qt_rtmp_demo/cplaywidget.cpp

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#include "CPlayWidget.h"
#include <QOpenGLTexture>
#include <QOpenGLBuffer>
#include <QMouseEvent>
#include "CPlayWidget.h"
// 顶点着色器源码
const char *vsrcyuv = "attribute vec4 vertexIn; \
attribute vec2 textureIn; \
varying vec2 textureOut; \
void main(void) \
{ \
gl_Position = vertexIn; \
textureOut = vec2(textureIn.x,1.0-textureIn.y);; \
}";
// 片段着色器源码
const char *fsrcyuv = "varying vec2 textureOut; \
uniform sampler2D tex_y; \
uniform sampler2D tex_u; \
uniform sampler2D tex_v; \
void main(void) \
{ \
vec3 yuv; \
vec3 rgb; \
yuv.x = texture2D(tex_y, textureOut).r; \
yuv.y = texture2D(tex_u, textureOut).r - 0.5; \
yuv.z = texture2D(tex_v, textureOut).r - 0.5; \
rgb = mat3( 1, 1, 1, \
0, -0.39465, 2.03211, \
1.13983, -0.58060, 0) * yuv; \
gl_FragColor = vec4(rgb, 1); \
}";
// rgb片段着色器源码
// 注意MEDIASUBTYPE_RGB32 是bgr的所以需要再进行一次转换
const char *fsrcrgb = "varying vec2 textureOut; \
uniform sampler2D rgbdata; \
void main() \
{ \
gl_FragColor = texture(rgbdata, textureOut); \
}";
void CPlayWidget::OnUpdateFrame() {
this->PlayOneFrame();
}
void CPlayWidget::OnPaintData(const uint8_t *data, uint32_t len)
{
if(nullptr == m_pBufYuv420p)
{
m_pBufYuv420p = new unsigned char[len];
qDebug("CPlayWidget::PlayOneFrame new data memory. Len=%d width=%d height=%d\n",
len, m_nVideoW, m_nVideoW);
memcpy(m_pBufYuv420p, data,len);
//刷新界面,触发paintGL接口
update();
}
}
CPlayWidget::CPlayWidget(QWidget *parent):QOpenGLWidget(parent) {
textureUniformY = 0;
textureUniformU = 0;
textureUniformV = 0;
id_y = 0;
id_u = 0;
id_v = 0;
m_pTextureRGB = nullptr;
m_pBufYuv420p = nullptr;
m_pVSHader = NULL;
m_pFSHader = NULL;
m_pShaderProgram = NULL;
m_pTextureY = NULL;
m_pTextureU = NULL;
m_pTextureV = NULL;
m_pYuvFile = NULL;
m_nVideoH = 0;
m_nVideoW = 0;
mType = TYPE_YUV420P;
connect(&this->tm,SIGNAL(timeout()),this,SLOT(OnUpdateFrame()));
tm.start(1000);
}
CPlayWidget::~CPlayWidget() {
}
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
// if(NULL == m_pYuvFile)
// {
// //打开yuv视频文件 注意修改文件路径
// // m_pYuvFile = fopen("F://OpenglYuvDemo//1920_1080.yuv", "rb");
// m_pYuvFile = fopen("F://md_sample_sp420_1080p.yuv", "rb");
// //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
//// m_nVideoW = 1920;
//// m_nVideoH = 1080;
// }
// //申请内存存一帧yuv图像数据,其大小为分辨率的1.5倍
// int nLen = m_nVideoW*m_nVideoH*3/2;
// if(nullptr == m_pBufYuv420p)
// {
// m_pBufYuv420p = new unsigned char[nLen];
// qDebug("CPlayWidget::PlayOneFrame new data memory. Len=%d width=%d height=%d\n",
// nLen, m_nVideoW, m_nVideoW);
// }
// //将一帧yuv图像读到内存中
// if(NULL == m_pYuvFile)
// {
// qFatal("read yuv file err.may be path is wrong!\n");
// return;
// }
// fread(m_pBufYuv420p, 1, nLen, m_pYuvFile);
//刷新界面,触发paintGL接口
// update();
return;
}
int CPlayWidget::SetDataType(CPlayWidget::IMG_TYPE type){
this->mType = type;
return 0;
