//GLRender.h#ifndef __GLRENDER_H_
#define __GLRENDER_H_
#include "YUVData.h"
#include "SNMutex.h"
#import <QuartzCore/QuartzCore.h>
#import <OpenGLES/EAGL.h>
#import <OpenGLES/ES2/gl.h>
#import <OpenGLES/ES2/glext.h>
#import <QuartzCore/CAMediaTiming.h>
#import <QuartzCore/CATransform3D.h>
#import <Foundation/NSObject.h>
typedef GLint EGLint;
class GLRender
{
typedef enum
{
VERTICAL = 0,
HORIZONTAL
}ORIENT_T;
public:
GLRender();
~GLRender();
public:
int nativeGLRender(PYUVData &yuvdata);
void nativeGLRender(char *pFrame);
int digitalRegionZoom(int bootom_x , int bootom_y, int top_x, int top_y);
int close();
bool setGLSurface(const int p_nWidth, const int p_nHeight, CAEAGLLayer *layer);
private:
void render(const void *data);
void render(PYUVData &yuvdata);
void configGL();
GLuint loadShader(GLenum shaderType, const char* pSource);
GLuint createProgram(const char* pVertexSource, const char* pFragmentSource);
bool setupGraphics(EGLint w, EGLint h) ;
void setTexture(GLuint texture);
void setupBuffers();
void createBuffers();
void releaseBuffers();
private:
SNMutex m_SNMutex;
int mWidth, mGLSurfaceWidth;
int mHeight, mGLSurfaceHeight;
bool surface_ok;
ORIENT_T mOrient;
GLfloat *mSquareVertices;
private:
EAGLContext *mContext;
GLuint mViewRenderbuffer;
GLuint mViewFramebuffer;
CAEAGLLayer *mSurface;
GLuint mGlProgram;
GLuint m_texturePlanarY;
GLuint m_texturePlanarU;
GLuint m_texturePlanarV;
GLint mPositionLoc;
GLint mTexCoordLoc;
GLint mSamplerY;
GLint mSamplerU;
GLint mSamplerV;
int mCurrentLayerWidth;
int mCurrentLayerHeight;
};
#endif
//GLRender.cpp#include "GLRender.h"
#define LOGI printf("GLRender: "); printf
#define LOGE printf("GLRender: "); printf
#define eglGetError glGetError
#import "ScreenParam.h"
#import <OpenGLES/EAGLDrawable.h>
#import <QuartzCore/QuartzCore.h>
typedef GLint EGLint;
#define EGL_SUCCESS GL_NO_ERROR
const int VERTEX_STRIDE = 6 * sizeof(GLfloat);
const GLfloat squareVertices[] = {
1.0f, -1.0f, 0.0f, 1.0f, // Position 0
1.0f, 1.0f, // TexCoord 0
1.0f, 1.f, 0.0f, 1.0f, // Position 1
1.0f, 0.0f, // TexCoord 1
-1.0f, -1.0f, 0.0f, 1.0f, // Position 2
0.0f, 1.0f, // TexCoord 2
-1.0f, 1.f, 0.0f, 1.0f, // Position 3
0.0f, 0.0f, // TexCoord 3
};
//Vertext shader language
static const char gVertexShader[] =
"attribute vec4 a_Position;\n"
"attribute vec2 a_texCoord;\n"
"varying vec2 v_texCoord;\n"
"void main() {\n"
" gl_Position = a_Position;\n"
" v_texCoord = a_texCoord;\n"
"}\n";
//Fragment shader language
static const char gFragmentShader[] =
"varying lowp vec2 v_texCoord;\n"
"uniform sampler2D SamplerY;\n"
"uniform sampler2D SamplerU;\n"
"uniform sampler2D SamplerV;\n"
"void main(void)\n"
"{\n"
"mediump vec3 yuv;\n"
"lowp vec3 rgb;\n"
"yuv.x = texture2D(SamplerY, v_texCoord).r;\n"
"yuv.y = texture2D(SamplerU, v_texCoord).r - 0.5;\n"
"yuv.z = texture2D(SamplerV, v_texCoord).r - 0.5;\n"
"rgb = mat3( 1, 1, 1,\n"
"0, -0.39465, 2.03211,\n"
"1.13983, -0.58060, 0) * yuv;\n"
"gl_FragColor = vec4(rgb, 1);\n"
"}\n";
GLRender::GLRender()
:surface_ok(false)
,mContext(NULL)
,mOrient(VERTICAL)
,mViewRenderbuffer(NULL)
,mViewFramebuffer(NULL)
{
mSquareVertices = (GLfloat *)malloc(sizeof(squareVertices));
memcpy(mSquareVertices,squareVertices,sizeof(squareVertices));
}
GLRender::~GLRender()
{
