OpenGL播放yuv数据流(着色器SHADER)-android(一)

OpenGL播放yuv数据流(着色器SHADER)-android(一)

可以参考:http://blog.csdn.net/ueryueryuery/article/details/17608185这篇文章很有帮助。


这个和windows还有ios略有不同,下面将步骤整理一下以做记录:

1:在avtivity_main.xml中添加用于显示的GLsurfaceView

    <android.opengl.GLSurfaceView
        android:id="@+id/lvsPlaySurfaceView"
        android:layout_width="match_parent"
        android:layout_height="400dp"/>

2:将GLsurfaceView传到里面

//得到opengal渲染用的surfaceView
openglsurfaceView = (GLSurfaceView) findViewById(R.id.lvsPlaySurfaceView);

3:需要添加权限在AndroidMainfest.xml中:
    <!--为了能使用OpenGLES 2.0 API,你必须在你的manifest中添加以下声明:-->
    <uses-feature android:glEsVersion="0x00020000" android:required="true" />
    <!-- 如果你的应用要使用纹理压缩功能,你必须还要声明设备需要支持什么样的压缩格式-->
    <supports-gl-texture android:name="GL_OES_compressed_ETC1_RGB8_texture" />
    <supports-gl-texture android:name="GL_OES_compressed_paletted_texture" />
4:下面就是具体的实现代码
//.java
package com.example.zhuweigang.lvsandroidplay;

import android.content.Context;
import android.opengl.GLES20;
import android.opengl.GLSurfaceView;
import android.support.v4.app.NavUtils;
import android.util.AttributeSet;
import android.util.Log;
import android.view.SurfaceHolder;
import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import java.nio.Buffer;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;

/**
 * Created by zhuweigang on 2016/12/26.
 */

public class Lvs_OpenGl_Interface_Android implements GLSurfaceView.Renderer
{
    private static final String TAG = "lvs_OpenGL";

    //顶点数组(物体表面坐标取值范围是-1到1,数组坐标:左下,右下,左上,右上)
    private static float[] vertexVertices = {
        -1.0f, -1.0f,
        1.0f, -1.0f,
        -1.0f,  1.0f,
        1.0f,  1.0f,
    };

    //像素,纹理数组(纹理坐标取值范围是0-1,坐标原点位于左下角,数组坐标:左上,右上,左下,右下,如果先左下,图像会倒过来)
    private static float[] textureVertices = {
        0.0f,  1.0f,
        1.0f,  1.0f,
        0.0f,  0.0f,
        1.0f,  0.0f,
    };

    //shader的vsh源码字符串
    private static final String vertexShaderString =
            "attribute vec4 vertexIn;" +
            "attribute vec2 textureIn;" +
            "varying vec2 textureOut;" +
            "void main() {" +
                "gl_Position = vertexIn;" +
                "textureOut = textureIn;" +
            "}";

    //shader的fsh源码字符串
    private static final String yuvFragmentShaderString =
            "precision mediump float;" +
            "uniform sampler2D tex_y;" +
            "uniform sampler2D tex_u;" +
            "uniform sampler2D tex_v;" +
            "varying vec2 textureOut;" +
            "void main() {" +
                "vec4 c = vec4((texture2D(tex_y, textureOut).r - 16./255.) * 1.164);" +
                "vec4 U = vec4(texture2D(tex_u, textureOut).r - 128./255.);" +
                "vec4 V = vec4(texture2D(tex_v, textureOut).r - 128./255.);" +
                "c += V * vec4(1.596, -0.813, 0, 0);" +
                "c += U * vec4(0, -0.392, 2.017, 0);" +
                "c.a = 1.0;" +
                "gl_FragColor = c;" +
            "}";

    //着色器用的顶点属性索引 position是由3个(x,y,z)组成,
    public int ATTRIB_VERTEX = 0;
    //着色器用的像素,纹理属性索引 而颜色是4个(r,g,b,a)
    public int ATTRIB_TEXTURE = 0;

