C# 클래스 QuadVideo.YCrCbProcessor

파일 보기 프로젝트 열기: Wiladams/NewTOAPIA 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
FixedVert string
YCrCb_Frag string

공개 메소드들

메소드 설명
SeparateChannels ( GLTexture2D currentTexture ) : void

Perform Color separation in one pass. There are a total of 4 texture objects involved, a RenderTarget, and fragment shader. The source texture, is assumed to be the video texture. That is what will be rendered as a quad into the RenderTarget. The Y, Cr, and Cb textures have been attached to the color buffer attachment points of the RenderTarget. The shader program simply takes the source fragment, and performs the Y, Cr, Cb separation calculations and places the output into the appropriate color buffers. And the end, the Y, Cr, Cb texture objects contain the results. All done in one pass, using a shader program, in the time that it takes to render a single quad into an offscreen buffer.

YCrCbProcessor ( GraphicsInterface gi, int width, int height ) : System

메소드 상세

SeparateChannels() 공개 메소드

Perform Color separation in one pass. There are a total of 4 texture objects involved, a RenderTarget, and fragment shader. The source texture, is assumed to be the video texture. That is what will be rendered as a quad into the RenderTarget. The Y, Cr, and Cb textures have been attached to the color buffer attachment points of the RenderTarget. The shader program simply takes the source fragment, and performs the Y, Cr, Cb separation calculations and places the output into the appropriate color buffers. And the end, the Y, Cr, Cb texture objects contain the results. All done in one pass, using a shader program, in the time that it takes to render a single quad into an offscreen buffer.
public SeparateChannels ( GLTexture2D currentTexture ) : void
currentTexture NewTOAPIA.GL.GLTexture2D
리턴 void

YCrCbProcessor() 공개 메소드

public YCrCbProcessor ( GraphicsInterface gi, int width, int height ) : System
gi NewTOAPIA.GL.GraphicsInterface
width int
height int
리턴 System

프로퍼티 상세

FixedVert 공개적으로 정적으로 프로퍼티

public static string FixedVert
리턴 string

YCrCb_Frag 공개적으로 정적으로 프로퍼티

This fragment shader will separate an incoming texture, as specified in the tex0 uniform variable, into a Y, Cr, and Cb channel. Its operation is dependent on the grahics driver support of the GL_ARB_draw_buffers extension. This will not operate on all machines.
public static string YCrCb_Frag
리턴 string