this->releaseBuffers();
free(mSquareVertices);
}
int GLRender::close()
{
LOCK_SNMUTEX(m_SNMutex);
if (surface_ok)
{
if (mContext)
{
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
[mContext presentRenderbuffer:GL_RENDERBUFFER];
[EAGLContext setCurrentContext:mContext];
this->releaseBuffers();
[EAGLContext setCurrentContext:nil];
if (mContext){
mContext = nil;
}
}
mSurface = NULL;
surface_ok = false ;
}
return 0;
}
GLuint GLRender::loadShader(GLenum shaderType, const char* pSource) {
GLuint shader = glCreateShader(shaderType);
if (shader) {
glShaderSource(shader, 1, &pSource, NULL);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen) {
char* buf = (char*) malloc(infoLen);
if (buf != NULL) {
glGetShaderInfoLog(shader, infoLen, NULL, buf);
LOGE("Could not compile shader %d:\n%s\n", shaderType, buf);
free(buf);
}
glDeleteShader(shader);
shader = 0;
}
}
}
return shader;
}
GLuint GLRender::createProgram(const char* pVertexSource, const char* pFragmentSource)
{
GLuint program = glCreateProgram();
if (program) {
GLuint vertexShader = loadShader(GL_VERTEX_SHADER, pVertexSource);
if (!vertexShader) {
return 0;
}else{
glAttachShader(program, vertexShader);
}
GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, pFragmentSource);
if (!pixelShader) {
return 0;
}else{
glAttachShader(program, pixelShader);
}
glLinkProgram(program);
GLint linkStatus = GL_FALSE;
glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE) {
GLint bufLength = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength);
if (bufLength) {
char* buf = (char*) malloc(bufLength);
if (buf) {
glGetProgramInfoLog(program, bufLength, NULL, buf);
LOGE("Could not link program:\n%s\n", buf);
free(buf);
}
}
glDeleteProgram(program);
program = 0;
}
}
return program;
}
void GLRender::setupBuffers()
{
glDisable(GL_DEPTH_TEST);
mPositionLoc = glGetAttribLocation(mGlProgram, "a_Position");
glEnableVertexAttribArray(mPositionLoc);
glVertexAttribPointer(mPositionLoc, 4, GL_FLOAT,GL_FALSE, VERTEX_STRIDE, mSquareVertices);
mTexCoordLoc = glGetAttribLocation(mGlProgram, "a_texCoord");
glEnableVertexAttribArray(mTexCoordLoc);
glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, VERTEX_STRIDE, &mSquareVertices[4]);
this->createBuffers();
}
void GLRender::createBuffers()
{
[EAGLContext setCurrentContext:mContext];
//Create render buffer
glGenRenderbuffers(1, &mViewRenderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, mViewRenderbuffer);
//Create frame buffer
glGenFramebuffers(1, &mViewFramebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, mViewFramebuffer);
//Create viewport
[mContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:mSurface];
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &mGLSurfaceWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &mGLSurfaceHeight);
glViewport(0.0, 0.0, mGLSurfaceWidth, mGLSurfaceHeight);
glClearColor(0.0, 0.0, 0.0, 1.0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, mViewRenderbuffer);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE){
NSLog(@"Failure with framebuffer generation");
}
}
void GLRender::releaseBuffers()
{
if (mViewFramebuffer){
glDeleteFramebuffers(1, &mViewFramebuffer);
mViewFramebuffer = 0;
}
if (mViewFramebuffer){
glDeleteRenderbuffers(1, &mViewRenderbuffer);