    private GLSurfaceView mTargetSurface;                                                              //外部传入的GLSurfaceView
    public int p = 0;                                                                                    //Program着色器程序的id
    ByteBuffer vertexVertices_buffer = null;                                                           //定义顶点数组
    ByteBuffer textureVertices_buffer = null;                                                          //定义像素纹理数组
    public int m_IsInitShaders = 0;                                                                    //是否已经InitShaders,onSurfaceCreated
    public Lvs_Play_Interface_Sdk_Android.OpenGl_DisplayCallBackInterface m_displaydatack = null;      //用于显示回调函数,参数数据及时间戳
    public byte m_yuvbuf[] = new byte[640*480*3];												       //存放yuv数据的buf指针,申请buffer在外面
    public ByteBuffer yuvplaner_y = null;                                                               //分用于渲染的变量
    public ByteBuffer yuvplaner_u = null;                                                               //分用于渲染的变量
    public ByteBuffer yuvplaner_v = null;                                                               //分用于渲染的变量;
    public int[] m_millis_realtime = new int[1];                                                      //实时的时间戳,每次回调会更新
    public int m_yuvdata_width = 0;											                            //数据宽
    public int m_yuvdata_height = 0;										                            //数据高
    public int m_frameBuffer = 0;                                                                       //framebuffer
    public int m_renderBuffer = 0;                                                                      //renderbuffer
    public int m_textureid_y, m_textureid_u, m_textureid_v;                                         //纹理的名称,并且,该纹理的名称在当前的应用中不能被再次使用。
    public int m_textureUniformY, m_textureUniformU,m_textureUniformV;                            //用于纹理渲染的变量

    //构造方法
    public Lvs_OpenGl_Interface_Android(GLSurfaceView paramGLSurfaceView)
    {
        //将surfaceview传进来用于显示数据时候刷新
        mTargetSurface = paramGLSurfaceView;

        //应用GlsurfaceView版本号2.0
        mTargetSurface.setEGLContextClientVersion(2);
    }

    @Override
    public void onSurfaceCreated(GL10 gl10, EGLConfig eglConfig)
    {
        Log.i(TAG, "onSurfaceCreated :");
        //这个必须在onSurfaceCreated中,否则失败
        //初始化着色器,类似于告GPU当传进去数据的时候采用什么样的规则。
        InitShaders();
        m_IsInitShaders = 1;
    }

    @Override
    public void onSurfaceChanged(GL10 gl10, int width, int height)
    {
        GLES20.glViewport(0, 0, width, height);
    }

    @Override
    public void onDrawFrame(GL10 gl10)
    {
        //这里做具体的处理
        //具体的显示
        if (mTargetSurface != null)
        {
            DisplayImage(0);
        }
    }

    //接口初始化
    int lvs_opengl_interface_init(GLSurfaceView surface,int yuvdata_width,int yuvdata_height,
                                  Lvs_Play_Interface_Sdk_Android.OpenGl_DisplayCallBackInterface displaydatack)
    {
        int ret  = 0;

        //初始化
        ret = initopengl(yuvdata_width,yuvdata_height,displaydatack);
        if (ret != 1)
        {
            return -1;
        }

        ret = 1;

        return ret ;
    }

    //接口渲染数据(定时器,渲染时间,毫秒),数据及渲染定时时间在回调里面做处理
    void lvs_opengl_interface_write(int value)
    {
        //这里如果有可能则调成类的成员函数,以后处理,暂时不知道怎么解决类成员函数递归
        TimerFunc1();
    }

    //渲染数据(定时器,渲染时间,毫秒),数据及渲染定时时间在回调里面做处理
    void TimerFunc1()
    {
        int ret = 0;

        //因为glut的定时器是调用一次才产生一次定时,所以如果要持续产生定时的话,
        //在定时函数末尾再次调用glutTimerFunc

        //调用回调函数获取数据
        if (m_displaydatack != null && m_IsInitShaders == 1)
        {
            ret= m_displaydatack.OpenGl_DisplayDataCallback(m_yuvbuf,m_millis_realtime);
            if (ret > 0)
            {
                //刷新让他能显示在onDrawFrame中处理
                mTargetSurface.requestRender();
                try {
                    Thread.sleep(m_millis_realtime[0]);
                } catch (InterruptedException e) {
                    e.printStackTrace();
                }
            }
            else
            {
                try {
                    Thread.sleep(1);
                } catch (InterruptedException e) {
                    e.printStackTrace();
                }
            }
            //递归调用自身,java用递归调用本身有问题了,外面for循环调用处理
            //TimerFunc1(opengl_interface);
        }
    }

