const AVCodec *avCodec = avcodec_find_decoder(avFormatContext->streams[video_stream_index]->codecpar->codec_id);
avCodecContext = avcodec_alloc_context3(avCodec);
avcodec_parameters_to_context(avCodecContext, avFormatContext->streams[video_stream_index]->codecpar);
avcodec_open2(avCodecContext,avCodec, NULL);
avPacket = av_packet_alloc();
avFrame = av_frame_alloc();
width = avCodecContext->width;
height = avCodecContext->height;
videoShader = new Shader(vs, fs);
glGenVertexArrays(1, &VVAO);
glGenBuffers(1, &VVBO);
glGenBuffers(1, &VEBO);
glBindVertexArray(VVAO);
glBindBuffer(GL_ARRAY_BUFFER, VVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices),vertices, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, VEBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indeices), indeices, GL_STATIC_DRAW);
videoShader->use();
glGenTextures(3, texs);
glBindTexture(GL_TEXTURE_2D, texs[0]);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
glGenerateMipmap(GL_TEXTURE_2D);
videoShader->setInt("tex_y",0);
glBindTexture(GL_TEXTURE_2D, texs[1]);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width / 2, height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
glGenerateMipmap(GL_TEXTURE_2D);
videoShader->setInt("tex_u",1);
glBindTexture(GL_TEXTURE_2D, texs[2]);
glPixelStorei(GL_UNPACK_ALIGNMENT,1);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width / 2, height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
glGenerateMipmap(GL_TEXTURE_2D);
videoShader->setInt("tex_v",2);
unsigned int y_stride = 512;
}
void VideoStuff::Draw(glm::mat4 model,glm::mat4 projection, glm::mat4 view)
{
videoShader->use();
int ret = av_read_frame(avFormatContext, avPacket);
if(ret == 0)
{
// std::cout << "read frame success "<< std::endl;
if(avPacket->stream_index == video_stream_index)
{
ret = avcodec_send_packet(avCodecContext, avPacket);
if(ret < 0){
// std::cout << "send packet error "<< std::endl;
glBindVertexArray(VVAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
return;
}
// std::cout << "send packet success "<< std::endl;
av_frame_unref(avFrame);
ret = avcodec_receive_frame(avCodecContext, avFrame);
if(ret < 0 || ret == AVERROR(EAGAIN) || ret == AVERROR_EOF)
{
// std::cout << "receive frame error "<< std::endl;
glBindVertexArray(VVAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
return;
}
// std::cout << "receive frame success "<< std::endl;
switch (avCodecContext->pix_fmt)
{
case AV_PIX_FMT_YUV420P:
/* code */
// std::cout << "yuv 420p data frame = "<< avCodecContext->frame_num << std::endl;
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texs[0]);
glPixelStorei(GL_UNPACK_ROW_LENGTH, avFrame->linesize[0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,avFrame->width, avFrame->height, GL_RED, GL_UNSIGNED_BYTE, avFrame->data[0]);
videoShader->setInt("tex_y",0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texs[1]);
glPixelStorei(GL_UNPACK_ROW_LENGTH, avFrame->linesize[1]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,avFrame->width / 2, avFrame->height / 2, GL_RED, GL_UNSIGNED_BYTE, avFrame->data[1]);
videoShader->setInt("tex_u",1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texs[2]);
glPixelStorei(GL_UNPACK_ROW_LENGTH, avFrame->linesize[2]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, avFrame->width / 2, avFrame->height / 2, GL_RED, GL_UNSIGNED_BYTE, avFrame->data[2]);
videoShader->setInt("tex_v",2);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
videoShader->setMat4("projection",projection);
videoShader->setMat4("model",model);
videoShader->setMat4("view",view);
glBindVertexArray(VVAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glActiveTexture(GL_TEXTURE0);
break;
// default:
// break;
}
}else{
glBindVertexArray(VVAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
}else{
std::cout << "read frame error "<< std::endl;
glBindVertexArray(VVAO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
}
}
void VideoStuff::Release()
{
avformat_close_input(&avFormatContext);
avformat_free_context(avFormatContext);
av_frame_free(&avFrame);
av_packet_free(&avPacket);
avcodec_free_context(&avCodecContext);
}
VideoStuff::~VideoStuff()
{
Release();
}
#endif
3.模型部分(代码来自learn opengl lessons)
mesh.h
#ifndef MESH_H
#define MESH_H
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <string>
