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#include "ShowVideoWidget.h"
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#include "ui_ShowVideoWidget.h"
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#include <QPainter>
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#include <QDebug>
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#include <QOpenGLWidget>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLFunctions>
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#include <QOpenGLTexture>
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#include <QFile>
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#include <QOpenGLTexture>
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#include <QOpenGLBuffer>
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#include <QMouseEvent>
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#include <QTimer>
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#include <QDrag>
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#include <QMimeData>
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#include <QApplication>
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#include <QDesktopWidget>
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#include <QScreen>
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#include <QDateTime>
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#include "AppConfig.h"
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#define ATTRIB_VERTEX 3
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#define ATTRIB_TEXTURE 4
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///用于绘制矩形
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//! [3]
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static const char *vertexShaderSource =
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"attribute highp vec4 posAttr;\n"
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"attribute lowp vec4 colAttr;\n"
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"varying lowp vec4 col;\n"
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"uniform highp mat4 matrix;\n"
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"void main() {\n"
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" col = colAttr;\n"
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" gl_Position = posAttr;\n"
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"}\n";
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static const char *fragmentShaderSource =
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"varying lowp vec4 col;\n"
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"void main() {\n"
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" gl_FragColor = col;\n"
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"}\n";
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//! [3]
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ShowVideoWidget::ShowVideoWidget(QWidget *parent) :
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QOpenGLWidget(parent),
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ui(new Ui::ShowVideoWidget)
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{
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ui->setupUi(this);
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connect(ui->pushButton_close, &QPushButton::clicked, this, &ShowVideoWidget::sig_CloseBtnClick);
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ui->pushButton_close->hide();
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mIsPlaying = false;
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mPlayFailed = false;
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ui->widget_erro->hide();
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ui->widget_name->hide();
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textureUniformY = 0;
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textureUniformU = 0;
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textureUniformV = 0;
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id_y = 0;
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id_u = 0;
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id_v = 0;
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m_pVSHader = NULL;
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m_pFSHader = NULL;
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m_pShaderProgram = NULL;
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m_pTextureY = NULL;
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m_pTextureU = NULL;
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m_pTextureV = NULL;
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m_vertexVertices = new GLfloat[8];
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mVideoFrame.reset();
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m_nVideoH = 0;
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m_nVideoW = 0;
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mPicIndex_X = 0;
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mPicIndex_Y = 0;
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setAcceptDrops(true);
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mCurrentVideoKeepAspectRatio = AppConfig::gVideoKeepAspectRatio;
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mIsShowFaceRect = false;
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mIsCloseAble = true;
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mIsOpenGLInited = false;
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// initializeGL();
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// mIsOpenGLInited = true;
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mLastGetFrameTime = 0;
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}
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ShowVideoWidget::~ShowVideoWidget()
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{
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delete ui;
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}
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void ShowVideoWidget::setIsPlaying(bool value)
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{
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qDebug()<<__FUNCTION__;
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mIsPlaying = value;
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FunctionTransfer::runInMainThread([=]()
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{
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if (!mIsPlaying)
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{
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ui->pushButton_close->hide();
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}
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update();
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});
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}
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void ShowVideoWidget::setPlayFailed(bool value)