    //初始化
    int initopengl(int yuvdata_width,int yuvdata_height, Lvs_Play_Interface_Sdk_Android.OpenGl_DisplayCallBackInterface displaydatack)
    {
        int ret = 0;

        m_yuvdata_width = yuvdata_width;
        m_yuvdata_height = yuvdata_height;
        m_displaydatack = displaydatack;

        //分配内存
        if (yuvplaner_y == null)
        {
            yuvplaner_y = ByteBuffer.allocate(m_yuvdata_width*m_yuvdata_height + 100);
        }
        if (yuvplaner_u == null)
        {
            yuvplaner_u = ByteBuffer.allocate(m_yuvdata_width*m_yuvdata_height + 100);
        }
        if (yuvplaner_v == null)
        {
            yuvplaner_v = ByteBuffer.allocate(m_yuvdata_width*m_yuvdata_height + 100);
        }

        ret = 1;
        return ret;
    }
    //初始化着色器,类似于告GPU当传进去数据的时候采用什么样的规则。
    void InitShaders()
    {
        int error = 0;

        createBuffers(vertexVertices, textureVertices);

        p = createProgram(vertexShaderString, yuvFragmentShaderString);
        ATTRIB_VERTEX = GLES20.glGetAttribLocation(p, "vertexIn");
        if (ATTRIB_VERTEX == -1)
        {
            Log.i(TAG, "glGetAttribLocation : " + error);
        }
        ATTRIB_TEXTURE = GLES20.glGetAttribLocation(p, "textureIn");
        if (ATTRIB_TEXTURE == -1)
        {
            Log.i(TAG, "glGetAttribLocation : " + error);
        }

        //Program:  在链接了程序以后,我们可以使用glUseProgram()函数来加载并使用链接好的程序
        GLES20.glUseProgram(p);

        //获取片源着色器源码中的变量,用于纹理渲染
        m_textureUniformY = GLES20.glGetUniformLocation(p, "tex_y");
        m_textureUniformU = GLES20.glGetUniformLocation(p, "tex_u");
        m_textureUniformV = GLES20.glGetUniformLocation(p, "tex_v");

        //初始化纹理
        int[] textures_y = new int[1];
        GLES20.glGenTextures(1, textures_y,0);
        m_textureid_y = textures_y[0];
        textures_y = null;
        //绑定纹理
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, m_textureid_y);
        //设置该纹理的一些属性
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

        int[] textures_u = new int[1];
        GLES20.glGenTextures(1, textures_u,0);
        m_textureid_u = textures_u[0];
        textures_u = null;
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, m_textureid_u);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);

        int[] textures_v = new int[1];
        GLES20.glGenTextures(1, textures_v,0);
        m_textureid_v = textures_v[0];
        textures_v = null;
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, m_textureid_v);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MAG_FILTER,GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D,GLES20.GL_TEXTURE_MIN_FILTER,GLES20.GL_LINEAR);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_CLAMP_TO_EDGE);
        GLES20.glTexParameteri(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_CLAMP_TO_EDGE);
        return;
    }
    //具体显示图像的函数(参数是指针)
    int DisplayImage(long parm)
    {
        int ret = 0;

        //关联到yuv数据的分量数组
        if (yuvplaner_y != null)
        {
            yuvplaner_y.clear();
            yuvplaner_y.put(m_yuvbuf,0,m_yuvdata_width*m_yuvdata_height);
            yuvplaner_y.position(0);
        }
        if (yuvplaner_u != null)
        {
            yuvplaner_u.clear();
            yuvplaner_u.put(m_yuvbuf,m_yuvdata_width*m_yuvdata_height,m_yuvdata_width*m_yuvdata_height/4);
            yuvplaner_u.position(0);
        }
        if (yuvplaner_v != null)
        {
            yuvplaner_v.clear();
            yuvplaner_v.put(m_yuvbuf,m_yuvdata_width*m_yuvdata_height + m_yuvdata_width*m_yuvdata_height/4,m_yuvdata_width*m_yuvdata_height/4);
            yuvplaner_v.position(0);
        }

        //Clear
        //清除颜色设为黑色,把整个窗口清除为当前的清除颜色,glClear()的唯一参数表示需要被清除的缓冲区。
        GLES20.glClearColor(0.0f,0.0f,0.0f,1.0f);
        GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);

