什么是 HYDRA(像素弯曲器)sampleLinear 的 OpenGL ES 2 着色器语言模拟?
所以我查看了 OpenGL ES 着色器规范,但是没有看到这样的...
例如 - 我创建了简单的“捏缩放”和“旋转转身”和“移动到中心”HYDRA 像素弯曲过滤器。它可以在闪存中执行。它基于默认的像素弯曲器旋转示例和 this :
<languageVersion: 1.0;>
kernel zoomandrotate
< namespace : "Pixel Bender Samples";
vendor : "Kabumbus";
version : 3;
description : "rotate and zoom an image around"; >
{
// define PI for the degrees to radians calculation
const float PI = 3.14159265;
// An input parameter to specify the center of the twirl effect.
// As above, we're using metadata to indicate the minimum,
// maximum, and default values, so that the tools can set the values
// in the correctly in the UI for the filter.
parameter float2 center
<
minValue:float2(0.0, 0.0);
maxValue:float2(2048.0, 2048.0);
defaultValue:float2(256.0, 256.0);
>;
// An input parameter to specify the angle that we would like to twirl.
// For this parameter, we're using metadata to indicate the minimum,
// maximum, and default values, so that the tools can set the values
// in the correctly in the UI for the filter.
parameter float twirlAngle
<
minValue:float(0.0);
maxValue:float(360.0);
defaultValue:float(90.0);
>;
parameter float zoomAmount
<
minValue:float(0.01);
maxValue:float(10.0);
defaultValue:float(1);
>;
// An input parameter that indicates how we want to vary the twirling
// within the radius. We've added support to modulate by one of two
// functions, a gaussian or a sinc function. Since Flash does not support
// bool parameters, we instead are using this as an int with two possible
// values. Setting this parameter to be 1 will
// cause the gaussian function to be used, unchecking it will cause
// the sinc function to be used.
parameter int gaussOrSinc
<
minValue:int(0);
maxValue:int(1);
defaultValue:int(0);
>;
input image4 oImage;
output float4 outputColor;
// evaluatePixel(): The function of the filter that actually does the
// processing of the image. This function is called once
// for each pixel of the output image.
void
evaluatePixel()
{
// convert the angle to radians
float twirlAngleRadians = radians(twirlAngle);
// calculate where we are relative to the center of the twirl
float2 relativePos = outCoord() - center;
// calculate the absolute distance from the center normalized
// by the twirl radius.
float distFromCenter = length( relativePos );
distFromCenter = 1.0;
// modulate the angle based on either a gaussian or a sync.
float adjustedRadians;
// precalculate either the gaussian or the sinc weight
float sincWeight = sin( distFromCenter ) * twirlAngleRadians / ( distFromCenter );
float gaussWeight = exp( -1.0 * distFromCenter * distFromCenter ) * twirlAngleRadians;
// protect the algorithm from a 1 / 0 error
adjustedRadians = (distFromCenter == 0.0) ? twirlAngleRadians : sincWeight;
// switch between a gaussian falloff or a sinc fallof
adjustedRadians = (gaussOrSinc == 1) ? adjustedRadians : gaussWeight;
// rotate the pixel sample location.
float cosAngle = cos( adjustedRadians );
float sinAngle = sin( adjustedRadians );
float2x2 rotationMat = float2x2(
cosAngle, sinAngle,
-sinAngle, cosAngle
);
relativePos = rotationMat * relativePos;
float scale = zoomAmount;
// sample and set as the output color. since relativePos
// is related to the center location, we need to add it back in.
// We use linear sampling to smooth out some of the pixelation.
outputColor = sampleLinear( oImage, relativePos/scale + center );
}
}
所以现在我想将它移植到OpenGL ES着色器中。数学和参数可以转换为OpenGL ES着色器语言,但是如何使用sampleLinear呢? openGL ES 着色器语言中它的模拟是什么?
更新:
所以我创建了类似于我的 HYDRA 滤镜的东西...与 webGL 和 OpenGL ES 着色器兼容...
#ifdef GL_ES
precision highp float;
#endif
uniform vec2 resolution;
uniform float time;
uniform sampler2D tex0;
void main(void)
{
vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
// a rotozoom
vec2 cst = vec2( cos(.5*time), sin(.5*time) );
mat2 rot = 0.5*cst.x*mat2(cst.x,-cst.y,cst.y,cst.x);
vec3 col = texture2D(tex0,0.5*rot*p+sin(0.1*time)).xyz;
gl_FragColor = vec4(col,1.0);
}
要了解它是如何工作的,请使用现代浏览器,导航到shadertoy 为其提供一种纹理 ( http://www.iquilezles.org例如 /apps/shadertoy/presets/tex4.jpg
),将我的代码粘贴到可编辑文本 aeria 中并点击
So I look onto OpenGL ES shader specs but do not see such...
For example - I created simple "pinch to zoon" and "rotate to turn around" and "move to move center" HYDRA pixel bender filter. it can be executed in flash. It is based on default pixel bender twirl example and this:
<languageVersion: 1.0;>
kernel zoomandrotate
< namespace : "Pixel Bender Samples";
vendor : "Kabumbus";
version : 3;
description : "rotate and zoom an image around"; >
{
// define PI for the degrees to radians calculation
const float PI = 3.14159265;
// An input parameter to specify the center of the twirl effect.
