390 lines
13 KiB
C++
390 lines
13 KiB
C++
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#include <QOpenGLTexture>
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#include <QOpenGLBuffer>
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#include <QMouseEvent>
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#include "CPlayWidget.h"
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// 顶点着色器源码
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const char *vsrcyuv = "attribute vec4 vertexIn; \
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attribute vec2 textureIn; \
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varying vec2 textureOut; \
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void main(void) \
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{ \
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gl_Position = vertexIn; \
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textureOut = textureIn; \
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}";
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// 片段着色器源码
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const char *fsrcyuv = "varying vec2 textureOut; \
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uniform sampler2D tex_y; \
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uniform sampler2D tex_u; \
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uniform sampler2D tex_v; \
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void main(void) \
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{ \
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vec3 yuv; \
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vec3 rgb; \
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yuv.x = texture2D(tex_y, textureOut).r; \
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yuv.y = texture2D(tex_u, textureOut).r - 0.5; \
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yuv.z = texture2D(tex_v, textureOut).r - 0.5; \
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rgb = mat3( 1, 1, 1, \
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0, -0.39465, 2.03211, \
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1.13983, -0.58060, 0) * yuv; \
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gl_FragColor = vec4(rgb, 1); \
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}";
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// rgb片段着色器源码
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// 注意MEDIASUBTYPE_RGB32 是bgr的,所以需要再进行一次转换
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const char *fsrcrgb = "varying vec2 textureOut; \
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uniform sampler2D rgbdata; \
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void main() \
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{ \
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gl_FragColor = texture(rgbdata, textureOut); \
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}";
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void CPlayWidget::OnUpdateFrame() {
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this->PlayOneFrame();
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}
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void CPlayWidget::OnPaintData(const uint8_t *data, uint32_t len)
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{
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if(nullptr == m_pBufYuv420p)
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{
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m_pBufYuv420p = new unsigned char[len];
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qDebug("CPlayWidget::PlayOneFrame new data memory. Len=%d width=%d height=%d\n",
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len, m_nVideoW, m_nVideoW);
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memcpy(m_pBufYuv420p, data,len);
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//刷新界面,触发paintGL接口
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update();
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}
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}
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CPlayWidget::CPlayWidget(QWidget *parent):QOpenGLWidget(parent) {
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textureUniformY = 0;
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textureUniformU = 0;
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textureUniformV = 0;
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id_y = 0;
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id_u = 0;
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id_v = 0;
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m_pTextureRGB = nullptr;
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m_pBufYuv420p = NULL;
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m_pVSHader = NULL;
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m_pFSHader = NULL;
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m_pShaderProgram = NULL;
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m_pTextureY = NULL;
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m_pTextureU = NULL;
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m_pTextureV = NULL;
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m_pYuvFile = NULL;
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m_nVideoH = 0;
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m_nVideoW = 0;
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mType = TYPE_YUV420P;
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connect(&this->tm,SIGNAL(timeout()),this,SLOT(OnUpdateFrame()));
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//tm.start(1000);
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}
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CPlayWidget::~CPlayWidget() {
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}
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void CPlayWidget::PlayOneFrame() {//函数功能读取一张yuv图像数据进行显示,每单击一次,就显示一张图片
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if(NULL == m_pYuvFile)
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{
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//打开yuv视频文件 注意修改文件路径
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// m_pYuvFile = fopen("F://OpenglYuvDemo//1920_1080.yuv", "rb");
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m_pYuvFile = fopen("F://md_sample_sp420_1080p.yuv", "rb");
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//根据yuv视频数据的分辨率设置宽高,demo当中是1080p,这个地方要注意跟实际数据分辨率对应上
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// m_nVideoW = 1920;
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// m_nVideoH = 1080;
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}
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//申请内存存一帧yuv图像数据,其大小为分辨率的1.5倍
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int nLen = m_nVideoW*m_nVideoH*3/2;
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if(nullptr == m_pBufYuv420p)
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{
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m_pBufYuv420p = new unsigned char[nLen];
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qDebug("CPlayWidget::PlayOneFrame new data memory. Len=%d width=%d height=%d\n",
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nLen, m_nVideoW, m_nVideoW);
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}
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//将一帧yuv图像读到内存中
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if(NULL == m_pYuvFile)
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{
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qFatal("read yuv file err.may be path is wrong!\n");
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return;
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}
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fread(m_pBufYuv420p, 1, nLen, m_pYuvFile);
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//刷新界面,触发paintGL接口
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update();
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return;
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}
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int CPlayWidget::SetDataType(CPlayWidget::IMG_TYPE type){
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this->mType = type;
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}
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int CPlayWidget::OnCameraData(uint8_t *dat, uint32_t size)
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{
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memcpy(this->m_pBufRgb32,dat,size);