mViewRenderbuffer = 0;
}
}
bool GLRender::setupGraphics(EGLint w, EGLint h)
{
mGlProgram = createProgram(gVertexShader, gFragmentShader);
if (!mGlProgram) {
LOGE("Could not create program.");
return false;
}
// Get sampler location
mSamplerY = glGetUniformLocation(mGlProgram, "SamplerY");
mSamplerU = glGetUniformLocation(mGlProgram, "SamplerU");
mSamplerV = glGetUniformLocation(mGlProgram, "SamplerV");
glUseProgram(mGlProgram);
glGenTextures(1, &m_texturePlanarY);
glGenTextures(1, &m_texturePlanarU);
glGenTextures(1, &m_texturePlanarV);
glActiveTexture(GL_TEXTURE0);
setTexture(m_texturePlanarY);
glUniform1i(mSamplerY, 0);
glActiveTexture(GL_TEXTURE1);
setTexture(m_texturePlanarU);
glUniform1i(mSamplerU, 1);
glActiveTexture(GL_TEXTURE2);
setTexture(m_texturePlanarV);
glUniform1i(mSamplerV, 2);
surface_ok = true;
return true;
}
void GLRender::nativeGLRender(char *pFrame)
{
LOCK_SNMUTEX(m_SNMutex);
this->configGL();
if (surface_ok)
{
glViewport(0, 0, mGLSurfaceWidth, mGLSurfaceHeight);
mPositionLoc = glGetAttribLocation(mGlProgram, "a_Position");
mTexCoordLoc = glGetAttribLocation(mGlProgram, "a_texCoord");
glEnableVertexAttribArray(mPositionLoc);
glVertexAttribPointer(mPositionLoc, 4, GL_FLOAT,GL_FALSE, VERTEX_STRIDE, mSquareVertices);
// Load the texture coordinate
glEnableVertexAttribArray(mTexCoordLoc);
glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, VERTEX_STRIDE, &mSquareVertices[4]);
glDisable(GL_BLEND);
glActiveTexture(GL_TEXTURE0);
setTexture(m_texturePlanarY);
glUniform1i(mSamplerY, 0);
glActiveTexture(GL_TEXTURE1);
setTexture(m_texturePlanarU);
glUniform1i(mSamplerU, 1);
glActiveTexture(GL_TEXTURE2);
setTexture(m_texturePlanarV);
glUniform1i(mSamplerV, 2);
render(pFrame);
}
}
int GLRender::nativeGLRender(PYUVData &yuvdata)
{
LOCK_SNMUTEX(m_SNMutex);
if(mCurrentLayerHeight != mSurface.bounds.size.height && mCurrentLayerWidth != mSurface.bounds.size.width){
mCurrentLayerWidth = mSurface.bounds.size.width;
mCurrentLayerHeight = mSurface.bounds.size.height;
if((mCurrentLayerWidth > [ScreenParam screenWidth] - 5 && mCurrentLayerWidth < [ScreenParam screenWidth] + 5)){
surface_ok = false ;
}
}
this->configGL();
if (surface_ok){
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &mGLSurfaceWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &mGLSurfaceHeight);
glBindRenderbuffer(GL_RENDERBUFFER, mViewRenderbuffer);
mPositionLoc = glGetAttribLocation(mGlProgram, "a_Position");
mTexCoordLoc = glGetAttribLocation(mGlProgram, "a_texCoord");
glVertexAttribPointer(mPositionLoc, 4, GL_FLOAT,GL_FALSE, VERTEX_STRIDE, mSquareVertices);
glEnableVertexAttribArray(mPositionLoc);
glVertexAttribPointer(mTexCoordLoc, 2, GL_FLOAT, GL_FALSE, VERTEX_STRIDE, &mSquareVertices[4]);
glEnableVertexAttribArray(mTexCoordLoc);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &mGLSurfaceWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &mGLSurfaceHeight);
glViewport(0, 0, mGLSurfaceWidth, mGLSurfaceHeight);
render(yuvdata);
}else{
LOGE("NativeGLRender error.");
return -1;
}
return 0;
}
void GLRender::setTexture(GLuint texture)
{
glBindTexture ( GL_TEXTURE_2D, texture);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_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 );
}
void GLRender::render(PYUVData &yuvdata)