// As above, we're using metadata to indicate the minimum,
// maximum, and default values, so that the tools can set the values
// in the correctly in the UI for the filter.
parameter float2 center
<
minValue:float2(0.0, 0.0);
maxValue:float2(2048.0, 2048.0);
defaultValue:float2(256.0, 256.0);
>;
// An input parameter to specify the angle that we would like to twirl.
// For this parameter, we're using metadata to indicate the minimum,
// maximum, and default values, so that the tools can set the values
// in the correctly in the UI for the filter.
parameter float twirlAngle
<
minValue:float(0.0);
maxValue:float(360.0);
defaultValue:float(90.0);
>;
parameter float zoomAmount
<
minValue:float(0.01);
maxValue:float(10.0);
defaultValue:float(1);
>;
// An input parameter that indicates how we want to vary the twirling
// within the radius. We've added support to modulate by one of two
// functions, a gaussian or a sinc function. Since Flash does not support
// bool parameters, we instead are using this as an int with two possible
// values. Setting this parameter to be 1 will
// cause the gaussian function to be used, unchecking it will cause
// the sinc function to be used.
parameter int gaussOrSinc
<
minValue:int(0);
maxValue:int(1);
defaultValue:int(0);
>;
input image4 oImage;
output float4 outputColor;
// evaluatePixel(): The function of the filter that actually does the
// processing of the image. This function is called once
// for each pixel of the output image.
void
evaluatePixel()
{
// convert the angle to radians
float twirlAngleRadians = radians(twirlAngle);
// calculate where we are relative to the center of the twirl
float2 relativePos = outCoord() - center;
// calculate the absolute distance from the center normalized
// by the twirl radius.
float distFromCenter = length( relativePos );
distFromCenter = 1.0;
// modulate the angle based on either a gaussian or a sync.
float adjustedRadians;
// precalculate either the gaussian or the sinc weight
float sincWeight = sin( distFromCenter ) * twirlAngleRadians / ( distFromCenter );
float gaussWeight = exp( -1.0 * distFromCenter * distFromCenter ) * twirlAngleRadians;
// protect the algorithm from a 1 / 0 error
adjustedRadians = (distFromCenter == 0.0) ? twirlAngleRadians : sincWeight;
// switch between a gaussian falloff or a sinc fallof
adjustedRadians = (gaussOrSinc == 1) ? adjustedRadians : gaussWeight;
// rotate the pixel sample location.
float cosAngle = cos( adjustedRadians );
float sinAngle = sin( adjustedRadians );
float2x2 rotationMat = float2x2(
cosAngle, sinAngle,
-sinAngle, cosAngle
);
relativePos = rotationMat * relativePos;
float scale = zoomAmount;
// sample and set as the output color. since relativePos
// is related to the center location, we need to add it back in.
// We use linear sampling to smooth out some of the pixelation.
outputColor = sampleLinear( oImage, relativePos/scale + center );
}
}
So now I want to port it into OpenGL ES shader. math and parameters are convertable into OpenGL ES shader language, but what to do with sampleLinear? what is analog for it in openGL ES shader languge?
update:
So I had created something similar to my HYDRA filter... compatable with webGL and OpenGL ES shaders...
#ifdef GL_ES
precision highp float;
#endif
uniform vec2 resolution;
uniform float time;
uniform sampler2D tex0;
void main(void)
{
vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
// a rotozoom
vec2 cst = vec2( cos(.5*time), sin(.5*time) );
mat2 rot = 0.5*cst.x*mat2(cst.x,-cst.y,cst.y,cst.x);
vec3 col = texture2D(tex0,0.5*rot*p+sin(0.1*time)).xyz;
gl_FragColor = vec4(col,1.0);
}
To see how it works get modern browser, navigate to shadertoy provide it with one texture ( http://www.iquilezles.org/apps/shadertoy/presets/tex4.jpg
for example), paste my code into editable text aeria and hit ... Have fun. So.. now I have another problem... I want to have one image and black around it not copies of that same image... Any one knows how to do that?
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。

绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论
评论(1)
根据 Adobe 的 像素混合器参考,sampleLinear “通过对相邻像素值执行双线性插值来处理不在像素中心的坐标。”
在OpenGL中实现这一点的正确方法是使用texture2D,就像你已经做的那样,但是要通过 glTexParameter。
您可以使用阶跃函数并乘以其结果以获得越界像素的黑色,或者为纹理提供单个像素黑色边框并切换到夹紧而不是重复,也可以通过
glTexParameter
实现。如果您想在代码中执行此操作,请尝试:
这会将颜色限制为从 (0, 0) 到 (1, 1) 的框,但看起来着色器会前往一些明显倾斜的地方,所以我不确定你到底想要什么。
Per Adobe's Pixel Blender Reference, sampleLinear "Handles coordinates not at pixel centers by performing bilinear interpolation on the adjacent pixel values."
The correct way to achieve that in OpenGL is to use texture2D, as you already are, but to set the texture environment for linear filtering via glTexParameter.
You can use the step function and multiply by its result to get black for out-of-bounds pixels, or give your texture a single pixel black border and switch to clamping rather than repeat, also via
glTexParameter
.If you want to do it in code, try:
That'd restrict colours to coming from the box from (0, 0) to (1, 1), but it looks like the shader heads off to some significantly askew places, so I'm not sure exactly what you want.