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update();
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}
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int CPlayWidget::SetImgSize(uint32_t width, uint32_t height)
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{
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m_nVideoH = height;
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m_nVideoW = width;
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if(mType == TYPE_RGB32){
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m_pBufRgb32 = new uint8_t[width * height *4];
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}
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if(mType == TYPE_YUV420P){
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m_pBufYuv420p = new uint8_t[width * height *3/2];
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}
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}
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/*
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* Y = 0.299 R + 0.587 G + 0.114 B
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U = - 0.1687 R - 0.3313 G + 0.5 B + 128
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V = 0.5 R - 0.4187 G - 0.0813 B + 128
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反过来,RGB 也可以直接从YUV (256级别) 计算:
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R = Y + 1.402 (Cr-128)
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G = Y - 0.34414 (Cb-128) - 0.71414 (Cr-128)
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B = Y + 1.772 (Cb-128)
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*/
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void CPlayWidget::initializeGL()
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{
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initializeOpenGLFunctions();
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glEnable(GL_DEPTH_TEST);
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//现代opengl渲染管线依赖着色器来处理传入的数据
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//着色器:就是使用openGL着色语言(OpenGL Shading Language, GLSL)编写的一个小函数,
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// GLSL是构成所有OpenGL着色器的语言,具体的GLSL语言的语法需要读者查找相关资料
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//初始化顶点着色器 对象
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m_pVSHader = new QOpenGLShader(QOpenGLShader::Vertex, this);
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//编译顶点着色器程序
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bool bCompile = m_pVSHader->compileSourceCode(vsrcyuv);
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if(!bCompile)
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{
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// todo 设置错误状态
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}
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//初始化片段着色器 功能gpu中yuv转换成rgb
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m_pFSHader = new QOpenGLShader(QOpenGLShader::Fragment, this);
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if(mType == TYPE_RGB32){
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bCompile = m_pFSHader->compileSourceCode(fsrcrgb);
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}
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if(mType == TYPE_YUV420P){
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bCompile = m_pFSHader->compileSourceCode(fsrcyuv);
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}
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if(!bCompile)
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{
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// todo 设置错误状态
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}
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#define PROGRAM_VERTEX_ATTRIBUTE 0
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#define PROGRAM_TEXCOORD_ATTRIBUTE 1
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//创建着色器程序容器
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m_pShaderProgram = new QOpenGLShaderProgram;
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//将片段着色器添加到程序容器
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m_pShaderProgram->addShader(m_pFSHader);
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//将顶点着色器添加到程序容器
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m_pShaderProgram->addShader(m_pVSHader);
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//绑定属性vertexIn到指定位置ATTRIB_VERTEX,该属性在顶点着色源码其中有声明
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m_pShaderProgram->bindAttributeLocation("vertexIn", ATTRIB_VERTEX);
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//绑定属性textureIn到指定位置ATTRIB_TEXTURE,该属性在顶点着色源码其中有声明
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m_pShaderProgram->bindAttributeLocation("textureIn", ATTRIB_TEXTURE);
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//链接所有所有添入到的着色器程序
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m_pShaderProgram->link();
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//激活所有链接
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m_pShaderProgram->bind();
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if(this->mType == TYPE_YUV420P){
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initShaderYuv();
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}
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if(this->mType == TYPE_RGB32){
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initShaderRgb();
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}
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glClearColor(0.0,0.0,0.0,0.0);//设置背景色
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}
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void CPlayWidget::resizeGL(int w, int h)
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{
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if(h == 0)// 防止被零除
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{
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h = 1;// 将高设为1
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}
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//设置视口
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glViewport(0,0, w,h);
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}
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void CPlayWidget::paintGL()
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{
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if(mType == TYPE_YUV420P)
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loadYuvTexture();
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if(mType == TYPE_RGB32){
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loadRgbTexture();
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}
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//使用顶点数组方式绘制图形
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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return;
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}
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void CPlayWidget::initShaderYuv()
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{
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//读取着色器中的数据变量tex_y, tex_u, tex_v的位置,这些变量的声明可以在
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//片段着色器源码中可以看到
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textureUniformY = m_pShaderProgram->uniformLocation("tex_y");
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textureUniformU = m_pShaderProgram->uniformLocation("tex_u");
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textureUniformV = m_pShaderProgram->uniformLocation("tex_v");
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// 顶点矩阵
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static const GLfloat vertexVertices[] = {
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-1.0f, -1.0f,
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1.0f, -1.0f,
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-1.0f, 1.0f,
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1.0f, 1.0f,
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};
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//纹理矩阵
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static const GLfloat textureVertices[] = {
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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};
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//设置属性ATTRIB_VERTEX的顶点矩阵值以及格式
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glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertexVertices);
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//设置属性ATTRIB_TEXTURE的纹理矩阵值以及格式
