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yuv420p_render.cpp
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#include "yuv420p_render.h"
#include <QThread>
static const GLfloat vertex_vertices[] =
{
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
static const GLfloat texture_vertices[] =
{
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
Yuv420pRender::Yuv420pRender(QWidget* parent) : QOpenGLWidget(parent), yuv420p_()
{
}
Yuv420pRender::~Yuv420pRender()
{
}
void Yuv420pRender::OnYuv420pPlay(std::shared_ptr<Yuv420p> yuv420p)
{
yuv420p_ = yuv420p;
update();
}
void Yuv420pRender::initializeGL()
{
initializeOpenGLFunctions();
if (!program_.addShaderFromSourceFile(QOpenGLShader::Vertex, ":/shaders/yuv420p.vert"))
{
qDebug() << __FILE__ << ":" << __LINE__ << "add shader failed";
return;
}
if (QOpenGLContext::currentContext()->isOpenGLES())
{
qDebug() << __FILE__ << ":" << __LINE__ << "opengl es";
if (!program_.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/yuv420p_es.frag"))
{
qDebug() << __FILE__ << ":" << __LINE__ << "add shader failed";
return;
}
}
else
{
qDebug() << __FILE__ << ":" << __LINE__ << "opengl desktop";
if (!program_.addShaderFromSourceFile(QOpenGLShader::Fragment, ":/shaders/yuv420p_desktop.frag"))
{
qDebug() << __FILE__ << ":" << __LINE__ << "add shader failed";
return;
}
}
if (!program_.link())
{
qDebug() << __FILE__ << ":" << __LINE__ << "link shader failed";
return;
}
if (!program_.bind())
{
qDebug() << __FILE__ << ":" << __LINE__ << "bind shader failed";
return;
}
GLuint ids[3];
glGenTextures(3, ids);
idy_ = ids[0];
idu_ = ids[1];
idv_ = ids[2];
program_.release();
}
void Yuv420pRender::resizeGL(int w, int h)
{
glViewport(0, 0, w, h);
}
void Yuv420pRender::paintGL()
{
// qDebug() << __FILE__ << ":" << __LINE__ << "Yuv420pWidget::paintGL " << QThread::currentThreadId(); // 主线程中
if (nullptr == yuv420p_)
{
return;
}
Yuv420p* yuv420p = yuv420p_.get();
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
program_.bind();
program_.enableAttributeArray("vertexIn");
program_.enableAttributeArray("textureIn");
program_.setAttributeArray("vertexIn", GL_FLOAT, vertex_vertices, 2);
program_.setAttributeArray("textureIn", GL_FLOAT, texture_vertices, 2);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, idy_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, yuv420p->y.width, yuv420p->y.height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, yuv420p->y.data.data());
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);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, idu_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, yuv420p->u.width, yuv420p->u.height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, yuv420p->u.data.data());
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);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, idv_);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, yuv420p->v.width, yuv420p->v.height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, yuv420p->v.data.data());
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);
program_.setUniformValue("textureY", 0);
program_.setUniformValue("textureU", 1);
program_.setUniformValue("textureV", 2);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
program_.disableAttributeArray("vertexIn");
program_.disableAttributeArray("textureIn");
program_.release();
yuv420p_.reset();
}