#include <vector>
#include "Shader.h"
#include "../libs/glad/include/glad.h"
#define MAX_BONE_INFLUENCE 4
struct Vertex{
glm::vec3 Position;
glm::vec3 Normal;
glm::vec2 TexCoords;
glm::vec3 Tangent;
glm::vec3 Bitangent;
int m_BoneIDs[MAX_BONE_INFLUENCE];
float m_Weight[MAX_BONE_INFLUENCE];
};
struct Texture{
unsigned int id;
std::string type;
std::string path;
};
class Mesh
{
public:
std::vector<Vertex> vertrices;
std::vector<unsigned int> indices;
std::vector<Texture> textures;
public:
Mesh(std::vector<Vertex> vertrices,std::vector<unsigned int> indices,std::vector<Texture> textures);
~Mesh();
void Draw(Shader glShader);
private:
unsigned int VAO, VBO, EBO;
void setupMesh();
};
Mesh::Mesh(std::vector<Vertex> vertrices,std::vector<unsigned int> indices,std::vector<Texture> textures)
{
this->vertrices = vertrices;
this->indices = indices;
this->textures = textures;
setupMesh();
}
Mesh::~Mesh()
{
}
void Mesh::setupMesh(){
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, vertrices.size() * sizeof(Vertex), &vertrices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size() * sizeof(unsigned int), &indices[0], GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex,Normal));
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, TexCoords));
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Tangent));
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, Bitangent));
glEnableVertexAttribArray(5);
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, m_BoneIDs));
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, m_Weight));
glBindVertexArray(0);
}
void Mesh::Draw(Shader glShader){
unsigned int diffuseNr = 1;
unsigned int specularNr = 1;
unsigned int normalNr = 1;
unsigned int heightNr = 1;
for(unsigned int i = 0; i < textures.size(); i++){
glActiveTexture(GL_TEXTURE0 + i);
std::string number;
std::string name = textures[i].type;
if(name == "texture_diffuse"){
number = std::to_string(diffuseNr++);
}
else if(name == "texture_specular"){
number = std::to_string(specularNr++);
}
else if(name == "texture_normal"){
number = std::to_string(normalNr++);
}
else if(name == "texture_height"){
number = std::to_string(heightNr++);
}
glShader.setInt((name+number).c_str(),i);
glBindTexture(GL_TEXTURE_2D, textures[i].id);
}
glBindVertexArray(VAO);
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(indices.size()),GL_UNSIGNED_INT, 0);
glBindVertexArray(0);
glActiveTexture(GL_TEXTURE0);
}
#endif
模型.h
#ifndef MODEL_H
#define MODEL_H
#include "stb_image.h"
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "Shader.h"
#include "Mesh.h"
#include <vector>
#include <string>
#include <fstream>
#include <map>
#include <sstream>
#include <iostream>
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
unsigned int TextureFromFile(const char *path, const std::string &directory, bool gamma = false);
class Model
{
public:
std::vector<Texture> textures_loaded;
std::vector<Mesh> meshes;
std::string directory;
bool gammaCorrection;
Model(std::string const &path, bool gamma = false) : gammaCorrection(gamma){
loadModel(path);
};
~Model(){
}
void Draw(Shader glShader){
for(unsigned int i = 0; i < meshes.size(); i++){
meshes[i].Draw(glShader);
}
}
private:
void loadModel(std::string const &path){
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path,aiProcess_Triangulate | aiProcess_GenSmoothNormals | aiProcess_FlipUVs | aiProcess_CalcTangentSpace);
if(!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode){
std::cout << "Error::Assimp:: " << importer.GetErrorString() << std::endl;
return;
}
directory = path.substr(0, path.find_last_of('/'));
processNode(scene->mRootNode, scene);
}
void processNode(aiNode *node, const aiScene *scene){
for(unsigned int i = 0; i < node->mNumMeshes; i++){
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh,scene));
}
for(unsigned int i = 0; i < node->mNumChildren; i++){
processNode(node->mChildren[i],scene);
}
}
Mesh processMesh(aiMesh *mesh, const aiScene *scene){
std::vector<Vertex> vertices;
std::vector<unsigned int> indices;
std::vector<Texture> textures;
for(unsigned int i = 0; i < mesh->mNumVertices;i++){
Vertex vertex;
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
vertex.Position = vector;
if(mesh->HasNormals()){
vector.x = mesh->mNormals[i].x;
vector.y = mesh->mNormals[i].y;
