#include "DisplayHandler.h"
//加入三维顶点数据 两个三角形组成正方形
const float vers[] = {
1.0f, -1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
};
//加入材质坐标数据
const float txts[] = {
1.0f, 0.0f,//右下
0.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
#define GET_STR(x) #x
//顶点着色器 glsl
static const char *vertexShader = GET_STR(
attribute vec4 aPosition;//顶点坐标
attribute vec2 aTexCoord;//材质顶点坐标
varying vec2 vTexCoord;//输出的材质坐标 输出给片元着色器
void main() {
vTexCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y);
gl_Position = aPosition;//显示顶点
}
);
//片元着色器 NV12
//
// glsl
static const char *fragYUV = GET_STR(
precision mediump float;//精度
varying vec2 vTexCoord;//顶点着色器传递的坐标
uniform sampler2D yTexture;//输入材质参数(不透明灰度,单像素)
uniform sampler2D uvTexture;//输入材质参数
void main() {
vec3 yuv;
vec3 rgb;
yuv.r = texture2D(yTexture, vTexCoord).r;
yuv.g = texture2D(uvTexture, vTexCoord).r - 0.5;
yuv.b = texture2D(uvTexture, vTexCoord).a - 0.5;
rgb = mat3(1.0, 1.0, 1.0,
0.0, 0.39465, 2.03211,
1.13983, -0.5806, 0.0) * yuv;
//输出像素颜色
gl_FragColor = vec4(rgb, 1.0);
}
);
DisplayHandler::DisplayHandler() {
videoWidth = 1920;
videoHeight = 1080;
glProgram = 0;
eglSurface = nullptr;
eglContext = nullptr;
eglDisplay = nullptr;
}
bool DisplayHandler::initEGL(EGLNativeWindowType *nwin) {
//EGL
//1 eglDisplay 显示
eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (eglDisplay == EGL_NO_DISPLAY) {
printf("get eglDisplay failed!");
return false;
}
//初始化 后面两个参数是版本号
if (EGL_TRUE != eglInitialize(eglDisplay, 0, 0)) {
printf("eglInitialize failed!");
return false;
}
//2 surface (关联原始窗口)
//surface 配置
//输出配置
EGLConfig config;
EGLint configNum;
//输入配置
EGLint configSpec[] = {
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_SURFACE_TYPE,
EGL_WINDOW_BIT,
EGL_NONE
};
if (EGL_TRUE != eglChooseConfig(eglDisplay, configSpec, &config, 1, &configNum)) {
printf("eglChooseConfig failed!");
return false;
}
//创建surface (关联原始窗口)
eglSurface = eglCreateWindowSurface(eglDisplay, config, nwin, 0);
if (eglSurface == EGL_NO_SURFACE) {
printf("eglCreateWindowSurface failed!");
return false;
}
//3 context 创建关联上下文
const EGLint ctxAttr[] = {
EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE
};
eglContext = eglCreateContext(eglDisplay, config, EGL_NO_CONTEXT, ctxAttr);
if (eglContext == EGL_NO_CONTEXT) {
printf("eglCreateContext failed!");
return false;
}
//egl 关联 openGL
if (EGL_TRUE != eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext)) {
printf("eglMakeCurrent failed!");
return false;
}
printf("EGL init success");
return true;
}
void DisplayHandler::deinitEGL() {
EGLBoolean success;
if (eglDisplay != nullptr && eglSurface != nullptr) {
success = eglDestroySurface(eglDisplay, eglSurface);
if (!success) {
printf("eglDestroySurface failure.");
}
eglSurface = nullptr;
}
if (eglDisplay != nullptr && eglContext != nullptr) {
success = eglDestroyContext(eglDisplay, eglContext);
if (!success) {
printf("eglDestroyContext failure.");
}
eglContext = nullptr;
success = eglTerminate(eglDisplay);
if (!success) {
printf("eglTerminate failure.");
}
eglDisplay = nullptr;
}
if (glProgram != 0) {
glDeleteProgram(glProgram);
glProgram = 0;
}
}
//初始化着色器
GLint DisplayHandler::initShader(const char *code, GLint type) {
GLuint shader;
GLint compiled;
// Create an empty shader object, which maintain the source code strings that define a shader
shader = glCreateShader(type);
if (shader == 0) {
return 0;
}
// Replaces the source code in a shader object
glShaderSource(shader, 1, &code, nullptr);
// Compile the shader object
glCompileShader(shader);
// Check the shader object compile status
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (!compiled) {
GLint infoLen = 0;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1) {
GLchar *infoLog = (GLchar *) malloc(sizeof(GLchar) * infoLen);