        //定义顶点数组,android平台要在这里做其他平台在initshader中,否则显示不出来图像
        GLES20.glVertexAttribPointer(ATTRIB_VERTEX, 2, GLES20.GL_FLOAT, false, 0, vertexVertices_buffer);
        //启用属性数组,android平台要在这里做其他平台在initshader中,否则显示不出来图像
        GLES20.glEnableVertexAttribArray(ATTRIB_VERTEX);
        //定义像素纹理数组,android平台要在这里做其他平台在initshader中,否则显示不出来图像
        GLES20. glVertexAttribPointer(ATTRIB_TEXTURE, 2, GLES20.GL_FLOAT, false, 0, textureVertices_buffer);
        //启用属性数组,android平台要在这里做其他平台在initshader中,否则显示不出来图像
        GLES20.glEnableVertexAttribArray(ATTRIB_TEXTURE);

        //显卡中有N个纹理单元(具体数目依赖你的显卡能力),每个纹理单元(GL_TEXTURE0、GL_TEXTURE1等)都有GL_TEXTURE_1D、GL_TEXTURE_2D等
        //Y
        //选择当前活跃的纹理单元
        GLES20.glActiveTexture(GLES20.GL_TEXTURE0);
        //允许建立一个绑定到目标纹理的有名称的纹理
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, m_textureid_y);
        //根据指定的参数,生成一个2D纹理(Texture)。相似的函数还有glTexImage1D、glTexImage3D。
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, m_yuvdata_width, m_yuvdata_height, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, yuvplaner_y);
        GLES20.glUniform1i(m_textureUniformY, 0);     //设置纹理,按照前面设置的规则怎样将图像或纹理贴上(参数和选择的活跃纹理单元对应,GL_TEXTURE0)

        //U
        GLES20.glActiveTexture(GLES20.GL_TEXTURE1);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, m_textureid_u);
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, m_yuvdata_width/2, m_yuvdata_height/2, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, yuvplaner_u);
        GLES20.glUniform1i(m_textureUniformU, 1);
        //V
        GLES20.glActiveTexture(GLES20.GL_TEXTURE2);
        GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, m_textureid_v);
        GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE, m_yuvdata_width/2, m_yuvdata_height/2, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, yuvplaner_v);
        GLES20.glUniform1i(m_textureUniformV, 2);

        // Draw
        // 绘制
        GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, 4);
        //单缓冲显示
        GLES20.glFlush();

        GLES20.glDisableVertexAttribArray(ATTRIB_VERTEX);
        GLES20.glDisableVertexAttribArray(ATTRIB_TEXTURE);

        return 1;
    }

    /**
     * create program and load shaders, fragment shader is very important.
     */
    public int createProgram(String vertexSource, String fragmentSource) {
        // create shaders
        int vertexShader = loadShader(GLES20.GL_VERTEX_SHADER, vertexSource);
        int pixelShader = loadShader(GLES20.GL_FRAGMENT_SHADER, fragmentSource);
        // just check

        int program = GLES20.glCreateProgram();
        if (program != 0) {
            GLES20.glAttachShader(program, vertexShader);
            GLES20.glAttachShader(program, pixelShader);
            GLES20.glLinkProgram(program);
            int[] linkStatus = new int[1];
            GLES20.glGetProgramiv(program, GLES20.GL_LINK_STATUS, linkStatus, 0);
            if (linkStatus[0] != GLES20.GL_TRUE) {
                GLES20.glDeleteProgram(program);
                program = 0;
            }
        }
        return program;
    }
    /**
     * create shader with given source.
     */
    private int loadShader(int shaderType, String source)
    {
        int shader = GLES20.glCreateShader(shaderType);
        if (shader != 0) {
            GLES20.glShaderSource(shader, source);
            GLES20.glCompileShader(shader);
            int[] compiled = new int[1];
            GLES20.glGetShaderiv(shader, GLES20.GL_COMPILE_STATUS, compiled, 0);
            if (compiled[0] == 0)
            {
                GLES20.glDeleteShader(shader);
                shader = 0;
            }
        }
        return shader;
    }

    /**
     * these two buffers are used for holding vertices, screen vertices and texture vertices.
     */
    private void createBuffers(float[] vert, float[] coord) {
        vertexVertices_buffer = ByteBuffer.allocateDirect(vert.length * 4);
        vertexVertices_buffer.order(ByteOrder.nativeOrder());
        vertexVertices_buffer.asFloatBuffer().put(vert);
        vertexVertices_buffer.position(0);

        if (textureVertices_buffer == null) {
            textureVertices_buffer = ByteBuffer.allocateDirect(coord.length * 4);
            textureVertices_buffer.order(ByteOrder.nativeOrder());
            textureVertices_buffer.asFloatBuffer().put(coord);
            textureVertices_buffer.position(0);
        }
    }
}


