423 lines
12 KiB
C++
423 lines
12 KiB
C++
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#include "CPlayWidget.h"
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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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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB>Դ<EFBFBD><D4B4>
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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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// Ƭ<><C6AC><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB>Դ<EFBFBD><D4B4>
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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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// rgbƬ<62><C6AC><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB>Դ<EFBFBD><D4B4>
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// ע<><D7A2>MEDIASUBTYPE_RGB32 <20><>bgr<67>ģ<EFBFBD><C4A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD>ٽ<EFBFBD><D9BD><EFBFBD>һ<EFBFBD><D2BB>ת<EFBFBD><D7AA>
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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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//ˢ<>½<EFBFBD><C2BD><EFBFBD>,<2C><><EFBFBD><EFBFBD>paintGL<47>ӿ<EFBFBD>
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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 = nullptr;
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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() {//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܶ<EFBFBD>ȡһ<C8A1><D2BB>yuvͼ<76><CDBC><EFBFBD><EFBFBD><EFBFBD>ݽ<EFBFBD><DDBD><EFBFBD><EFBFBD><EFBFBD>ʾ,ÿ<><C3BF><EFBFBD><EFBFBD>һ<EFBFBD>Σ<EFBFBD><CEA3><EFBFBD><EFBFBD><EFBFBD>ʾһ<CABE><D2BB>ͼƬ
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if(NULL == m_pYuvFile)
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{
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//<2F><><EFBFBD><EFBFBD>yuv<75><76>Ƶ<EFBFBD>ļ<EFBFBD> ע<><D7A2><EFBFBD><EFBFBD><DEB8>ļ<EFBFBD>·<EFBFBD><C2B7>
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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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//<2F><><EFBFBD><EFBFBD>yuv<75><76>Ƶ<EFBFBD><C6B5><EFBFBD>ݵķֱ<C4B7><D6B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD><C3BF><EFBFBD>,demo<6D><6F><EFBFBD><EFBFBD><EFBFBD><EFBFBD>1080p<30><70><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ط<EFBFBD>Ҫע<D2AA><D7A2><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD><EFBFBD>ݷֱ<DDB7><D6B1>ʶ<EFBFBD>Ӧ<EFBFBD><D3A6>
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// m_nVideoW = 1920;
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// m_nVideoH = 1080;
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}
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//<2F><><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>һ֡yuvͼ<76><CDBC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>,<2C><><EFBFBD><EFBFBD>СΪ<D0A1>ֱ<EFBFBD><D6B1>ʵ<EFBFBD>1.5<EFBFBD><EFBFBD>
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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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//<2F><>һ֡yuvͼ<76><CDBC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>
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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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//ˢ<>½<EFBFBD><C2BD><EFBFBD>,<2C><><EFBFBD><EFBFBD>paintGL<47>ӿ<EFBFBD>
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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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return 0;
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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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return 0;
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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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return 0;
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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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<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>RGB Ҳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֱ<EFBFBD>Ӵ<EFBFBD>YUV (256<EFBFBD><EFBFBD><EFBFBD><EFBFBD>) <EFBFBD><EFBFBD><EFBFBD><EFBFBD>:
