Overlay an image over video using OpenGL ES shaders
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Published on 2012-08-31T15:29:44Z
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2012/08/31
15:38 UTC
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I am trying to understand the basic concepts of OpenGL. A week into it, I am still far from there. Once I am in glsl, I know what to do but I find getting there is the tricky bit.
I am currently able to pass in video pixels which I manipulate and present. I have then been trying to add still image as an overlay. This is where I get lost. My end goal is to end up in the same fragment shader with pixel data from both my video and my still image. I imagine this means I need two textures and pass on two pixel buffers. I am currently passing the video pixels like this:
glGenTextures(1, &textures[0]);
//target, texture
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer);
Would I then repeat this process on textures[1] with the second buffer from the image? If so, do I then bind both GL_TEXTURE0 and GL_TEXTURE1? ...and would my shader look something like this?
uniform sampler2D videoData;
uniform sampler2D imageData;
once I am in the shader? It seems no matter what combination I try, image and video always ends up being just video data in both these.
Sorry for the many questions merged in here, just want to clear my many assumptions and move on. To clarify the question a bit, what do I need to do to add pixels from a still image in the process described? ("easy to understand" sample code or any types of hints would be appreciated).
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