android - 转义色度键颜色
问题描述
我正在尝试使用 ARCore 的 Sceneform 框架播放视频,基于 chromakeyVideo 示例项目。
创建模型时:
ModelRenderable.builder()
.setSource(this, R.raw.chroma_key_video)
.build()
.thenAccept(
renderable -> {
videoRenderable = renderable;
renderable.getMaterial().setExternalTexture("videoTexture", texture);
renderable.getMaterial().setFloat4("keyColor", CHROMA_KEY_COLOR);
})
.exceptionally(
throwable -> {
Toast toast =
Toast.makeText(this, "Unable to load video renderable", Toast.LENGTH_LONG);
toast.setGravity(Gravity.CENTER, 0, 0);
toast.show();
return null;
});
代码设置要从渲染中删除的键颜色(在本例中为绿色),但我不希望从渲染中删除任何颜色。这是设置该属性的行:
renderable.getMaterial().setFloat4("keyColor", CHROMA_KEY_COLOR);
如果我注释该行或将颜色替换为 null,则删除的颜色为黑色。我看不到如何跳过此过程,而且我找到的setFloat4文档不完整。
有任何想法吗?
解决方案
创建仅使用外部纹理的新自定义材质可能更容易,而不是使色度控制可选。您可以在 sampledata/models 目录中创建一个新的 .mat 文件,名为externalTexture.mat
:
// Copyright 2018 Google LLC. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
material {
"name" : "Chroma Key Video Material",
"defines" : [
"baseColor"
],
"parameters" : [
{
// The texture displaying the frames of the video.
"type" : "samplerExternal",
"name" : "videoTexture"
}
],
"requires" : [
"position",
"uv0"
],
"shadingModel" : "unlit",
// Blending is "masked" instead of "transparent" so that the shadows account for the
// transparent regions of the video instead of just the shape of the mesh.
"blending" : "masked",
// Material is double sided so that the video is visible when walking behind it.
"doubleSided" : true
}
fragment {
void material(inout MaterialInputs material) {
prepareMaterial(material);
vec2 uv = getUV0();
if (!gl_FrontFacing) {
uv.x = 1.0 - uv.x;
}
material.baseColor = texture(materialParams_videoTexture, uv).rgba;
}
}
然后在您的 .sfa 文件中将材质源更改为 externalTexture.mat:
source: "sampledata/models/externalTexture.mat",
推荐阅读
- react-native - 如何过滤领域中的对象?
- node.js - 构建 gradle 项目时出现以下错误
- jquery - 为什么当 Jquery toggle() 并显示时链接不可点击?
- asp.net-mvc - 提交无效模型后将多选的选定值从控制器设置为视图
- r - 根据唯一列值计算变量组合
- dropbox - 无法在 Centos 8 上安装 nautilus-dropbox
- histogram - 在 grafana 中显示每小时平均值(直方图)
- twincat - 如何连接到倍福 CB3263?
- ruby-on-rails - Rails 和 postgresql 在创建记录时无法正确对话
- python - Python中的socket.getaddrinfo是否使用缓存?