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{
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qDebug()<<__FUNCTION__;
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mPlayFailed = value;
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FunctionTransfer::runInMainThread([=]()
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{
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update();
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});
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}
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void ShowVideoWidget::setCameraName(QString name)
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{
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qDebug()<<__FUNCTION__;
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mCameraName = name;
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FunctionTransfer::runInMainThread([=]()
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{
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update();
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});
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}
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void ShowVideoWidget::setVideoWidth(int w, int h)
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{
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qDebug()<<__FUNCTION__;
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if (w <= 0 || h <= 0) return;
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// if (!mIsOpenGLInited){
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// initializeGL();
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// mIsOpenGLInited = true;
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// }
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m_nVideoW = w;
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m_nVideoH = h;
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qDebug()<<__FUNCTION__<<w<<h<<this->isHidden();
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if (mIsOpenGLInited)
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{
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FunctionTransfer::runInMainThread([=]()
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{
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resetGLVertex(this->width(), this->height());
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});
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}
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}
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void ShowVideoWidget::setCloseAble(bool isCloseAble)
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{
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mIsCloseAble = isCloseAble;
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}
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void ShowVideoWidget::clear()
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{
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qDebug()<<__FUNCTION__;
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FunctionTransfer::runInMainThread([=]()
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{
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mVideoFrame.reset();
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mFaceInfoList.clear();
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update();
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});
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}
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void ShowVideoWidget::enterEvent(QEvent *event)
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{
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qDebug()<<__FUNCTION__;
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if (mIsPlaying && mIsCloseAble)
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ui->pushButton_close->show();
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}
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void ShowVideoWidget::leaveEvent(QEvent *event)
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{
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qDebug()<<__FUNCTION__;
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ui->pushButton_close->hide();
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}
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void ShowVideoWidget::mouseMoveEvent(QMouseEvent *event)
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{
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if ((event->buttons() & Qt::LeftButton) && mIsPlaying)
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{
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QDrag *drag = new QDrag(this);
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QMimeData *mimeData = new QMimeData;
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///为拖动的鼠标设置一个图片
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// QPixmap pixMap = QPixmap::grabWindow(this->winId());
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QPixmap pixMap = this->grab();
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// QPixmap fullScreenPixmap = QPixmap::grabWindow(QApplication::desktop()->winId());
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// QPixmap pixMap = fullScreenPixmap.copy(200,100,600,400);
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QString name = mCameraName;
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if (name.isEmpty())
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{
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name = "drag";
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}
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QString filePath = QString("%1/%2.png").arg(AppConfig::AppDataPath_Tmp).arg(name);
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pixMap.save(filePath);
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QList<QUrl> list;
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QUrl url = "file:///" + filePath;
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list.append(url);
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mimeData->setUrls(list);
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drag->setPixmap(pixMap);
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///实现视频画面拖动,激发拖动事件
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mimeData->setData("playerid", mPlayerId.toUtf8());
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drag->setMimeData(mimeData);
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// qDebug()<<__FUNCTION__<<"11111";
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drag->start(Qt::CopyAction| Qt::MoveAction);
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// qDebug()<<__FUNCTION__<<"99999";
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}
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else
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{
