AI代码解释 #import"KFVideoCapture.h"#import<UIKit/UIKit.h>@interfaceKFVideoCapture()<AVCaptureVideoDataOutputSampleBufferDelegate>@property(nonatomic,strong,readwrite)KFVideoCaptureConfig*config;@property(nonatomic,strong,readonly)AVCaptureDevice*captureDevice;// 视频采集设备。@property(nonatomic,strong)AVC...
// OpenGL ES渲染[self.glView displayPixelBuffer:self.renderPixelBuffer];// 释放资源CVPixelBufferUnlockBaseAddress(self.renderPixelBuffer,kCVPixelBufferLock_ReadOnly);});}}]; 最后再把上一步的输出纹理作为输入,直接渲染到屏幕。 2、UIImageView渲染 UIImageView显示的数据对象是UIImage,需要把CVPixelBuffer...
Target参数是GL_PIXEL_PACK_BUFFER_ARB 或GL_PIXEL_UNPACK_BUFFER_ARB。第二个参数,指定映射的缓冲区的访问方式:从PBO中读数据(GL_READ_ONLY_ARB),写数据到PBO中(GL_WRITE_ONLY_ARB) 或读写PBO(GL_READ_WRITE_ARB)。 注意如果GPU仍使用此缓冲区对象,glMapBufferARB()不会返回,直到GPU完成了对相应缓冲区对...
The parameters should be easily decipherable if you’ve read the section on deprecation in the preface; we're asking FreeGLUT to return aforward-compatibleOpenGL 4.0core-profilecontext. The next function,glutSetOption, is called with theGLUT_ACTION_ON_WINDOW_CLOSEoption to make sure that theglut...
When you have instanced vertex attributes, you can use the baseInstance parameter to drawing commands such as glDrawArraysInstancedBaseInstance() to offset where in their respective buffers the data is read from. If you set this to zero (or call one of the functions that lacks this parameter)...
// Read file's buffer contents into streams vShaderStream << vShaderFile.rdbuf(); fShaderStream << fShaderFile.rdbuf(); // close file handlers vShaderFile.close(); fShaderFile.close(); // Convert stream into string vertexCode = vShaderStream.str(); ...
25.glReadBuffer,glDrawBuffer,glCopyPixels 其它注意事项: 1.glDrawArrays等函数中数据必须紧密排列,即间隔为0 2.各种数据的堆栈深度较低 参考代码: 1#ifndef WIDGET_H2#defineWIDGET_H34#include <QOpenGLWidget>5#include <QOpenGLFunctions>6#include <QOpenGLShaderProgram>78//QOpenGLFunctions类提供了跨平台访...
RenderThread;EGLDisplay mEglDisplay;EGLConfig mEglConfig;EGLContext mEglContext;EGLSurface mPBufferSurface;,,}; 而RenderState可以看做是OpenGL状态机的具体呈现,真正负责OpenGL的渲染状态的维护及渲染命令的issue RenderState::RenderState(renderthread::RenderThread& thread): mRenderThread(thread), mViewportWidth...
draw, EGLSurface read, EGLContext ctx) { ogles_context_t* gl = (ogles_context_t*)ctx; if (makeCurrent(gl) == 0) { if (ctx) { egl_context_t* c = egl_context_t::context(ctx); egl_surface_t* d = (egl_surface_t*)draw; egl_surface_t* r = (egl_surface_t*)read; ... ...
// If animating, we loop until all events are read, then continue // to draw the next frame of animation. while((ALooper_pollAll(engine.animating?0:-1,NULL,&events,(void**)&source))>=0) { // Process this event. // Depending on the event, app->onAppCmd or app->onInputEvent ...