如何在 iPhone 上的 OpenGL ES 2.0 中混合具有不同坐标的两个纹理? [英] How do I blend two textures with different co-ordinates in OpenGL ES 2.0 on iPhone?

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问题描述

当两个纹理覆盖相同的矩形时,我可以在片段着色器中混合具有不同混合模式的两个纹理.但现在我的问题是,一个纹理是一个没有旋转的普通矩形,另一个纹理是另一个具有旋转/缩放和平移的矩形.如何以我想要的方式合并这些纹理?(图中)

I can blend two textures with different blending modes in the fragment shader when both the textures covers the same rectangles. But now my problem is, one texture is a plain rectangle with no rotation and the other texture is another rectangle with a rotation/scale and translation. How do I merge these textures in the way I want? (In the picture)

我知道该怎么做...

但不知道该怎么做……

为了在一个矩形(第一张图片)中混合纹理,我使用了以下代码..

For blending textures in one rectangle (the first image), I used the following code..

目标 C 代码...

- (void) display {
    [EAGLContext setCurrentContext:context];

    glBindFramebuffer(GL_FRAMEBUFFER, targetFBO);

    glUseProgram(program);

    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, textureTop);

    glActiveTexture(GL_TEXTURE3);
    glBindTexture(GL_TEXTURE_2D, textureBot);

    glUniform1i(inputTextureTop, 2);
    glUniform1i(inputTextureBot, 3);

    glUniform1f(alphaTop, alpha);

    glEnable (GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    glVertexAttribPointer(position, 2, GL_FLOAT, 0, 0, imageVertices);
    glVertexAttribPointer(inputTextureCoordinate, 2, GL_FLOAT, 0, 0, textureCoordinates);

    glClearColor(0.0, 0.0, 0.0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT);

    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

    glBindRenderbuffer(GL_RENDERBUFFER, viewRenderbuffer);
    [context presentRenderbuffer:GL_RENDERBUFFER];
}

顶点着色器...

 attribute vec4 position;
 attribute vec4 inputTextureCoordinate;

 varying vec2 textureCoordinate;

 void main()
 {
    gl_Position = position;
    textureCoordinate = inputTextureCoordinate.xy;
 }

片段着色器...

varying highp vec2 textureCoordinate;

uniform sampler2D inputTextureTop;
uniform sampler2D inputTextureBot;

uniform highp float alphaTop;

void main()
{
    lowp vec4 pixelTop = texture2D(inputTextureTop, textureCoordinate);
    lowp vec4 pixelBot = texture2D(inputTextureBot, textureCoordinate);

    gl_FragColor = someBlendOperation(pixelTop, pixelBot);
}

推荐答案

你必须将2个纹理坐标传递给shader并修改shader

You have to pass 2 texture coordinates to shader and modify shader

添加到ObjectiveC

Add to ObjectiveC

glVertexAttribPointer(inputTextureCoordinate2, 2, GL_FLOAT, 0, 0, textureCoordinates2);

顶点着色器

attribute vec4 position;
attribute vec4 inputTextureCoordinate;
attribute vec4 inputTextureCoordinate2;

varying vec2 textureCoordinate;
varying vec2 textureCoordinate2;

void main()
{
    gl_Position = position;
    textureCoordinate = inputTextureCoordinate.xy;
    textureCoordinate2 = inputTextureCoordinate2.xy;
}

片段着色器

varying highp vec2 textureCoordinate;
varying highp vec2 textureCoordinate2;

uniform sampler2D inputTextureTop;
uniform sampler2D inputTextureBot;

uniform highp float alphaTop;

void main()
{
    lowp vec4 pixelTop = texture2D(inputTextureTop, textureCoordinate);
    lowp vec4 pixelBot = texture2D(inputTextureBot, textureCoordinate2);

    gl_FragColor = someBlendOperation(pixelTop, pixelBot);
}

顺便说一句,inputTextureCoordinate 不一定是 vec4,但它可以是 vec2

BTW inputTextureCoordinate is not necessary to be vec4 but it could be vec2

这篇关于如何在 iPhone 上的 OpenGL ES 2.0 中混合具有不同坐标的两个纹理?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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