1.RGB和YUV在内存中如何存储
2.SDL2渲染RGB
3.SDL2渲染YUV
1.RGB和YUV在内存中如何存储
RGB存储的方式:
读取RGB的代码:
void TestRGB::paintEvent(QPaintEvent* ev)
{
//1.QImage 存放RGB矩阵 后面专业术语叫材质
QImage img(w,h,QImage::Format_RGB888);
auto d = img.bits();
unsigned char r = 255;
for (int j = 0; j < h; j++)
{
r--;
int b = j * w * 3;
for (int i = 0; i < w * 3; i+=3)
{
d[b+i] = r; //R
d[b + i + 1] = 0; //G
d[b + i + 2] = 0; //B
}
}
//2.QPainter 显示RGB矩阵 后面专业术语叫渲染器
QPainter p;
p.begin(this);
p.drawImage(0, 0, img);
p.end();
}
YUV格式是不被显卡显示的,要转换成RGB.是用软件把YUV文件转换成RGB软件的。
2.SDL2渲染RGB
2.1,安装和配置SDL2的环境。简单的下载包,配置dll,lib,include三个路径入工程。
2.2, 2个词 :渲染器(一个窗口),材质(用于承载图像) 。还有一个内存数组用于存放RGBA的数据,可把这个内存数据写入材质中。
基本的使用流程如下:
代码如下:
#include <iostream>
#include <sdl/SDL.h>
using namespace std;
#pragma comment(lib,"SDL2.lib")
#undef main
int main(int argc, char* argv[])
{
int w = 800;
int h = 600;
//1 初始化SDL video库
if (SDL_Init(SDL_INIT_VIDEO))
{
cout << SDL_GetError() << endl;
return -1;
}
//2 生成SDL 窗口
auto screen = SDL_CreateWindow("test sdl ffmpeg",
SDL_WINDOWPOS_CENTERED,//窗口位置
SDL_WINDOWPOS_CENTERED,
w,h,
SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE
);
if (!screen)
{
cout << SDL_GetError() << endl;
return -2;
}
//3 生成渲染器
auto render = SDL_CreateRenderer(screen, -1, SDL_RENDERER_ACCELERATED);
if (!render)
{
cout << SDL_GetError() << endl;
return -3;
}
//4 生成材质
auto texture = SDL_CreateTexture(render, SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,// 可加锁
w, h
);
if (!texture)
{
cout << SDL_GetError() << endl;
return -4;
}
// 存放图像的数据
shared_ptr<unsigned char> rgb(new unsigned char[w * h * 4]);
auto r = rgb.get();
unsigned char tmp = 255;
for (;;)
{
//判断退出
SDL_Event ev;
SDL_WaitEventTimeout(&ev, 10);
if (ev.type == SDL_QUIT)
{
SDL_DestroyWindow(screen);
break;
}
tmp--;
for (int j = 0; j < h; j++)
{
int b = j * w * 4;
for (int i = 0; i < w*4; i += 4)
{
r[b + i] = 0; //B
r[b + i + 1] = 0; //G
r[b + i + 2] = tmp; //R
r[b + i + 3] = 0; //A
}
}
//5 内存数据写入材质
SDL_UpdateTexture(texture, NULL, r, w * 4);
//6 清理屏幕
SDL_RenderClear(render);
SDL_Rect sdl_rect;
sdl_rect.x = 0;
sdl_rect.y = 0;
sdl_rect.w = w;
sdl_rect.h = h;
//7 复制材质到渲染器
SDL_RenderCopy(render, texture,
NULL,//原图位置和尺寸
&sdl_rect//目标位置和尺寸
);
//8 渲染
SDL_RenderPresent(render);
}
getchar();
return 0;
}
以上就是基本函数。
定时刷新的就是材质中的rgb值,具体就是
SDL_UpdateTexture(sdl_texture, NULL, rgb, sdl_width * pix_size);
3.SDL2渲染YUVYUV格式分析:
4个像素点共享1个UV 实心代表亮度,空心的代表色度。
代码如下:
这个版本已经是定时刷新屏幕了。
#include "sdlqtrgb.h"
#include <sdl/SDL.h>
#include <fstream>
#include <QMessageBox>
using namespace std;
#pragma comment(lib,"SDL2.lib")
static SDL_Window* sdl_win = NULL;
static SDL_Renderer* sdl_render = NULL;
static SDL_Texture* sdl_texture = NULL;
static int sdl_width = 0;
static int sdl_height = 0;
static unsigned char* yuv = NULL;
static int pix_size = 2;
static ifstream yuv_file;
void SdlQtRGB::timerEvent(QTimerEvent* ev)
{
yuv_file.read((char*)yuv, sdl_width * sdl_height * 1.5);
//yuv 平面存储存储
// yyyyyyyy uu vv
SDL_UpdateTexture(sdl_texture, NULL, yuv,
sdl_width //一行 y的字节数
);
SDL_RenderClear(sdl_render);
SDL_Rect rect;
rect.x = 0;
rect.y = 0;
rect.w = sdl_width;
rect.h = sdl_height;
SDL_RenderCopy(sdl_render,sdl_texture,NULL,&rect);
SDL_RenderPresent(sdl_render);
}
SdlQtRGB::SdlQtRGB(QWidget *parent)
: QWidget(parent)
{
//打开yuv文件
yuv_file.open("400_300_25.yuv", ios::binary);
if (!yuv_file)
{
QMessageBox::information(this, "", "open yuv failed!");
return;
}
ui.setupUi(this);
sdl_width = 400;
sdl_height = 300;
ui.label->resize(sdl_width, sdl_height);
//初始化SDL
SDL_Init(SDL_INIT_VIDEO);
//创建窗口
sdl_win = SDL_CreateWindowFrom((void*)ui.label->winId());
//创建渲染器
sdl_render = SDL_CreateRenderer(sdl_win, -1, SDL_RENDERER_ACCELERATED);
//创建材质 支持YUV
sdl_texture = SDL_CreateTexture(sdl_render,
SDL_PIXELFORMAT_IYUV,
SDL_TEXTUREACCESS_STREAMING,
sdl_width,
sdl_height
);
yuv = new unsigned char[sdl_width * sdl_height * pix_size];
startTimer(10);
}