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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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//<2F>ִ<EFBFBD>opengl<67><6C>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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//<2F><>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʹ<EFBFBD><CAB9>openGL<47><4C>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>(OpenGL Shading Language, GLSL)<29><>д<EFBFBD><D0B4>һ<EFBFBD><D2BB>С<EFBFBD><D0A1><EFBFBD><EFBFBD>,
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// GLSL<53>ǹ<EFBFBD><C7B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>OpenGL<47><4C>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>,<2C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>GLSL<53><4C><EFBFBD>Ե<EFBFBD><D4B5><EFBFBD><EFB7A8>Ҫ<EFBFBD><D2AA><EFBFBD>߲<EFBFBD><DFB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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//<2F><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB> <20><><EFBFBD><EFBFBD>
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m_pVSHader = new QOpenGLShader(QOpenGLShader::Vertex, this);
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//<2F><><EFBFBD>붥<EFBFBD><EBB6A5><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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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 <20><><EFBFBD>ô<EFBFBD><C3B4><EFBFBD>״̬
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}
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//<2F><>ʼ<EFBFBD><CABC>Ƭ<EFBFBD><C6AC><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB> <20><><EFBFBD><EFBFBD>gpu<70><75>yuvת<76><D7AA><EFBFBD><EFBFBD>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 <20><><EFBFBD>ô<EFBFBD><C3B4><EFBFBD>״̬
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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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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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m_pShaderProgram = new QOpenGLShaderProgram;
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//<2F><>Ƭ<EFBFBD><C6AC><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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m_pShaderProgram->addShader(m_pFSHader);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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m_pShaderProgram->addShader(m_pVSHader);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>vertexIn<49><6E>ָ<EFBFBD><D6B8>λ<EFBFBD><CEBB>ATTRIB_VERTEX,<2C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڶ<EFBFBD><DAB6><EFBFBD><EFBFBD><EFBFBD>ɫԴ<C9AB><D4B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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m_pShaderProgram->bindAttributeLocation("vertexIn", ATTRIB_VERTEX);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>textureIn<49><6E>ָ<EFBFBD><D6B8>λ<EFBFBD><CEBB>ATTRIB_TEXTURE,<2C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڶ<EFBFBD><DAB6><EFBFBD><EFBFBD><EFBFBD>ɫԴ<C9AB><D4B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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m_pShaderProgram->bindAttributeLocation("textureIn", ATTRIB_TEXTURE);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>뵽<EFBFBD><EBB5BD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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m_pShaderProgram->link();
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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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);//<2F><><EFBFBD>ñ<EFBFBD><C3B1><EFBFBD>ɫ
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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)// <20><>ֹ<EFBFBD><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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{
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h = 1;// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ1
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}
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//<2F><><EFBFBD><EFBFBD><EFBFBD>ӿ<EFBFBD>
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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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//ʹ<>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>鷽ʽ<E9B7BD><CABD><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC>