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glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, textureVertices);
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//启用ATTRIB_VERTEX属性的数据,默认是关闭的
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glEnableVertexAttribArray(ATTRIB_VERTEX);
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//启用ATTRIB_TEXTURE属性的数据,默认是关闭的
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glEnableVertexAttribArray(ATTRIB_TEXTURE);
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//分别创建y,u,v纹理对象
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m_pTextureY = new QOpenGLTexture(QOpenGLTexture::Target2D);
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m_pTextureU = new QOpenGLTexture(QOpenGLTexture::Target2D);
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m_pTextureV = new QOpenGLTexture(QOpenGLTexture::Target2D);
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m_pTextureY->create();
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m_pTextureU->create();
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m_pTextureV->create();
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//获取返回y分量的纹理索引值
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id_y = m_pTextureY->textureId();
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//获取返回u分量的纹理索引值
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id_u = m_pTextureU->textureId();
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//获取返回v分量的纹理索引值
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id_v = m_pTextureV->textureId();
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}
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void CPlayWidget::initShaderRgb()
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{
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//读取着色器中的数据变量tex_y, tex_u, tex_v的位置,这些变量的声明可以在
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//片段着色器源码中可以看到
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textureUniformRGB = m_pShaderProgram->uniformLocation("rgbdata");
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// 顶点矩阵
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static const GLfloat vertexVertices[] = {
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-1.0f, -1.0f,
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1.0f, -1.0f,
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-1.0f, 1.0f,
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1.0f, 1.0f,
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};
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//纹理矩阵
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static const GLfloat textureVertices[] = {
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0.0f, 0.0f,
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1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f,
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};
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//设置属性ATTRIB_VERTEX的顶点矩阵值以及格式
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glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertexVertices);
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//设置属性ATTRIB_TEXTURE的纹理矩阵值以及格式
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glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, textureVertices);
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//启用ATTRIB_VERTEX属性的数据,默认是关闭的
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glEnableVertexAttribArray(ATTRIB_VERTEX);
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//启用ATTRIB_TEXTURE属性的数据,默认是关闭的
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glEnableVertexAttribArray(ATTRIB_TEXTURE);
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//分别创建y,u,v纹理对象
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m_pTextureRGB = new QOpenGLTexture(QOpenGLTexture::Target2D);
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m_pTextureRGB->create();
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//获取返回y分量的纹理索引值
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id_rgb = m_pTextureRGB->textureId();
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}
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int CPlayWidget::loadYuvTexture()
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{
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//加载y数据纹理
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//激活纹理单元GL_TEXTURE0
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glActiveTexture(GL_TEXTURE0);
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//使用来自y数据生成纹理
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glBindTexture(GL_TEXTURE_2D, id_y);
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//使用内存中m_pBufYuv420p数据创建真正的y数据纹理
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RED,
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m_nVideoW,
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m_nVideoH,
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0,
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GL_RED,
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GL_UNSIGNED_BYTE,
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m_pBufYuv420p);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//加载u数据纹理
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glActiveTexture(GL_TEXTURE1);//激活纹理单元GL_TEXTURE1
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glBindTexture(GL_TEXTURE_2D, id_u);
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glTexImage2D(GL_TEXTURE_2D,
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0, GL_RED,
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m_nVideoW/2,
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m_nVideoH/2,
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0,
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GL_RED,
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GL_UNSIGNED_BYTE,
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(char*)m_pBufYuv420p+m_nVideoW*m_nVideoH);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//加载v数据纹理
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glActiveTexture(GL_TEXTURE2);//激活纹理单元GL_TEXTURE2
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glBindTexture(GL_TEXTURE_2D, id_v);
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glTexImage2D(GL_TEXTURE_2D,
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0, GL_RED,
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m_nVideoW/2,
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m_nVideoH/2,
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0, GL_RED,
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GL_UNSIGNED_BYTE,
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(char*)m_pBufYuv420p+m_nVideoW*m_nVideoH*5/4);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//指定y纹理要使用新值 只能用0,1,2等表示纹理单元的索引,这是opengl不人性化的地方
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//0对应纹理单元GL_TEXTURE0 1对应纹理单元GL_TEXTURE1 2对应纹理的单元
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glUniform1i(textureUniformY, 0);
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//指定u纹理要使用新值
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glUniform1i(textureUniformU, 1);
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//指定v纹理要使用新值
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glUniform1i(textureUniformV, 2);
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return 0;
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}
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int CPlayWidget::loadRgbTexture()
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{
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//加载rgb数据纹理
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//激活纹理单元GL_TEXTURE0
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glActiveTexture(GL_TEXTURE0);
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//使用来自y数据生成纹理
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glBindTexture(GL_TEXTURE_2D, id_rgb);
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//使用内存中m_pBufYuv420p数据创建真正的y数据纹理
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA,
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m_nVideoW,
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m_nVideoH,
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0,
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GL_BGRA,
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GL_UNSIGNED_BYTE,
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m_pBufRgb32);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glUniform1i(textureUniformRGB, 0);
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}
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