本文使用QT中的QOpenGLFunctions(此类封装了OPenGL的方法,相当于QT版OPenGL)
其次重载 void paintGL(); void initializeGL(); void resizeGL(int width, int height);是基本操作
* 三种GLSL变量说明
* varying 顶点与片元共享
* attribute 顶点使用,由bindAttributeLocation传入
* uniform 程序传入,uniformLocation获取地址
XvideoWidget.h
#pragma once
#include <QOpenGLWidget>
#include<QOpenGLFunctions>
#include<QGLShaderProgram>
class XvideoWidget : public QOpenGLWidget,protected QOpenGLFunctions
{
Q_OBJECT
public:
XvideoWidget(QWidget *parent);
~XvideoWidget();
protected:
//重载
//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 = 352;
int height = 288;
};
XvideoWidget.cpp
#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; //顶点坐标
attribute vec2 textureIn; //材质坐标
varying vec2 textureOut; //顶点shader片元shader共享
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 rgb;
vec3 yuv;
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;
//YUV转RGB固定公式,利用矩阵转换
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,创建三个对象
glGenTextures(3, texs);
//Y 绑定材质
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("VIDEO2.yuv", "rb");
if (!fp)
{
qDebug() << "VIDEO2.yuv file open failed!";
}
//启动定时器
QTimer *ti = new QTimer(this);
connect(ti, SIGNAL(timeout()), this, SLOT(update()));
ti->start(40);
}
//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);//激活第0层
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);//0表示对应0层
glActiveTexture(GL_TEXTURE0 + 1);
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_TEXTURE0 + 2);
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;
}