openGL 渲染 yuv 的两种方式 glsl

参考:

 Fin Render

Android NDK cpp 使用 OpenGL ES 渲染预览 YUV

 

渲染 YUV420P

YUV420P 是3-plane,也就是YUV数据段分了三段YYYY-U-V

在 glsl 中创建三个 sampler2D 分别用来保存 Y U V 数据,通过如下的 glsl 代码编译出 OpenGL Progame 实现图像预览

Shader.vert   顶点着色器程序

//Shader.vert文件内容
static const char* VERTEX_SHADER =
    "attribute vec4 vPosition;    \n"
    "attribute vec2 a_texCoord;   \n"
    "varying vec2 tc;             \n"
    "void main()                  \n"
    "{                            \n"
        "gl_Position = vPosition; \n"
	"tc = a_texCoord;         \n"
    "}                            \n";

Shader.frag  片源着色器程序

//Shader.frag文件内容
static const char* FRAG_SHADER =
    "varying lowp vec2 tc;                         \n"
    "uniform sampler2D dataY;                      \n"
    "uniform sampler2D dataU;                      \n"
    "uniform sampler2D dataV;                      \n"
    "void main(void)                               \n"
    "{                                             \n"
        "mediump vec3 yuv;                         \n"
        "lowp vec3 rgb;                            \n"
        "yuv.x = texture2D(dataY, tc).r - 0.0625;  \n"
        "yuv.y = texture2D(dataU, tc).r - 0.5;     \n"
	"yuv.z = texture2D(dataV, tc).r - 0.5;     \n"
	"rgb = mat3( 1,   1,   1,                  \n"
        "0,       -0.39465,  2.03211,              \n"
        "1.13983,   -0.58060,  0) * yuv;           \n"
	"gl_FragColor = vec4(rgb, 1);              \n"
    "}                                             \n";

Texture一般使用如下配置, cpp

    // Texture一般使用如下配置
    mglTextureNums = 3;
    mglTextures = new GLuint[3];
    glGenTextures(3, mglTextures);        // 命名纹理对象,生成纹理名称(ID)
    glBindTexture(GL_TEXTURE_2D, mglTextures[0]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );    // 纹理过滤函数, GL_TEXTURE_MIN_FILTER 缩小过滤
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );    // 纹理过滤函数, GL_TEXTURE_MAG_FILTER 放大过滤
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); // 纹理过滤函数, GL_TEXTURE_WRAP_S S方向上的贴图模式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); // 纹理过滤函数, GL_TEXTURE_WRAP_T T方向上的贴图模式
    glBindTexture(GL_TEXTURE_2D, mglTextures[1]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );    // 纹理过滤函数, GL_TEXTURE_MIN_FILTER 缩小过滤
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );    // 纹理过滤函数, GL_TEXTURE_MAG_FILTER 放大过滤
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); // 纹理过滤函数, GL_TEXTURE_WRAP_S S方向上的贴图模式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); // 纹理过滤函数, GL_TEXTURE_WRAP_T T方向上的贴图模式
    glBindTexture(GL_TEXTURE_2D, mglTextures[2]);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );    // 纹理过滤函数, GL_TEXTURE_MIN_FILTER 缩小过滤
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );    // 纹理过滤函数, GL_TEXTURE_MAG_FILTER 放大过滤
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); // 纹理过滤函数, GL_TEXTURE_WRAP_S S方向上的贴图模式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); // 纹理过滤函数, GL_TEXTURE_WRAP_T T方向上的贴图模式

在 drawRender 函数中激活纹理,绑定OpenGL。

    glActiveTexture(GL_TEXTURE0);        // 激活纹理单元
    glBindTexture(GL_TEXTURE_2D, mglTextures[0]);  // 将一个指定的纹理ID绑定到一个纹理目标上
    glTexImage2D(GL_TEXTURE_2D, 0 /* 细节基本 0 默认 */,
                 GL_LUMINANCE /* gpu内部格式 亮度,灰度图 */,
                 w , h /* 拉升到全屏 */,
                 0 /* 边框 */,
                 GL_LUMINANCE /* 数据的像素格式 亮度,灰度图 要与上面一致 */,
                 GL_UNSIGNED_BYTE /* 像素的数据类型 */,
                 yuv /* 纹理的数据 */);
    glUniform1i(mglTextureY, 0);               // 通过 glUniform1i 的设置,保证每个 uniform 采样器对应着正确的纹理单元