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QWidget::mouseMoveEvent(event);
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}
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}
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void ShowVideoWidget::inputOneFrame(VideoFramePtr videoFrame)
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{
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if (!mIsOpenGLInited){
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qDebug()<<__FUNCTION__<<"GL is not Inited!";
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return;
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}
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FunctionTransfer::runInMainThread([=]()
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{
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int width = videoFrame.get()->width();
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int height = videoFrame.get()->height();
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if (m_nVideoW <= 0 || m_nVideoH <= 0 || m_nVideoW != width || m_nVideoH != height)
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{
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setVideoWidth(width, height);
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}
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mLastGetFrameTime = QDateTime::currentMSecsSinceEpoch();
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mVideoFrame.reset();
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mVideoFrame = videoFrame;
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update(); //调用update将执行 paintEvent函数
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});
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}
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void ShowVideoWidget::initializeGL()
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{
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qDebug()<<__FUNCTION__;
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mIsOpenGLInited = true;
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initializeOpenGLFunctions();
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glEnable(GL_DEPTH_TEST);
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//现代opengl渲染管线依赖着色器来处理传入的数据
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//着色器:就是使用openGL着色语言(OpenGL Shading Language, GLSL)编写的一个小函数,
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// GLSL是构成所有OpenGL着色器的语言,具体的GLSL语言的语法需要读者查找相关资料
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//初始化顶点着色器 对象
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m_pVSHader = new QOpenGLShader(QOpenGLShader::Vertex, this);
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//顶点着色器源码
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const char *vsrc = "attribute vec4 vertexIn; \
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attribute vec2 textureIn; \
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varying vec2 textureOut; \
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void main(void) \
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{ \
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gl_Position = vertexIn; \
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textureOut = textureIn; \
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}";
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//编译顶点着色器程序
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bool bCompile = m_pVSHader->compileSourceCode(vsrc);
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if(!bCompile)
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{
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}
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//初始化片段着色器 功能gpu中yuv转换成rgb
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m_pFSHader = new QOpenGLShader(QOpenGLShader::Fragment, this);
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//片段着色器源码(windows下opengl es 需要加上float这句话)
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const char *fsrc =
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#if defined(WIN32)
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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#else
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#endif
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"varying vec2 textureOut; \
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uniform sampler2D tex_y; \
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uniform sampler2D tex_u; \
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uniform sampler2D tex_v; \
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void main(void) \
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{ \
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vec3 yuv; \
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vec3 rgb; \
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yuv.x = texture2D(tex_y, textureOut).r; \
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yuv.y = texture2D(tex_u, textureOut).r - 0.5; \
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yuv.z = texture2D(tex_v, textureOut).r - 0.5; \
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rgb = mat3( 1, 1, 1, \
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0, -0.39465, 2.03211, \
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1.13983, -0.58060, 0) * yuv; \
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gl_FragColor = vec4(rgb, 1); \
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}";
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//将glsl源码送入编译器编译着色器程序
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bCompile = m_pFSHader->compileSourceCode(fsrc);
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if(!bCompile)
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{
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}
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///用于绘制矩形
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m_program = new QOpenGLShaderProgram(this);
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m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource);
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m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource);
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m_program->link();
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m_posAttr = m_program->attributeLocation("posAttr");
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m_colAttr = m_program->attributeLocation("colAttr");
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#define PROGRAM_VERTEX_ATTRIBUTE 0
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#define PROGRAM_TEXCOORD_ATTRIBUTE 1
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//创建着色器程序容器
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m_pShaderProgram = new QOpenGLShaderProgram;
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//将片段着色器添加到程序容器
