使用OpenGL3.0为AVFrame离屏渲染添加水印的完整代码
时间: 2023-03-23 15:01:22 浏览: 150
由于AVFrame和OpenGL在很多方面都是非常复杂的主题,因此为AVFrame添加水印的完整代码可能因情况而异,具体取决于您的环境和需求。不过,我可以提供一个基本的框架,以便您开始尝试在OpenGL 3.0中为AVFrame添加水印。以下是一个简单的例子,它使用OpenGL 3.0为AVFrame离屏渲染添加一个简单的红色矩形:
```c++
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#define WIDTH 640
#define HEIGHT 480
GLuint loadShader(const char* source, GLenum shaderType);
GLuint createProgram(const char* vertexShaderSource, const char* fragmentShaderSource);
int main() {
GLFWwindow* window;
if (!glfwInit()) {
std::cerr << "Failed to initialize GLFW" << std::endl;
return -1;
}
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
window = glfwCreateWindow(WIDTH, HEIGHT, "AVFrame Watermarking", NULL, NULL);
if (!window) {
std::cerr << "Failed to create GLFW window" << std::endl;
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(window);
if (glewInit() != GLEW_OK) {
std::cerr << "Failed to initialize GLEW" << std::endl;
return -1;
}
const GLfloat vertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f,
};
const GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
GLuint vao, vbo, ebo;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
const char* vertexShaderSource = R"glsl(
#version 300 es
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
)glsl";
const char* fragmentShaderSource = R"glsl(
#version 300 es
precision mediump float;
out vec4 fragColor;
void main() {
fragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
)glsl";
GLuint program = createProgram(vertexShaderSource, fragment
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