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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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//<2F><>ȡ<EFBFBD><C8A1>ɫ<EFBFBD><C9AB><EFBFBD>е<EFBFBD><D0B5><EFBFBD><EFBFBD>ݱ<EFBFBD><DDB1><EFBFBD>tex_y, tex_u, tex_v<5F><76>λ<EFBFBD><CEBB>,<2C><>Щ<EFBFBD><D0A9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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//Ƭ<><C6AC><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB>Դ<EFBFBD><D4B4><EFBFBD>п<EFBFBD><D0BF>Կ<EFBFBD><D4BF><EFBFBD>
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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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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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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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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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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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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ATTRIB_VERTEX<45>Ķ<EFBFBD><C4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD>Լ<EFBFBD><D4BC><EFBFBD>ʽ
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|||
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glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertexVertices);
|
|||
|
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ATTRIB_TEXTURE<52><45><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD>Լ<EFBFBD><D4BC><EFBFBD>ʽ
|
|||
|
glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, textureVertices);
|
|||
|
//<2F><><EFBFBD><EFBFBD>ATTRIB_VERTEX<45><58><EFBFBD>Ե<EFBFBD><D4B5><EFBFBD><EFBFBD><EFBFBD>,Ĭ<><C4AC><EFBFBD>ǹرյ<D8B1>
|
|||
|
glEnableVertexAttribArray(ATTRIB_VERTEX);
|
|||
|
//<2F><><EFBFBD><EFBFBD>ATTRIB_TEXTURE<52><45><EFBFBD>Ե<EFBFBD><D4B5><EFBFBD><EFBFBD><EFBFBD>,Ĭ<><C4AC><EFBFBD>ǹرյ<D8B1>
|
|||
|
glEnableVertexAttribArray(ATTRIB_TEXTURE);
|
|||
|
//<2F>ֱ<D6B1>y,u,v<><76><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
m_pTextureY = new QOpenGLTexture(QOpenGLTexture::Target2D);
|
|||
|
m_pTextureU = new QOpenGLTexture(QOpenGLTexture::Target2D);
|
|||
|
m_pTextureV = new QOpenGLTexture(QOpenGLTexture::Target2D);
|
|||
|
m_pTextureY->create();
|
|||
|
m_pTextureU->create();
|
|||
|
m_pTextureV->create();
|
|||
|
//<2F><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>y<EFBFBD><79><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
|
|||
|
id_y = m_pTextureY->textureId();
|
|||
|
//<2F><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>u<EFBFBD><75><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
|
|||
|
id_u = m_pTextureU->textureId();
|
|||
|
//<2F><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
|
|||
|
id_v = m_pTextureV->textureId();
|
|||
|
}
|
|||
|
|
|||
|
void CPlayWidget::initShaderRgb()
|
|||
|
{
|
|||
|
//<2F><>ȡ<EFBFBD><C8A1>ɫ<EFBFBD><C9AB><EFBFBD>е<EFBFBD><D0B5><EFBFBD><EFBFBD>ݱ<EFBFBD><DDB1><EFBFBD>tex_y, tex_u, tex_v<5F><76>λ<EFBFBD><CEBB>,<2C><>Щ<EFBFBD><D0A9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
//Ƭ<><C6AC><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB>Դ<EFBFBD><D4B4><EFBFBD>п<EFBFBD><D0BF>Կ<EFBFBD><D4BF><EFBFBD>
|
|||
|
textureUniformRGB = m_pShaderProgram->uniformLocation("rgbdata");
|
|||
|
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
static const GLfloat vertexVertices[] = {
|
|||
|
-1.0f, -1.0f,
|
|||
|
1.0f, -1.0f,
|
|||
|
-1.0f, 1.0f,
|
|||
|
1.0f, 1.0f,
|
|||
|
};
|
|||
|
|
|||
|
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
|
|||
|
static const GLfloat textureVertices[] = {
|
|||
|
0.0f, 0.0f,
|
|||
|
1.0f, 0.0f,
|
|||
|
0.0f, 1.0f,
|
|||
|
1.0f, 1.0f,
|
|||
|
};
|
|||
|
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ATTRIB_VERTEX<45>Ķ<EFBFBD><C4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD>Լ<EFBFBD><D4BC><EFBFBD>ʽ
|
|||
|
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertexVertices);
|
|||
|
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ATTRIB_TEXTURE<52><45><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD>Լ<EFBFBD><D4BC><EFBFBD>ʽ
|
|||
|
glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, textureVertices);
|
|||
|
//<2F><><EFBFBD><EFBFBD>ATTRIB_VERTEX<45><58><EFBFBD>Ե<EFBFBD><D4B5><EFBFBD><EFBFBD><EFBFBD>,Ĭ<><C4AC><EFBFBD>ǹرյ<D8B1>
|
|||
|
glEnableVertexAttribArray(ATTRIB_VERTEX);
|
|||
|
//<2F><><EFBFBD><EFBFBD>ATTRIB_TEXTURE<52><45><EFBFBD>Ե<EFBFBD><D4B5><EFBFBD><EFBFBD><EFBFBD>,Ĭ<><C4AC><EFBFBD>ǹرյ<D8B1>
|
|||
|