}
int CPlayWidget::OnCameraData(uint8_t *dat, uint32_t size)
{
memcpy(this->m_pBufRgb32,dat,size);
update();
return 0;
}
int CPlayWidget::SetImgSize(uint32_t width, uint32_t height)
{
m_nVideoH = height;
m_nVideoW = width;
if(mType == TYPE_RGB32){
if(m_pBufRgb32 == nullptr){
m_pBufRgb32 = new uint8_t[width * height *4];
}else{
delete m_pBufRgb32;
m_pBufRgb32 = new uint8_t[width * height *4];
}
}
if(mType == TYPE_YUV420P){
if(nullptr == m_pBufYuv420p){
m_pBufYuv420p = new uint8_t[width * height *3/2];
}else{
delete m_pBufYuv420p;
m_pBufYuv420p = new uint8_t[width * height *3/2];
}
}
return 0;
}
void CPlayWidget::OnScreenData(const void *frameaddress, uint32_t framelen)
{
memcpy(this->m_pBufRgb32,frameaddress,framelen);
update();
}
/*
* Y = 0.299 R + 0.587 G + 0.114 B
U = - 0.1687 R - 0.3313 G + 0.5 B + 128
V = 0.5 R - 0.4187 G - 0.0813 B + 128
反过来RGB 也可以直接从YUV (256级别) 计算:
R = Y + 1.402 (Cr-128)
G = Y - 0.34414 (Cb-128) - 0.71414 (Cr-128)
B = Y + 1.772 (Cb-128)
*/
void CPlayWidget::initializeGL()
{
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
//现代opengl渲染管线依赖着色器来处理传入的数据
//着色器就是使用openGL着色语言(OpenGL Shading Language, GLSL)编写的一个小函数,
// 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
//初始化顶点着色器 对象
m_pVSHader = new QOpenGLShader(QOpenGLShader::Vertex, this);
//编译顶点着色器程序
bool bCompile = m_pVSHader->compileSourceCode(vsrcyuv);
if(!bCompile)
{
// todo 设置错误状态
}
//初始化片段着色器 功能gpu中yuv转换成rgb
m_pFSHader = new QOpenGLShader(QOpenGLShader::Fragment, this);
if(mType == TYPE_RGB32){
bCompile = m_pFSHader->compileSourceCode(fsrcrgb);
}
if(mType == TYPE_YUV420P){
bCompile = m_pFSHader->compileSourceCode(fsrcyuv);
}
if(!bCompile)
{
// todo 设置错误状态
}
#define PROGRAM_VERTEX_ATTRIBUTE 0
#define PROGRAM_TEXCOORD_ATTRIBUTE 1
//创建着色器程序容器
m_pShaderProgram = new QOpenGLShaderProgram;
//将片段着色器添加到程序容器
m_pShaderProgram->addShader(m_pFSHader);
//将顶点着色器添加到程序容器
m_pShaderProgram->addShader(m_pVSHader);
//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
m_pShaderProgram->bindAttributeLocation("vertexIn", ATTRIB_VERTEX);
//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
m_pShaderProgram->bindAttributeLocation("textureIn", ATTRIB_TEXTURE);
//链接所有所有添入到的着色器程序
m_pShaderProgram->link();
//激活所有链接
m_pShaderProgram->bind();
if(this->mType == TYPE_YUV420P){
initShaderYuv();
}
if(this->mType == TYPE_RGB32){
initShaderRgb();
}
glClearColor(0.0,0.0,0.0,0.0);//设置背景色
}
void CPlayWidget::resizeGL(int w, int h)
{
if(h == 0)// 防止被零除
{
h = 1;// 将高设为1
}
//设置视口
glViewport(0,0, w,h);
}
void CPlayWidget::paintGL()
{
glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
QMatrix4x4 matrix;
matrix.setToIdentity();
matrix.translate(0.4f,0.0,0.0);
matrix.rotate(45,0,0,1);
matrix.scale(0.5);
if(mType == TYPE_YUV420P)
loadYuvTexture();
if(mType == TYPE_RGB32){
loadRgbTexture();
}
//使用顶点数组方式绘制图形
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
return;
}
