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2bc06e7dc3
commit
d3aff4e773
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@ -34,14 +34,11 @@ void main(void) \
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// rgb片段着色器源码
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const char *fsrcrgb = "in vec3 ourColor; \
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in vec2 TexCoord; \
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out vec4 color; \
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uniform sampler2D ourTexture1; \
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// Texture samplers \
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uniform sampler2D ourTexture2; \
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uniform sampler2D rgbdata; \
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uniform float mixValue; \
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void main() \
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{ \
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color = texture(ourTexture1, TexCoord); \
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gl_FragColor = texture(rgbdata, TexCoord); \
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}";
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void CPlayWidget::OnUpdateFrame() {
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@ -68,6 +65,7 @@ CPlayWidget::CPlayWidget(QWidget *parent):QOpenGLWidget(parent) {
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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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@ -81,7 +79,7 @@ CPlayWidget::CPlayWidget(QWidget *parent):QOpenGLWidget(parent) {
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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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//tm.start(1000);
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}
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CPlayWidget::~CPlayWidget() {
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}
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@ -91,8 +89,6 @@ void CPlayWidget::PlayOneFrame() {//函数功能读取一张yuv图像数据进
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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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m_nVideoW = 1920;
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m_nVideoH = 1080;
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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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@ -122,6 +118,25 @@ 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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qDebug()<<"camera receive data"<<size<<"\r\n";
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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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@ -157,8 +172,12 @@ void CPlayWidget::initializeGL()
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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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bCompile = m_pFSHader->compileSourceCode(fsrcyuv);
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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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@ -180,46 +199,13 @@ void CPlayWidget::initializeGL()
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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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//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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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(0.3,0.3,0.3,0.0);//设置背景色
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}
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void CPlayWidget::resizeGL(int w, int h)
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@ -233,12 +219,94 @@ void CPlayWidget::resizeGL(int w, int h)
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}
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void CPlayWidget::paintGL()
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{
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loadYuvTexture();
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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, 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_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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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, 0, GL_RGB, m_nVideoW, m_nVideoH, 0, GL_RGB, GL_UNSIGNED_BYTE, 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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@ -11,7 +11,7 @@
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#define ATTRIB_VERTEX 3
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#define ATTRIB_TEXTURE 4
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class CPlayWidget:public QOpenGLWidget,protected QOpenGLFunctions
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class CPlayWidget:public QOpenGLWidget,protected QOpenGLFunctions,public Camera::CameraObserver
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{
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Q_OBJECT
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public slots:
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@ -26,6 +26,8 @@ public:
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~CPlayWidget();
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void PlayOneFrame();
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int SetDataType(IMG_TYPE);
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int OnCameraData(uint8_t *dat, uint32_t size) override;
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int SetImgSize(uint32_t width,uint32_t );
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protected:
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QTimer tm;
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void initializeGL() Q_DECL_OVERRIDE;
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@ -36,14 +38,18 @@ private:
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GLuint textureUniformY; //y纹理数据位置
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GLuint textureUniformU; //u纹理数据位置
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GLuint textureUniformV; //v纹理数据位置
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GLuint textureUniformRGB; //RGB纹理位置
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GLuint textureUnifromRGB; //rgb32 的纹理位置
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GLuint id_rgb;
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GLuint id_y;
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GLuint id_u;
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GLuint id_v; //v纹理对象ID
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QOpenGLTexture* m_pTextureRGB; //RGB 纹理是一整块的
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QOpenGLTexture* m_pTextureY; //y纹理对象
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QOpenGLTexture* m_pTextureU; //u纹理对象
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QOpenGLTexture* m_pTextureV; //v纹理对象
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@ -52,9 +58,14 @@ private:
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QOpenGLShaderProgram *m_pShaderProgram; //着色器程序容器
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int m_nVideoW; //视频分辨率宽
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int m_nVideoH; //视频分辨率高
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unsigned char* m_pBufYuv420p;
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unsigned char *m_pBufYuv420p;
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unsigned char* m_pBufRgb32;
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FILE* m_pYuvFile;
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void initShaderYuv();
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void initShaderRgb();
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int loadYuvTexture();
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int loadRgbTexture();
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};
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@ -12,7 +12,8 @@ int main(int argc, char *argv[])
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{
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QApplication a(argc, argv);
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CPlayWidget gPlayer(nullptr);
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gPlayer.SetDataType(CPlayWidget::IMG_TYPE::TYPE_RGB32);
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gPlayer.SetImgSize(1920,1080);
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gPlayer.show();
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Camera *gCam = Camera::GetInstance();
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@ -20,7 +21,7 @@ int main(int argc, char *argv[])
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for(auto itr = names.begin();itr != names.end();itr++){
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qDebug()<<QString::fromStdWString(*itr);
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}
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gCam->SetCallBack(CameraDataCallback);
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gCam->SetObserver(&gPlayer);
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if(gCam->Open(*names.begin()) ){
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qDebug("open success");
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}else{
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