渲染yuv
#ifndef XVIDEOWIDGET_H
#define XVIDEOWIDGET_H
#include <QOpenGLWidget>
#include <QOpenGLFunctions>
#include <QGLShaderProgram>
/**
* @brief The XVideoWidget class 渲染YUV
*/
class XVideoWidget : public QOpenGLWidget,protected QOpenGLFunctions
{
Q_OBJECT
public:
XVideoWidget(QWidget *parent);
~XVideoWidget();
public slots:
void slotShow(uchar *ptr,uint width,uint height); //显示一帧Yuv图像
protected:
//刷新显示
void paintGL();
//初始化gl
void initializeGL();
// 窗口尺寸变化
void resizeGL(int width, int height);
private:
//shader程序
QGLShaderProgram program;
//shader中yuv变量地址
GLuint unis[3] = {0};
//openg的 texture地址
GLuint texs[3] = {0};
//材质内存空间
unsigned char *datas[3] = {0};
int width = 720;
int height = 576;
};
#endif // XVIDEOWIDGET_H
#include "xvideowidget.h"
#include <QDebug>
#include <QTimer>
//自动加双引号
#define GET_STR(x) #x
#define A_VER 3
#define T_VER 4
FILE *fp = NULL;
//顶点shader
const char *vString = GET_STR(
attribute vec4 vertexIn;
attribute vec2 textureIn;
varying vec2 textureOut;
void main(void)
{
gl_Position = vertexIn;
textureOut = textureIn;
}
);
//片元shader
const char *tString = GET_STR(
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(1.0, 1.0, 1.0,
0.0, -0.39465, 2.03211,
1.13983, -0.58060, 0.0) * yuv;
gl_FragColor = vec4(rgb, 1.0);
}
);
//准备yuv数据
// ffmpeg -i v1080.mp4 -t 10 -s 240x128 -pix_fmt yuv420p out240x128.yuv
XVideoWidget::XVideoWidget(QWidget *parent)
: QOpenGLWidget(parent)
{
}
XVideoWidget::~XVideoWidget()
{
}
//初始化opengl
void XVideoWidget::initializeGL()
{
qDebug() << "initializeGL";
//初始化opengl (QOpenGLFunctions继承)函数
initializeOpenGLFunctions();
//program加载shader(顶点和片元)脚本
//片元(像素)
qDebug()<<program.addShaderFromSourceCode(QGLShader::Fragment, tString);
//顶点shader
qDebug() << program.addShaderFromSourceCode(QGLShader::Vertex, vString);
//设置顶点坐标的变量
program.bindAttributeLocation("vertexIn",A_VER);
//设置材质坐标
program.bindAttributeLocation("textureIn",T_VER);
//编译shader
qDebug() << "program.link() = " << program.link();
qDebug() << "program.bind() = " << program.bind();
//传递顶点和材质坐标
//顶点
static const GLfloat ver[] = {
-1.0f,-1.0f,
1.0f,-1.0f,
-1.0f, 1.0f,
1.0f,1.0f
};
//材质
static const GLfloat tex[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
//顶点
glVertexAttribPointer(A_VER, 2, GL_FLOAT, 0, 0, ver);
glEnableVertexAttribArray(A_VER);
//材质
glVertexAttribPointer(T_VER, 2, GL_FLOAT, 0, 0, tex);
glEnableVertexAttribArray(T_VER);
//从shader获取材质
unis[0] = program.uniformLocation("tex_y");
unis[1] = program.uniformLocation("tex_u");
unis[2] = program.uniformLocation("tex_v");
//创建材质
glGenTextures(3, texs);
//Y
glBindTexture(GL_TEXTURE_2D, texs[0]);
//放大过滤,线性插值 GL_NEAREST(效率高,但马赛克严重)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//创建材质显卡空间
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
//U
glBindTexture(GL_TEXTURE_2D, texs[1]);
//放大过滤,线性插值
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//创建材质显卡空间
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width/2, height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
//V
glBindTexture(GL_TEXTURE_2D, texs[2]);
//放大过滤,线性插值
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//创建材质显卡空间
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width / 2, height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
///分配材质内存空间
datas[0] = new unsigned char[width*height]; //Y
datas[1] = new unsigned char[width*height/4]; //U
datas[2] = new unsigned char[width*height/4]; //V
// fp = fopen("/tmp/111.yuv","rb");
// if (!fp)
// {
// qDebug() << "out240x128.yuv file open failed!";
// }
// //启动定时器
// QTimer *ti = new QTimer(this);
// connect(ti, SIGNAL(timeout()), this, SLOT(update()));
// ti->start(40);
}
void XVideoWidget::slotShow(uchar *ptr, uint width, uint height)
{
// qDebug() << "slotShowYuv width:" << width << ", height:" << height;
this->width = width;
this->height = height;
datas[0] = ptr;
datas[1] = ptr + width*height;
datas[2] = ptr + width*height*5/4;
update();
}
//刷新显示
void XVideoWidget::paintGL()
{
// if (feof(fp))
// {
// fseek(fp, 0, SEEK_SET);
// }
// fread(datas[0], 1, width*height, fp);
// fread(datas[1], 1, width*height/4, fp);
// fread(datas[2], 1, width*height/4, fp);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texs[0]); //0层绑定到Y材质
//修改材质内容(复制内存内容)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RED, GL_UNSIGNED_BYTE, datas[0]);
//与shader uni遍历关联
glUniform1i(unis[0], 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, texs[1]); //1层绑定到U材质
//修改材质内容(复制内存内容)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width/2, height / 2, GL_RED, GL_UNSIGNED_BYTE, datas[1]);
//与shader uni遍历关联
glUniform1i(unis[1],1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, texs[2]); //2层绑定到V材质
//修改材质内容(复制内存内容)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width / 2, height / 2, GL_RED, GL_UNSIGNED_BYTE, datas[2]);
//与shader uni遍历关联
glUniform1i(unis[2], 2);
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
// qDebug() << "paintGL";
}
// 窗口尺寸变化
void XVideoWidget::resizeGL(int width, int height)
{
qDebug() << "resizeGL "<<width<<":"<<height;
}
渲染rgb
#ifndef PAINTLABEL_H
#define PAINTLABEL_H
#include <QObject>
#include <QWidget>
/**
* @brief The PaintLabel class 渲染RGB
*/
class PaintLabel : public QWidget
{
Q_OBJECT
public:
explicit PaintLabel(QWidget *parent = 0);
public slots:
void slotShow(uchar *ptr, uint width, uint height);
protected:
void paintEvent(QPaintEvent *event) override;
private:
QImage image;
};
#endif // PAINTLABEL_H
#include <QPainter>
#include "paintlabel.h"
PaintLabel::PaintLabel(QWidget *parent) : QWidget(parent)
{
setAttribute(Qt::WA_NoSystemBackground, true);
}
void PaintLabel::slotShow(uchar *ptr, uint width, uint height)
{
image = QImage((uchar *)ptr, width, height, QImage::Format_RGB32).scaled(this->size());
update();
}
void PaintLabel::paintEvent(QPaintEvent *event)
{
Q_UNUSED(event);
QPainter painter;
painter.begin(this);
if (!image.isNull()) {
const QPoint p = QPoint(0,0);
painter.drawImage(p, image);
}
painter.end();
}