Opengl_under_qml第三弹----------------------纹理贴图(YUV)
本文接上文
Opengl_under_qml第三弹----------------------纹理贴图(YUV)
主要通过程序将yuv数据送给shader,通过gpu来转成rgb进而渲染。
与上文主要不同的地方还是paint函数,为了容易看懂,没有将其写成多个函数的形式,也没有加测试代码,
voidSquircleRenderer::paint()
{
//initializeGLFunctions();
initializeOpenGLFunctions();
if(!m_program){
m_program=newQOpenGLShaderProgram();
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex,
"attributehighpvec4vertexIn;"
"attributehighpvec2textureIn;"
"varyingvec2textureOut;"
"voidmain(void){"
"gl_Position=vertexIn;"
"textureOut=textureIn;}");
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment,
"varyingvec2textureOut;"
"uniformsampler2Dtex_y;"
"uniformsampler2Dtex_u;"
"uniformsampler2Dtex_v;"
"voidmain(void){"
"vec3yuv;"
"vec3rgb;"
"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, 1, 1,"
"0, -0.39465, 2.03211,"