    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, mglTextures[1]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w/2, h/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, yuv + w*h);
    glUniform1i(mglTextureU, 1);

    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, mglTextures[2]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, w/2, h/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, yuv + w*h*5/4);
    glUniform1i(mglTextureV, 2);

 

 

渲染 YUV420SP(NV21)

NV21则是2-plane,也就是YUV数据段只分两段YYYY-VU

在 glsl 中创建两个 sampler2D 分别用来保存 Y和VU 数据,通过如下的 glsl 代码编译出 OpenGL Progame 实现图像预览

该程序实现了图像镜像和旋转

yTexture 和 uvTexture 的区别是 GL_LUMINANCE_ALPHA 和  GL_LUMINANCE

 glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, w/2, h/2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, yuv + w*h);

Shader.vert   顶点着色器程序

/*
 * Shader.vert文件内容
 * highp   – 32位浮点格式,适合用于顶点变换,但性能最慢。
 * mediump – 16位浮点格式,适用于纹理UV坐标和比 highp 大约快两倍
 * lowp    – 10位的顶点格式,适合对颜色,照明计算和其它高性能操作,速度大约是 highp 的4倍
 */
static const char* vertexShader =
        "attribute mediump vec2 vPosition;                   \n"
        "attribute mediump vec2 vTexCoord;                   \n"
        "varying mediump vec2 tc;                            \n"
        "uniform mediump int uRotation;                      \n"
        "uniform mediump float uScaleX;                      \n"
        "uniform mediump float uScaleY;                      \n"
        "void main()                                         \n"
        "{                                                   \n"
        "   vec2 rotPos = vPosition;                         \n"
        "   if(uRotation == 1)                               \n"
        "   {                                                \n"
        "       rotPos = vPosition * mat2(0, -1, 1, 0);      \n"
        "   }                                                \n"
        "   else if(uRotation == 2)                          \n"
        "   {                                                \n"
        "       rotPos = vPosition * mat2(-1, 0, 0, -1);     \n"
        "   }                                                \n"
        "   else if(uRotation == 3)                          \n"
        "   {                                                \n"
        "       rotPos = vPosition * mat2(0, 1, -1, 0);      \n"
        "   }                                                \n"
        "                                                    \n"
        "   mat2 scaleMtx = mat2(uScaleX, 0, 0, uScaleY);    \n"
        "   gl_Position = vec4(rotPos * scaleMtx, 1.0, 1.0); \n"
        "   tc = vTexCoord;                                  \n"
        "}                                                   \n";

Shader.frag  片源着色器程序

/*
 * Shader.frag文件内容
 */
static const char* fragmentShader =
        "#extension GL_OES_EGL_image_external : require      \n"
        "varying mediump vec2 tc;                            \n"
        "uniform mediump sampler2D yTexture;                 \n"
        "uniform mediump sampler2D uvTexture;                \n"
        "uniform mediump int uRotation;                      \n"
        "uniform mediump int mirror;                         \n"
        "                                                    \n"
        "mediump vec4 getBaseColor(in mediump vec2 coord)    \n"
        "{                                                   \n"
        "   mediump float r,g,b,y,u,v;                       \n"
        "   y = texture2D(yTexture, coord).r - 0.0625;       \n" // 0.0625 = 16./256.
        "   vec4 uvColor = texture2D(uvTexture,coord);       \n"
        "   u = uvColor.a - 0.5;                             \n" // 128./256.
        "   v = uvColor.r - 0.5;                             \n"
        "   r = y + 1.13983*v;                               \n"
        "   g = y - 0.39465*u - 0.58060*v;                   \n"
        "   b = y + 2.03211*u;                               \n"
        "   return vec4(r, g, b, 1.0);                       \n"
        "}                                                   \n"
        "                                                    \n"
        "mediump vec2 mirrorUV()                             \n"
        "{                                                   \n"
        "   mediump vec2 mirrorCoord = tc;                   \n"
        "   if(mirror == 1)                                  \n"
        "   {                                                \n"
        "       if(uRotation == 1 || uRotation == 3)         \n"
        "       {                                            \n"
        "           mirrorCoord.y = 1.0 - mirrorCoord.y;     \n"
        "       }                                            \n"
        "       else                                         \n"
        "       {                                            \n"
        "           mirrorCoord.x = 1.0 - mirrorCoord.x;     \n"
        "       }                                            \n"
        "   }                                                \n"
        "   return mirrorCoord;                              \n"
        "}                                                   \n"
        "                                                    \n"
        "void main()                                         \n"
        "{                                                   \n"
        "  mediump vec2 mirrorTC = mirrorUV();               \n"
        "  gl_FragColor = getBaseColor(mirrorTC);            \n"
        "}                                                   \n";