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m_pShaderProgram->addShader(m_pFSHader);
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//将顶点着色器添加到程序容器
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m_pShaderProgram->addShader(m_pVSHader);
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//绑定属性vertexIn到指定位置ATTRIB_VERTEX,该属性在顶点着色源码其中有声明
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m_pShaderProgram->bindAttributeLocation("vertexIn", ATTRIB_VERTEX);
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//绑定属性textureIn到指定位置ATTRIB_TEXTURE,该属性在顶点着色源码其中有声明
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m_pShaderProgram->bindAttributeLocation("textureIn", ATTRIB_TEXTURE);
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//链接所有所有添入到的着色器程序
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m_pShaderProgram->link();
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//激活所有链接
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m_pShaderProgram->bind();
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//读取着色器中的数据变量tex_y, tex_u, tex_v的位置,这些变量的声明可以在
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//片段着色器源码中可以看到
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textureUniformY = m_pShaderProgram->uniformLocation("tex_y");
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textureUniformU = m_pShaderProgram->uniformLocation("tex_u");
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textureUniformV = m_pShaderProgram->uniformLocation("tex_v");
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// 顶点矩阵
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const GLfloat vertexVertices[] = {
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-1.0f, -1.0f,
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1.0f, -1.0f,
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-1.0f, 1.0f,
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1.0f, 1.0f,
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};
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memcpy(m_vertexVertices, vertexVertices, sizeof(vertexVertices));
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//纹理矩阵
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static const GLfloat textureVertices[] = {
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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};
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///设置读取的YUV数据为1字节对其,默认4字节对齐,
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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//设置属性ATTRIB_VERTEX的顶点矩阵值以及格式
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glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, m_vertexVertices);
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//设置属性ATTRIB_TEXTURE的纹理矩阵值以及格式
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glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, textureVertices);
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//启用ATTRIB_VERTEX属性的数据,默认是关闭的
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glEnableVertexAttribArray(ATTRIB_VERTEX);
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//启用ATTRIB_TEXTURE属性的数据,默认是关闭的
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glEnableVertexAttribArray(ATTRIB_TEXTURE);
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//分别创建y,u,v纹理对象
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m_pTextureY = new QOpenGLTexture(QOpenGLTexture::Target2D);
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m_pTextureU = new QOpenGLTexture(QOpenGLTexture::Target2D);
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m_pTextureV = new QOpenGLTexture(QOpenGLTexture::Target2D);
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m_pTextureY->create();
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m_pTextureU->create();
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m_pTextureV->create();
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//获取返回y分量的纹理索引值
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id_y = m_pTextureY->textureId();
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//获取返回u分量的纹理索引值
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id_u = m_pTextureU->textureId();
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//获取返回v分量的纹理索引值
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id_v = m_pTextureV->textureId();
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glClearColor(0.0,0.0,0.0,0.0);//设置背景色-黑色
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//qDebug("addr=%x id_y = %d id_u=%d id_v=%d\n", this, id_y, id_u, id_v);
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}
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void ShowVideoWidget::resetGLVertex(int window_W, int window_H)
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{
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qDebug()<<__FUNCTION__;
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if (m_nVideoW <= 0 || m_nVideoH <= 0 || !AppConfig::gVideoKeepAspectRatio) //铺满
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{
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mPicIndex_X = 0.0;
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mPicIndex_Y = 0.0;
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// 顶点矩阵
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const GLfloat vertexVertices[] = {
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-1.0f, -1.0f,
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1.0f, -1.0f,
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-1.0f, 1.0f,
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1.0f, 1.0f,
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};
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memcpy(m_vertexVertices, vertexVertices, sizeof(vertexVertices));
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//纹理矩阵
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static const GLfloat textureVertices[] = {
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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};
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//设置属性ATTRIB_VERTEX的顶点矩阵值以及格式
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glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, m_vertexVertices);
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//设置属性ATTRIB_TEXTURE的纹理矩阵值以及格式
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glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, textureVertices);
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//启用ATTRIB_VERTEX属性的数据,默认是关闭的
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glEnableVertexAttribArray(ATTRIB_VERTEX);
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//启用ATTRIB_TEXTURE属性的数据,默认是关闭的
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glEnableVertexAttribArray(ATTRIB_TEXTURE);
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}
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else //按比例
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{
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int pix_W = window_W;