5:调用代码
        //GLSurfaceView
        m_glsurfaceview = nsurfaceView;
        //opengl的view类
        pinterfaceOpenGL = new Lvs_OpenGl_Interface_Android(m_glsurfaceview);
        m_glsurfaceview.setRenderer(pinterfaceOpenGL);
        // 只有在绘制数据改变时才绘制view
        m_glsurfaceview.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);


                //Opengl初始化
                ret = pinterfaceOpenGL.lvs_opengl_interface_init(m_glsurfaceview,m_opengl_width,m_opengl_height,
                        opengl_displaycallback);
                if (ret < 0)
                {
                    return;
                }

                for (;;)
                {
                    try {
                        Thread.sleep(1);
                    } catch (InterruptedException e) {
                        e.printStackTrace();
                    }

                    //渲染,带定时器,数据回调,及渲染时间回调,第一帧timer 40以后根据时间戳做调整
                   pinterfaceOpenGL.lvs_opengl_interface_write(40);
                }

6:数据传入在回掉函数
ret= m_displaydatack.OpenGl_DisplayDataCallback(m_yuvbuf,m_millis_realtime);中
7:实现效果
 

 

本demo还需完善。

如有错误请指正:

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要将YUV数据播放出来,您可以使用OpenGL来实现。下面是一些大致的步骤: 1. 创建OpenGL上下文和窗口 2. 将YUV数据上传到OpenGL纹理中 3. 创建一个着色器程序,用来将YUV数据转换为RGB格式 4. 在OpenGL上下文中绘制一个矩形,并将纹理映射到矩形上 5. 播放YUV数据时,更新纹理并重新绘制矩形 下面是一个参考实现: ```c++ #include <stdio.h> #include <stdlib.h> #include <GL/glut.h> #define WIDTH 640 #define HEIGHT 480 GLuint textureId; GLubyte* yuvData; void InitOpenGL() { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glViewport(0, 0, WIDTH, HEIGHT); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(0, WIDTH, 0, HEIGHT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void InitTexture() { glGenTextures(1, &textureId); glBindTexture(GL_TEXTURE_2D, textureId); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, WIDTH, HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); } void DrawScene() { glClear(GL_COLOR_BUFFER_BIT); // 计算UV数据的起始位置 int uvOffset = WIDTH * HEIGHT; // 上传YUV数据到纹理中 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, WIDTH, HEIGHT, GL_RED, GL_UNSIGNED_BYTE, yuvData); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, WIDTH / 2, HEIGHT / 2, GL_RG, GL_UNSIGNED_BYTE, yuvData + uvOffset); // 绘制矩形并映射纹理 glBegin(GL_QUADS); glTexCoord2f(0.0f, 0.0f); glVertex2f(0.0f, 0.0f); glTexCoord2f(1.0f, 0.0f); glVertex2f(WIDTH, 0.0f); glTexCoord2f(1.0f, 1.0f); glVertex2f(WIDTH, HEIGHT); glTexCoord2f(0.0f, 1.0f); glVertex2f(0.0f, HEIGHT); glEnd(); glutSwapBuffers(); } void UpdateData() { // 模拟更新YUV数据 for (int i = 0; i < WIDTH * HEIGHT * 3 / 2; i++) { yuvData[i] = rand() % 256; } } void TimerFunc(int value) { UpdateData(); glutPostRedisplay(); glutTimerFunc(16, TimerFunc, 0); } int main(int argc, char** argv) { // 初始化GLUT库 glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGBA); glutInitWindowSize(WIDTH, HEIGHT); glutCreateWindow("YUV Player"); // 初始化OpenGL InitOpenGL(); // 初始化纹理 InitTexture(); // 分配YUV数据内存 int dataSize = WIDTH * HEIGHT * 3 / 2; yuvData = new GLubyte[dataSize]; // 注册回调函数 glutDisplayFunc(DrawScene); glutTimerFunc(0, TimerFunc, 0); // 启动事件循环 glutMainLoop(); // 释放内存 delete[] yuvData; return 0; } ``` 注意,这只是一个简单的实现,实际应用中可能需要更复杂的处理逻辑和优化。

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