void CPlayWidget::initShaderYuv()
{
//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
//片段着色器源码中可以看到
textureUniformY = m_pShaderProgram->uniformLocation("tex_y");
textureUniformU = m_pShaderProgram->uniformLocation("tex_u");
textureUniformV = m_pShaderProgram->uniformLocation("tex_v");
// 顶点矩阵
static const GLfloat vertexVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
//纹理矩阵
static const GLfloat textureVertices[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
//设置属性ATTRIB_VERTEX的顶点矩阵值以及格式
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertexVertices);
//设置属性ATTRIB_TEXTURE的纹理矩阵值以及格式
glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, textureVertices);
//启用ATTRIB_VERTEX属性的数据,默认是关闭的
glEnableVertexAttribArray(ATTRIB_VERTEX);
//启用ATTRIB_TEXTURE属性的数据,默认是关闭的
glEnableVertexAttribArray(ATTRIB_TEXTURE);
//分别创建y,u,v纹理对象
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();
//获取返回y分量的纹理索引值
id_y = m_pTextureY->textureId();
//获取返回u分量的纹理索引值
id_u = m_pTextureU->textureId();
//获取返回v分量的纹理索引值
id_v = m_pTextureV->textureId();
}
void CPlayWidget::initShaderRgb()
{
//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
//片段着色器源码中可以看到
textureUniformRGB = m_pShaderProgram->uniformLocation("rgbdata");
// 顶点矩阵
static const GLfloat vertexVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
//纹理矩阵
static const GLfloat textureVertices[] = {
0.0f, 0.0f,
1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
};
//设置属性ATTRIB_VERTEX的顶点矩阵值以及格式
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertexVertices);
//设置属性ATTRIB_TEXTURE的纹理矩阵值以及格式
glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, textureVertices);
//启用ATTRIB_VERTEX属性的数据,默认是关闭的
glEnableVertexAttribArray(ATTRIB_VERTEX);
//启用ATTRIB_TEXTURE属性的数据,默认是关闭的
glEnableVertexAttribArray(ATTRIB_TEXTURE);
//分别创建y,u,v纹理对象
m_pTextureRGB = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_pTextureRGB->create();
//获取返回y分量的纹理索引值
id_rgb = m_pTextureRGB->textureId();
}
int CPlayWidget::loadYuvTexture()
{
//加载y数据纹理
//激活纹理单元GL_TEXTURE0
glActiveTexture(GL_TEXTURE0);
//使用来自y数据生成纹理
glBindTexture(GL_TEXTURE_2D, id_y);
//使用内存中m_pBufYuv420p数据创建真正的y数据纹理
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);
//加载u数据纹理
glActiveTexture(GL_TEXTURE1);//激活纹理单元GL_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);
//加载v数据纹理
glActiveTexture(GL_TEXTURE2);//激活纹理单元GL_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);
//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
//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
glUniform1i(textureUniformY, 0);
//指定u纹理要使用新值
glUniform1i(textureUniformU, 1);
//指定v纹理要使用新值
glUniform1i(textureUniformV, 2);
return 0;
}
int CPlayWidget::loadRgbTexture()
{
//加载rgb数据纹理
//激活纹理单元GL_TEXTURE0
glActiveTexture(GL_TEXTURE0);
//使用来自y数据生成纹理
glBindTexture(GL_TEXTURE_2D, id_rgb);
//使用内存中m_pBufYuv420p数据创建真正的y数据纹理
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;
}