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int pix_H = m_nVideoH * pix_W / m_nVideoW;
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int x = this->width() - pix_W;
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int y = this->height() - pix_H;
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x /= 2;
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y /= 2;
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if (y < 0)
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{
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pix_H = window_H;
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pix_W = m_nVideoW * pix_H / m_nVideoH;
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x = this->width() - pix_W;
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y = this->height() - pix_H;
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x /= 2;
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y /= 2;
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}
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mPicIndex_X = x * 1.0 / window_W;
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mPicIndex_Y = y * 1.0 / window_H;
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//qDebug()<<window_W<<window_H<<pix_W<<pix_H<<x<<y;
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float index_y = y *1.0 / window_H * 2.0 -1.0;
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float index_y_1 = index_y * -1.0;
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float index_y_2 = index_y;
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float index_x = x *1.0 / window_W * 2.0 -1.0;
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float index_x_1 = index_x * -1.0;
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float index_x_2 = index_x;
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const GLfloat vertexVertices[] = {
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index_x_2, index_y_2,
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index_x_1, index_y_2,
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index_x_2, index_y_1,
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index_x_1, index_y_1,
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};
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memcpy(m_vertexVertices, vertexVertices, sizeof(vertexVertices));
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#if TEXTURE_HALF
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static const GLfloat textureVertices[] = {
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0.0f, 1.0f,
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0.5f, 1.0f,
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0.0f, 0.0f,
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0.5f, 0.0f,
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};
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#else
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static const GLfloat textureVertices[] = {
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0.0f, 1.0f,
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1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, 0.0f,
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};
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#endif
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//设置属性ATTRIB_VERTEX的顶点矩阵值以及格式
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glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, m_vertexVertices);
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//设置属性ATTRIB_TEXTURE的纹理矩阵值以及格式
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glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, textureVertices);
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//启用ATTRIB_VERTEX属性的数据,默认是关闭的
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glEnableVertexAttribArray(ATTRIB_VERTEX);
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//启用ATTRIB_TEXTURE属性的数据,默认是关闭的
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glEnableVertexAttribArray(ATTRIB_TEXTURE);
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}
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}
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void ShowVideoWidget::resizeGL(int window_W, int window_H)
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{
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qDebug()<<__FUNCTION__;
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// if (!mIsOpenGLInited){
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// initializeGL();
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// mIsOpenGLInited = true;
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// }
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mLastGetFrameTime = QDateTime::currentMSecsSinceEpoch();
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// qDebug()<<__FUNCTION__<<m_pBufYuv420p<<window_W<<window_H;
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if(window_H == 0)// 防止被零除
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{
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window_H = 1;// 将高设为1
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}
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//设置视口
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glViewport(0, 0, window_W, window_H);
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int x = window_W - ui->pushButton_close->width() - 22;
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int y = 22;
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ui->pushButton_close->move(x, y);
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x = 0;
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y = window_H / 2 - ui->widget_erro->height() / 2;
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ui->widget_erro->move(x, y);
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ui->widget_erro->resize(window_W, ui->widget_erro->height());
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x = 0;
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y = window_H - ui->widget_name->height() - 6;
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ui->widget_name->move(x, y);
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ui->widget_name->resize(window_W, ui->widget_name->height());
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resetGLVertex(window_W, window_H);
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}
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void ShowVideoWidget::paintGL()
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{
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// qDebug()<<__FUNCTION__;
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// if (!mIsOpenGLInited){
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// initializeGL();
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// mIsOpenGLInited = true;
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// }