{
const uint8_t *src_y = (uint8_t *)yuvdata->data[0];
const uint8_t *src_u = (uint8_t *)yuvdata->data[1];
const uint8_t *src_v = (uint8_t *)yuvdata->data[2];
glBindRenderbuffer(GL_RENDERBUFFER, mViewRenderbuffer);
[mContext presentRenderbuffer:GL_RENDERBUFFER];
glBindTexture ( GL_TEXTURE_2D, m_texturePlanarY);
glTexImage2D ( GL_TEXTURE_2D, 0, GL_LUMINANCE, mWidth, mHeight, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, src_y);
glBindTexture( GL_TEXTURE_2D, m_texturePlanarU );
glTexImage2D ( GL_TEXTURE_2D, 0, GL_LUMINANCE, mWidth/2, mHeight/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, src_u);
glBindTexture ( GL_TEXTURE_2D,m_texturePlanarV );
glTexImage2D ( GL_TEXTURE_2D, 0, GL_LUMINANCE, mWidth/2, mHeight/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, src_v);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void GLRender::render( const void *data)
{
const uint8_t *src_y = (const uint8_t *)data;
const uint8_t *src_u = (const uint8_t *)data + mWidth * mHeight;
const uint8_t *src_v = src_u + (mWidth / 2 * mHeight / 2);
glBindTexture ( GL_TEXTURE_2D, m_texturePlanarY);
glTexImage2D ( GL_TEXTURE_2D, 0, GL_LUMINANCE, mWidth, mHeight, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, src_y);
glBindTexture( GL_TEXTURE_2D, m_texturePlanarU );
glTexImage2D ( GL_TEXTURE_2D, 0, GL_LUMINANCE, mWidth/2, mHeight/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, src_u);
glBindTexture ( GL_TEXTURE_2D,m_texturePlanarV );
glTexImage2D ( GL_TEXTURE_2D, 0, GL_LUMINANCE, mWidth/2, mHeight/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, src_v);
}
void GLRender::configGL()
{
if ((mSurface != NULL) && (!surface_ok)){
if (mContext){
mContext = nil;
}
memcpy(mSquareVertices,squareVertices,sizeof(squareVertices));
if(!mContext){
mContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if (!mContext || ![EAGLContext setCurrentContext:mContext]) {
return;
}
}
this->releaseBuffers();
this->setupBuffers();
setupGraphics(mGLSurfaceWidth,mGLSurfaceHeight);
}
}
int GLRender::digitalRegionZoom(int bootom_x , int bootom_y, int top_x, int top_y)
{
#define GET_SCALE(x) (x/100.00)
#define CHECK_VALID(x) (x<0||x>100)
int stride = 6;
if (CHECK_VALID(bootom_x) || CHECK_VALID(bootom_y) || CHECK_VALID(top_x) || CHECK_VALID(top_y)){
return -1;
}
GLfloat zoom_textures[4][2]={
static_cast<GLfloat>GET_SCALE(bootom_x),static_cast<GLfloat>(GET_SCALE(bootom_y)),
static_cast<GLfloat>GET_SCALE( top_x ),static_cast<GLfloat>GET_SCALE(bootom_y),
static_cast<GLfloat>GET_SCALE( bootom_x ), static_cast<GLfloat>GET_SCALE(top_y),
static_cast<GLfloat>GET_SCALE(top_x), static_cast<GLfloat>GET_SCALE(top_y)
};
LOCK_SNMUTEX(m_SNMutex);
for(int i = 0; i < 4; i++){
mSquareVertices[i*stride+4]= zoom_textures[i][0];
mSquareVertices[i*stride+4+1] = zoom_textures[i][1];
}
return 0;
}
bool GLRender::setGLSurface(const int p_nWidth, const int p_nHeight, CAEAGLLayer *layer)
{
mWidth = p_nWidth;
mHeight = p_nHeight;
mSurface = layer;
mCurrentLayerWidth = layer.bounds.size.width;
mCurrentLayerHeight = layer.bounds.size.height;
return true;
}
本文介绍了一个使用OpenGL ES进行YUV数据渲染的类GLRender的实现细节。该类能够处理YUV数据,并通过顶点和片段着色器将YUV数据转换为RGB颜色进行显示。文中还详细介绍了如何配置OpenGL上下文、创建纹理、设置顶点属性等关键步骤。
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