一、相关知识
着色器语言GLSL
1.顶点着色器是针对每一个顶点执行一次,用于确定地顶点的位置。
片元着色器是针对每个片元执行一次,用于确定每个片元的颜色
2.语法基本与C相同
3.完美的支持向量和矩阵操作
4.GLSL提供了大量的内置函数来提供丰富的扩展功能。
5.它是通过限定符操作来管理输入输出类型。
二、代码:首先创建widget,创建类并选择基类为openGLWidget。
#include "XVideo.h"
#include <QDebug>
#include <QTimer>
//自动加双引号
#define GET_STR(x) #x
#define A_VER 3
#define T_VER 4 //只是绑定的位置不同
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);
}
);
//需要准备YUV数据
// ffmpeg -i v1080.mp4 -t 10 -s 240x128 -pix_fmt yuv420p out240x128.yuv
XVideo::XVideo(QWidget *parent) :
QOpenGLWidget(parent)
{
}
XVideo::~XVideo()
{
}
//初始化
void XVideo::initializeGL()
{
//初始化OPenGl(OpenGLFunctions)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); //设置顶点
glEnableVertexAttribArray(A_VER); //设置顶点生效
//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);
//绑定纹理
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]);
//设置属性,放大缩小、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("out240x128.yuv","rb");
if (!fp)
{
qDebug() << "out240x128.yuv file open failed!";
}
//启动定时器,定时刷新
QTimer *ti = new QTimer(this);
connect(ti, SIGNAL(timeout()), this, SLOT(update()));
ti->start(40);
}
void XVideo::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_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 //顶点数量
);
qDebug() << "paintGL";
}
void XVideo::resizeGL(int width, int height)
{
}