使用opentk裁剪纹理的顶部和底部

问题描述

我有一个滑块,其值的范围从零到一。现在,使用此滑块的值,我想从图像的底部到一半以及从图像的顶部到一半裁剪图像。我已经通过调整GLControl的高度来完成第一个底部裁剪)操作。不确定这是否是实现此目标的正确方法。但是它工作正常。我不知道第二种选择(从图像的顶部到一半)。请帮助获得它。 附件是我分别执行值分别为0、0.4、1.0的底部裁剪时得到的输出

 int FramereHeight = (glControl2.Height / 2) / 10; // crop the middle camera upto half of it's height                     
 if (NumericupdownMiddleBottomCropVal != 0.0)//value ranges from zero to one
                        {
 glControl2.Height = glControl2.Height - Convert.ToInt32(NumericupdownMiddleBottomCropVal * 10 * FramereHeight);
                        }
      public void CreateShaders()
    {
        /***********Vert Shader********************/
        vertShader = GL.CreateShader(ShaderType.VertexShader);
        GL.ShaderSource(vertShader,@"attribute vec3 a_position;
                                varying vec2 vTexCoord;
                                void main() {
                                vTexCoord = (a_position.xy+1)/2 ;  
                                gl_Position =vec4(a_position,1);
                                }");
        GL.CompileShader(vertShader);

        /***********Frag Shader ****************/
        fragShader = GL.CreateShader(ShaderType.FragmentShader);
        GL.ShaderSource(fragShader,@"precision highp float;
  uniform sampler2D sTexture_2;varying vec2 vTexCoord; 
  uniform float sSelectedCropVal;
  uniform float sSelectedTopCropVal;uniform float sSelectedBottomCropVal;
          void main ()
         {
    if (abs(vTexCoord.y-0.5) * 2.0 > 1.0 - 0.5*sSelectedCropVal)
    discard;
     vec4 color = texture2D (sTexture_2,vec2(vTexCoord.x,vTexCoord.y));
     gl_FragColor =color;
   }"); GL.CompileShader(fragShader);
    }

Original Image

When sSelectedCropVal=1.0

解决方法

我假设sSelectedCropVal的范围是[0.0,1.0]。

您可以根据 v corodiante discard片段:

if ((0.5 - vTexCoord.y) * 2.0 > 1.0-sSelectedCropVal)
    discard;
if ((vTexCoord.y - 0.5) * 2.0 > 1.0-sSelectedBottomCropVal)
    discard;

完整的着色器:

precision highp float;
uniform sampler2D sTexture_2;varying vec2 vTexCoord; 
uniform float sSelectedCropVal;
uniform float sSelectedTopCropVal;uniform float sSelectedBottomCropVal;

void main ()
{
    if ((0.5 - vTexCoord.y) * 2.0 > 1.0-sSelectedCropVal)
        discard;
    if ((vTexCoord.y - 0.5) * 2.0 > 1.0-sSelectedBottomCropVal)
        discard;

     vec4 color = texture2D(sTexture_2,vTexCoord.xy);
     gl_FragColor = color;
}