vector.z = mesh->mNormals[i].z;
vertex.Normal = vector;
}
if(mesh->mTextureCoords[0]){
glm::vec2 vec;
vec.x = mesh->mTextureCoords[0][i].x;
vec.y = mesh->mTextureCoords[0][i].y;
vertex.TexCoords = vec;
vector.x = mesh->mTangents[i].x;
vector.y = mesh->mTangents[i].y;
vector.z = mesh->mTangents[i].z;
vertex.Tangent = vector;
vector.x = mesh->mBitangents[i].x;
vector.y = mesh->mBitangents[i].y;
vector.z = mesh->mBitangents[i].z;
vertex.Bitangent = vector;
}else{
vertex.TexCoords = glm::vec2(0.0f, 0.0f);
}
vertices.push_back(vertex);
}
for(unsigned int i = 0; i < mesh->mNumFaces;i++){
aiFace face = mesh->mFaces[i];
for(unsigned int j = 0; j < face.mNumIndices; j++){
indices.push_back(face.mIndices[j]);
}
}
aiMaterial *material = scene->mMaterials[mesh->mMaterialIndex];
std::vector<Texture> diffuseMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE,"texture_diffuse");
textures.insert(textures.end(),diffuseMaps.begin(), diffuseMaps.end());
std::vector<Texture> specularMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE,"texture_specular");
textures.insert(textures.end(),specularMaps.begin(), specularMaps.end());
std::vector<Texture> narmalMap = loadMaterialTextures(material, aiTextureType_DIFFUSE,"texture_normal");
textures.insert(textures.end(),narmalMap.begin(), narmalMap.end());
std::vector<Texture> heightMaps = loadMaterialTextures(material, aiTextureType_DIFFUSE,"texture_height");
textures.insert(textures.end(),heightMaps.begin(), heightMaps.end());
return Mesh(vertices, indices, textures);
}
std::vector<Texture> loadMaterialTextures(aiMaterial *mat, aiTextureType type, std::string typeName){
std::vector<Texture> textures;
for(unsigned int i = 0; i < mat->GetTextureCount(type); i++){
aiString str;
mat->GetTexture(type, i, &str);
bool skip = false;
for(unsigned int j = 0; j < textures_loaded.size(); j++){
if(std::strcmp(textures_loaded[j].path.data(),str.C_Str()) == 0){
textures.push_back(textures_loaded[j]);
skip = true;
break;
}
}
if(!skip){
Texture texture;
texture.id = TextureFromFile(str.C_Str(),this->directory);
texture.type = typeName;
texture.path = str.C_Str();
textures.push_back(texture);
textures_loaded.push_back(texture);
}
}
return textures;
}
};
unsigned int TextureFromFile(const char* path, const std::string &directory, bool gamma){
std::string filename = path;
filename = directory + "/" + filename;
unsigned int textureId;
glGenTextures(1, &textureId);
int width ,height, nrComponents;
unsigned char *data = stbi_load(filename.c_str(), &width, &height, &nrComponents,0);
if(data)
{
GLenum format;
if(nrComponents == 1){
format = GL_RED;
}
else if(nrComponents == 3){
format = GL_RGB;
}
else if(nrComponents == 4){
format = GL_RGBA;
}
glBindTexture(GL_TEXTURE_2D, textureId);
glTexImage2D(GL_TEXTURE_2D, 0, format,width,height,0, format,GL_UNSIGNED_BYTE,data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
stbi_image_free(data);
}
else
{
std::cout << "Texture failed toload path : " << path << std::endl;
stbi_image_free(data);
}
return textureId;
}
#endif
和着色器 3d模型的顶点和片段着色器
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aNormal;
layout (location = 2) in vec2 aTexCoords;
out vec2 Texcoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
Texcoords = aTexCoords;
gl_Position = projection * view * model * vec4(aPos,1.0f);
}
#version 330 core
out vec4 FragColor;
in vec2 Texcoords;
uniform sampler2D texture_diffuse1;
void main()
{
FragColor = vec4(1.0f,1.0f,1.0f,1.0f) * texture(texture_diffuse1, Texcoords);
}
视频的顶点和片段着色器
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec2 aTexCoord;
out vec2 Texcoord;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform float transX;
uniform float transY;
void main()
{
gl_Position = projection * view * model * vec4(aPos.x + transX,aPos.y + transY,aPos.z, 1.0f);
// gl_Position = vec4(aPos, 1.0f);
Texcoord = vec2(aTexCoord.x, 1.0f - aTexCoord.y);
}
#version 330 core
in vec2 Texcoord;
uniform sampler2D tex_y;
uniform sampler2D tex_u;
uniform sampler2D tex_v;
void main()
{
float y = texture2D(tex_y, Texcoord).r;
float u = texture2D(tex_u, Texcoord).r - 0.5f;
float v = texture2D(tex_v, Texcoord).r - 0.5f;
float r = y + 1.403f * v;
float g = y - 0.344f * u - 0.714f * v;
float b = y + 1.770f * u;
gl_FragColor = vec4(r, g, b, 1.0f);
}
一切都在这里。
很多视频游戏都有这样的原因: 在 3D 环境中,人们正在看电视或视频,就像那样