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mLastGetFrameTime = QDateTime::currentMSecsSinceEpoch();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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if (ui->pushButton_close->isVisible())
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if (!mIsPlaying || !mIsCloseAble)
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{
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ui->pushButton_close->hide();
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}
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if (!mCameraName.isEmpty() && mIsPlaying)
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{
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ui->widget_name->show();
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QFontMetrics fontMetrics(ui->label_name->font());
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int fontSize = fontMetrics.width(mCameraName);//获取之前设置的字符串的像素大小
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QString str = mCameraName;
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if(fontSize > (this->width() / 2))
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{
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str = fontMetrics.elidedText(mCameraName, Qt::ElideRight, (this->width() / 2));//返回一个带有省略号的字符串
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}
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ui->label_name->setText(str);
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ui->label_name->setToolTip(mCameraName);
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}
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else
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{
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ui->widget_name->hide();
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}
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if (mIsPlaying && mPlayFailed)
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{
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ui->widget_erro->show();
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}
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else
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{
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ui->widget_erro->hide();
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}
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///设置中按比例发生改变 则需要重置x y偏量
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if (mCurrentVideoKeepAspectRatio != AppConfig::gVideoKeepAspectRatio)
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{
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mCurrentVideoKeepAspectRatio = AppConfig::gVideoKeepAspectRatio;
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resetGLVertex(this->width(), this->height());
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}
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///绘制矩形框
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if (mIsShowFaceRect && !mFaceInfoList.isEmpty())
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{
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m_program->bind();
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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for (int i = 0; i < mFaceInfoList.size(); i++)
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{
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FaceInfoNode faceNode = mFaceInfoList.at(i);
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QRect rect = faceNode.faceRect;
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int window_W = this->width();
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int window_H = this->height();
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int pix_W = rect.width();
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int pix_H = rect.height();
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int x = rect.x();
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int y = rect.y();
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float index_x_1 = x *1.0 / m_nVideoW * 2.0 -1.0;
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float index_y_1 = 1.0 - (y *1.0 / m_nVideoH * 2.0);
|
|
float index_x_2 = (x + pix_W) * 1.0 / m_nVideoW * 2.0 - 1.0;
|
float index_y_2 = index_y_1;
|
|
float index_x_3 = index_x_2;
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float index_y_3 = 1.0 - ((y + pix_H) * 1.0 / m_nVideoH * 2.0);
|
|
float index_x_4 = index_x_1;
|
float index_y_4 = index_y_3;
|
|
index_x_1 += mPicIndex_X;
|
index_x_2 += mPicIndex_X;
|
index_x_3 += mPicIndex_X;
|
index_x_4 += mPicIndex_X;
|
|
index_y_1 -= mPicIndex_Y;
|
index_y_2 -= mPicIndex_Y;
|
index_y_3 -= mPicIndex_Y;
|
index_y_4 -= mPicIndex_Y;
|
|
const GLfloat vertices[] = {
|
index_x_1, index_y_1,
|
index_x_2, index_y_2,
|
index_x_3, index_y_3,
|
index_x_4, index_y_4,
|
};
|
|
// #7AC451 - 122, 196, 81 - 0.47843f, 0.768627f, 0.317647f
|
const GLfloat colors[] = {
|
0.47843f, 0.768627f, 0.317647f,
|
0.47843f, 0.768627f, 0.317647f,
|
0.47843f, 0.768627f, 0.317647f,
|
0.47843f, 0.768627f, 0.317647f
|
};
|
|
glVertexAttribPointer(m_posAttr, 2, GL_FLOAT, GL_FALSE, 0, vertices);
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glVertexAttribPointer(m_colAttr, 3, GL_FLOAT, GL_FALSE, 0, colors);
|
|
glLineWidth(2.2f); //设置画笔宽度
|
|
glDrawArrays(GL_LINE_LOOP, 0, 4);
|
}
|
|
glDisableVertexAttribArray(1);
|
glDisableVertexAttribArray(0);
|
|
m_program->release();
|
}
|
|
VideoFrame * videoFrame = mVideoFrame.get();
|
|
if (videoFrame != nullptr)
|
{
|
uint8_t *m_pBufYuv420p = videoFrame->buffer();
|
|
if (m_pBufYuv420p != NULL)
|
{
|
m_pShaderProgram->bind();
|
|
//加载y数据纹理
|
//激活纹理单元GL_TEXTURE0
|
glActiveTexture(GL_TEXTURE0);
|
//使用来自y数据生成纹理
|
glBindTexture(GL_TEXTURE_2D, id_y);
|
//使用内存中m_pBufYuv420p数据创建真正的y数据纹理
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_nVideoW, m_nVideoH, 0, GL_RED, GL_UNSIGNED_BYTE, m_pBufYuv420p);
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
//加载u数据纹理
|
glActiveTexture(GL_TEXTURE1);//激活纹理单元GL_TEXTURE1
|
glBindTexture(GL_TEXTURE_2D, id_u);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_nVideoW/2, m_nVideoH/2, 0, GL_RED, GL_UNSIGNED_BYTE, (char*)m_pBufYuv420p+m_nVideoW*m_nVideoH);
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
//加载v数据纹理
|
glActiveTexture(GL_TEXTURE2);//激活纹理单元GL_TEXTURE2
|
glBindTexture(GL_TEXTURE_2D, id_v);
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_nVideoW/2, m_nVideoH/2, 0, GL_RED, GL_UNSIGNED_BYTE, (char*)m_pBufYuv420p+m_nVideoW*m_nVideoH*5/4);
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
//指定y纹理要使用新值 只能用0,1,2等表示纹理单元的索引,这是opengl不人性化的地方
|
//0对应纹理单元GL_TEXTURE0 1对应纹理单元GL_TEXTURE1 2对应纹理的单元
|
glUniform1i(textureUniformY, 0);
|
//指定u纹理要使用新值
|
glUniform1i(textureUniformU, 1);
|
//指定v纹理要使用新值
|
glUniform1i(textureUniformV, 2);
|
//使用顶点数组方式绘制图形
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
m_pShaderProgram->release();
|
|
}
|
}
|
|
}
|