 

 

 

  • 2
    点赞
  • 5
    收藏
    觉得还不错? 一键收藏
  • 2
    评论
要实现环形波纹效果,可以使用OpenGL的着色器语言GLSL来编写着色器程序。具体的实现步骤如下: 1. 定义顶点着色器程序,将顶点坐标传递给片段着色器。 ``` #version 330 core layout (location = 0) in vec3 aPos; void main() { gl_Position = vec4(aPos, 1.0); } ``` 2. 定义片段着色器程序,根据顶点坐标计算出每个像素点的颜色值。 ``` #version 330 core out vec4 FragColor; uniform float time; uniform vec2 center; // 波纹中心 uniform float radius; // 波纹半径 uniform float strength; // 波纹强度 void main() { vec2 uv = gl_FragCoord.xy / vec2(800, 600); // 屏幕坐标系转换到纹理坐标系 float dist = length(uv - center); if (dist < radius) { float alpha = (radius - dist) * strength; float offset = time * 2.0; float angle = atan(uv.y - center.y, uv.x - center.x) + offset; uv.x += alpha * cos(angle); uv.y += alpha * sin(angle); } FragColor = texture(myTexture, uv); } ``` 在片段着色器中,我们定义了一些常量和变量来控制波纹的中心、半径和强度。根据像素点到波纹中心的距离,可以计算出波纹的强度,然后通过一个偏移量来控制波纹的运动方向和速度。最后,将波纹的偏移量应用到纹理坐标上,从而实现波纹效果。 3. 在主程序中,创建一个帧缓冲对象,并将片段着色器渲染的结果绘制到屏幕上。 ``` // 创建帧缓冲对象 unsigned int framebuffer; glGenFramebuffers(1, &framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); // 创建纹理附件 unsigned int texture; glGenTextures(1, &texture); glBindTexture(GL_TEXTURE_2D, texture); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 800, 600, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); // 检查帧缓冲是否完整 if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) std::cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!" << std::endl; // 渲染循环 while (!glfwWindowShouldClose(window)) { float time = glfwGetTime(); // 渲染到帧缓冲 glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glViewport(0, 0, 800, 600); glClear(GL_COLOR_BUFFER_BIT); shader.use(); shader.setFloat("time", time); shader.setVec2("center", vec2(0.5, 0.5)); shader.setFloat("radius", 0.3); shader.setFloat("strength", 0.1); glBindVertexArray(VAO); glDrawArrays(GL_TRIANGLES, 0, 6); // 渲染到屏幕 glBindFramebuffer(GL_FRAMEBUFFER, 0); glViewport(0, 0, 800, 600); glClear(GL_COLOR_BUFFER_BIT); screenShader.use(); glBindVertexArray(screenVAO); glBindTexture(GL_TEXTURE_2D, texture); glDrawArrays(GL_TRIANGLES, 0, 6); glfwSwapBuffers(window); glfwPollEvents(); } ``` 在主程序中,我们创建了一个帧缓冲对象,并将片段着色器渲染的结果绘制到帧缓冲对象中。然后再将帧缓冲对象中的纹理绘制到屏幕上。这样就可以实现环形波纹效果了。
评论 2
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值