glGetShaderInfoLog(shader, infoLen, nullptr, infoLog);
printf("Error compiling shader:\n%s\n", infoLog);
free(infoLog);
}
glDeleteShader(shader);
return 0;
}
return shader;
}
GLuint DisplayHandler::loadProgram(const char *vShaderStr, const char *fShaderStr) {
GLuint vertexShader;
GLuint fragmentShader;
GLuint programObject;
GLint linked;
// Load the vertex/fragment shaders
vertexShader = initShader(vShaderStr, GL_VERTEX_SHADER);
fragmentShader = initShader(fShaderStr, GL_FRAGMENT_SHADER);
// Create the program object
programObject = glCreateProgram();
if (programObject == 0) {
return 0;
}
// Attaches a shader object to a program object
glAttachShader(programObject, vertexShader);
glAttachShader(programObject, fragmentShader);
// Bind vPosition to attribute 0
glBindAttribLocation(programObject, 0, "vPosition");
// Link the program object
glLinkProgram(programObject);
// Check the link status
glGetProgramiv(programObject, GL_LINK_STATUS, &linked);
if (!linked) {
GLint infoLen = 0;
glGetProgramiv(programObject, GL_INFO_LOG_LENGTH, &infoLen);
if (infoLen > 1) {
GLchar *infoLog = (GLchar *) malloc(sizeof(GLchar) * infoLen);
glGetProgramInfoLog(programObject, infoLen, NULL, infoLog);
printf("Error linking program:\n%s\n", infoLog);
free(infoLog);
}
glDeleteProgram(programObject);
return GL_FALSE;
}
// Free no longer needed shader resources
glDeleteShader(vertexShader);
glDeleteShader(fragmentShader);
return programObject;
}
GLint DisplayHandler::createProgram() {
GLuint programObject;
// Load the shaders and get a linked program object
programObject = loadProgram((const char *) vertexShader,
(const char *) fragYUV);
if (programObject == 0) {
return GL_FALSE;
}
// Store the program object
glProgram = programObject;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glGenTextures(TEXTURE_NUM, mTextureID);
for (int i = 0; i < TEXTURE_NUM; i++) {
glBindTexture(GL_TEXTURE_2D, mTextureID[i]);
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);
}
//激活渲染程序
glUseProgram(glProgram);
//获取shader中的顶点变量
GLuint apos = (GLuint) glGetAttribLocation(glProgram, "aPosition");
glEnableVertexAttribArray(apos);
//传递顶点
/*
* apos 传到哪
* 每一个点有多少个数据
* 格式
* 是否有法线向量
* 一个数据的偏移量
* 12 顶点有三个值(x,y,z)float存储 每个有4个字节 每一个值的间隔是 3*4 = 12
* ver 顶点数据
* */
glVertexAttribPointer(apos, 3, GL_FLOAT, GL_FALSE, 12, vers);
GLuint atex = (GLuint) glGetAttribLocation(glProgram, "aTexCoord");
glEnableVertexAttribArray(atex);
glVertexAttribPointer(atex, 2, GL_FLOAT, GL_FLOAT, 8, txts);
//设置纹理层
glUniform1i(glGetUniformLocation(glProgram, "yTexture"), 0);//对于纹理第1层
glUniform1i(glGetUniformLocation(glProgram, "uvTexture"), 1);//对于纹理第2层
return 0;
}
void DisplayHandler::setVideoWH(int width, int height) {
videoWidth = width;
videoHeight = height;
}
int DisplayHandler::getVideoWidth() const {
return videoWidth;
}
int DisplayHandler::getVideoHeight() const {
return videoHeight;
}
void DisplayHandler::update(unsigned char *yuvBuf) {
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTextureID[0]);//绑定纹理,下面的属性针对这个纹理设置
//设置纹理的格式和大小
/*
* GL_TEXTURE_2D
* 显示细节的级别
* 内部gpu 格式 亮度 灰度图
* 宽
* 高
* 边框
* 数据的像素格式
* 像素的数据类型
* 纹理数据
* */
glTexImage2D(GL_TEXTURE_2D,
0,//默认
GL_LUMINANCE,
videoWidth, videoHeight, //尺寸要是2的次方 拉伸到全屏
0,
GL_LUMINANCE,//数据的像素格式,要与上面一致
GL_UNSIGNED_BYTE,// 像素的数据类型
yuvBuf
);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, mTextureID[1]);
glTexImage2D(GL_TEXTURE_2D,
0,//默认
GL_LUMINANCE_ALPHA,
videoWidth / 2, videoHeight / 2, //尺寸要是2的次方 拉伸到全屏
0,
GL_LUMINANCE_ALPHA,//数据的像素格式,要与上面一致
GL_UNSIGNED_BYTE,// 像素的数据类型
yuvBuf + (videoWidth * videoHeight)
);
//三维绘制
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);//从0顶点开始 一共4个顶点
//窗口显示
eglSwapBuffers(eglDisplay, eglSurface);//交换buf
}
上述代码是正确,在main函数如何调用
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