glEnableVertexAttribArray(ATTRIB_TEXTURE);
|
|||
|
//<2F>ֱ<D6B1>y,u,v<><76><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
m_pTextureRGB = new QOpenGLTexture(QOpenGLTexture::Target2D);
|
|||
|
m_pTextureRGB->create();
|
|||
|
//<2F><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>y<EFBFBD><79><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
|
|||
|
id_rgb = m_pTextureRGB->textureId();
|
|||
|
}
|
|||
|
|
|||
|
int CPlayWidget::loadYuvTexture()
|
|||
|
{
|
|||
|
//<2F><><EFBFBD><EFBFBD>y<EFBFBD><79><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԪGL_TEXTURE0
|
|||
|
glActiveTexture(GL_TEXTURE0);
|
|||
|
//ʹ<><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>y<EFBFBD><79><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
glBindTexture(GL_TEXTURE_2D, id_y);
|
|||
|
//ʹ<><CAB9><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>m_pBufYuv420p<30><70><EFBFBD>ݴ<EFBFBD><DDB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>y<EFBFBD><79><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
glTexImage2D(GL_TEXTURE_2D,
|
|||
|
0,
|
|||
|
GL_RED,
|
|||
|
m_nVideoW,
|
|||
|
m_nVideoH,
|
|||
|
0,
|
|||
|
GL_RED,
|
|||
|
GL_UNSIGNED_BYTE,
|
|||
|
m_pBufYuv420p);
|
|||
|
|
|||
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
|||
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_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);
|
|||
|
//<2F><><EFBFBD><EFBFBD>u<EFBFBD><75><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
glActiveTexture(GL_TEXTURE1);//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԪGL_TEXTURE1
|
|||
|
glBindTexture(GL_TEXTURE_2D, id_u);
|
|||
|
glTexImage2D(GL_TEXTURE_2D,
|
|||
|
0, GL_RED,
|
|||
|
m_nVideoW/2,
|
|||
|
m_nVideoH/2,
|
|||
|
0,
|
|||
|
GL_RED,
|
|||
|
GL_UNSIGNED_BYTE,
|
|||
|
(char*)m_pBufYuv420p+m_nVideoW*m_nVideoH);
|
|||
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
|||
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_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);
|
|||
|
//<2F><><EFBFBD><EFBFBD>v<EFBFBD><76><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
glActiveTexture(GL_TEXTURE2);//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԪGL_TEXTURE2
|
|||
|
glBindTexture(GL_TEXTURE_2D, id_v);
|
|||
|
glTexImage2D(GL_TEXTURE_2D,
|
|||
|
0, GL_RED,
|
|||
|
m_nVideoW/2,
|
|||
|
m_nVideoH/2,
|
|||
|
0, GL_RED,
|
|||
|
GL_UNSIGNED_BYTE,
|
|||
|
(char*)m_pBufYuv420p+m_nVideoW*m_nVideoH*5/4);
|
|||
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
|||
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_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);
|
|||
|
//ָ<><D6B8>y<EFBFBD><79><EFBFBD><EFBFBD>Ҫʹ<D2AA><CAB9><EFBFBD><EFBFBD>ֵ ֻ<><D6BB><EFBFBD><EFBFBD>0,1,2<>ȱ<EFBFBD>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ԫ<EFBFBD><D4AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>opengl<67><6C><EFBFBD><EFBFBD><EFBFBD>Ի<EFBFBD><D4BB>ĵط<C4B5>
|
|||
|
//0<><30>Ӧ<EFBFBD><D3A6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԪGL_TEXTURE0 1<><31>Ӧ<EFBFBD><D3A6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԪGL_TEXTURE1 2<><32>Ӧ<EFBFBD><D3A6><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>Ԫ
|
|||
|
glUniform1i(textureUniformY, 0);
|
|||
|
//ָ<><D6B8>u<EFBFBD><75><EFBFBD><EFBFBD>Ҫʹ<D2AA><CAB9><EFBFBD><EFBFBD>ֵ
|
|||
|
glUniform1i(textureUniformU, 1);
|
|||
|
//ָ<><D6B8>v<EFBFBD><76><EFBFBD><EFBFBD>Ҫʹ<D2AA><CAB9><EFBFBD><EFBFBD>ֵ
|
|||
|
glUniform1i(textureUniformV, 2);
|
|||
|
return 0;
|
|||
|
}
|
|||
|
|
|||
|
int CPlayWidget::loadRgbTexture()
|
|||
|
{
|
|||
|
//<2F><><EFBFBD><EFBFBD>rgb<67><62><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ԪGL_TEXTURE0
|
|||
|
glActiveTexture(GL_TEXTURE0);
|
|||
|
//ʹ<><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>y<EFBFBD><79><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
glBindTexture(GL_TEXTURE_2D, id_rgb);
|
|||
|
//ʹ<><CAB9><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>m_pBufYuv420p<30><70><EFBFBD>ݴ<EFBFBD><DDB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>y<EFBFBD><79><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|||
|
glTexImage2D(GL_TEXTURE_2D,
|
|||
|
0,
|
|||
|
GL_RGBA,
|
|||
|
m_nVideoW,
|
|||
|
m_nVideoH,
|
|||
|
0,
|
|||
|
GL_BGRA,
|
|||
|
GL_UNSIGNED_BYTE,
|
|||
|
m_pBufRgb32);
|
|||
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
|||
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_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);
|
|||
|
glUniform1i(textureUniformRGB, 0);
|
|||
|
return 0;
|
|||
|
}
|
|||
|
|