#pragma once
#include <QOpenGLWidget>
#include <QOpenGLFunctions>
#include <QGLShaderProgram>
#include <mutex>
class SDOpenGLWidget : public QOpenGLWidget, protected QOpenGLFunctions, public IVideoView
{
Q_OBJECT
public:
explicit SDOpenGLWidget(QWidget *parent = nullptr);
~SDOpenGLWidget();
void InitView(int width, int height);
void onUpdate(const uint8_t* source, int width, int height) override;
protected:
void initializeGL() override; //初始化GL
void paintGL() override; //刷新显示
void resizeGL(int width, int height) override; //窗口尺寸变化
private:
void initDatas();
void initTextures();
private:
std::mutex mMutex;
QGLShaderProgram mProgram;
GLuint mShaderPos[3]{ 0 }; //shader中的yuv变量地址
GLuint mTexPos[3]{ 0 }; //opengl的texture地址
int mWidth{ 640 };
int mHeight{ 480 };
unsigned char* mDatas{}; //材质的内存空间
FILE* mFile{};
};
#include <QDebug>
#include <QTimer>
#include "SDOpenGLWidget.h"
//自动加双引号
#define GET_STR(x) #x
#define A_VER 3
#define T_VER 4
//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);
}
);
SDOpenGLWidget::SDOpenGLWidget(QWidget *parent)
: QOpenGLWidget(parent)
{
//mFile = fopen("640x480.yuv","wb");
}
SDOpenGLWidget::~SDOpenGLWidget()
{
if (mDatas)
{
mDatas = nullptr;
}
//清理材质空间
if (mTexPos[0])
{
glDeleteTextures(3, mTexPos);
}
}
void SDOpenGLWidget::InitView(int width, int height)
{
mWidth = width;
mHeight = height;
initDatas();
initTextures();
}
void SDOpenGLWidget::onUpdate(const uint8_t* source, int width, int height)
{
mMutex.lock();
memcpy(mDatas, source, mWidth*mHeight * 3 / 2);
mMutex.unlock();
update();
}
void SDOpenGLWidget::initializeGL()
{
qCritical() << __FUNCTION__ << ":" << __LINE__;
//初始化OpenGL(QOpenGLFunctions继承)函数
initializeOpenGLFunctions();
//program加载shader脚本(顶点和片元)脚本
//片元(像素)
qCritical() << __FUNCTION__ << ":" << __LINE__ << "loading gl_FragColor shader:" << mProgram.addShaderFromSourceCode(QGLShader::Fragment, tString);
//顶点shader
qCritical() << __FUNCTION__ << ":" << __LINE__ << "loading gl_Position shader:" << mProgram.addShaderFromSourceCode(QGLShader::Vertex, vString);
//设置顶点坐标的变量
mProgram.bindAttributeLocation("vertexIn", A_VER);
//设置材质坐标
mProgram.bindAttributeLocation("textureIn", T_VER);
//编译shader
qCritical() << __FUNCTION__ << ":" << __LINE__ << "link:" << mProgram.link();
//绑定,将OpenGL与shader关联起来
qCritical() << __FUNCTION__ << ":" << __LINE__ << "bind:" << mProgram.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
};
//顶点坐标初始化
glVertexAttribPointer(A_VER, 2, GL_FLOAT, 0, 0, ver);
glEnableVertexAttribArray(A_VER);
//材质坐标初始化
glVertexAttribPointer(T_VER, 2, GL_FLOAT, 0, 0, tex);
glEnableVertexAttribArray(T_VER);
//从shader获取材质
mShaderPos[0] = mProgram.uniformLocation("tex_y");
mShaderPos[1] = mProgram.uniformLocation("tex_u");
mShaderPos[2] = mProgram.uniformLocation("tex_v");
}
void SDOpenGLWidget::paintGL()
{
qCritical() << __FUNCTION__ << ":" << __LINE__;
if (mDatas)
{
//fwrite(mDatas.get(), 1, mWidth*mHeight * 3 / 2, mFile);
//fflush(mFile);
mMutex.lock();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, mTexPos[0]);//0层绑定到Y材质
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, mWidth, mHeight, GL_RED, GL_UNSIGNED_BYTE, mDatas);//修改材质内容(复制内存中的内容)
glUniform1i(mShaderPos[0], 0);//与shader中的yuv变量地址关联
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, mTexPos[1]);//1层绑定到U材质
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, mWidth / 2, mHeight / 2, GL_RED, GL_UNSIGNED_BYTE, mDatas + mWidth * mHeight);//修改材质内容(复制内存中的内容)
glUniform1i(mShaderPos[1], 1);//与shader中的yuv变量地址关联
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, mTexPos[2]);//2层绑定到V材质
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, mWidth / 2, mHeight / 2, GL_RED, GL_UNSIGNED_BYTE, mDatas + mWidth * mHeight * 5 / 4);//修改材质内容(复制内存中的内容)
glUniform1i(mShaderPos[2], 2);//与shader中的yuv变量地址关联
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
mMutex.unlock();
}
}
void SDOpenGLWidget::resizeGL(int width, int height)
{
qCritical() << __FUNCTION__ << ":" << __LINE__ << width << ":" << height;
}
void SDOpenGLWidget::initDatas()
{
mMutex.lock();
if (mDatas)
{
delete mDatas;
mDatas = nullptr;
}
mDatas = new unsigned char[mWidth*mHeight * 3 / 2];
mMutex.unlock();
}
void SDOpenGLWidget::initTextures()
{
mMutex.lock();
//清理材质空间
if (mTexPos[0])
{
glDeleteTextures(3, mTexPos);
}
//创建材质
glGenTextures(3, mTexPos);
//Y
glBindTexture(GL_TEXTURE_2D, mTexPos[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);//放大过滤,(GL_LINEAR,线性差值; GL_NEAREST,临近差值,效率高单马赛克严重)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//缩小过滤,线性差值
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, mWidth, mHeight, 0, GL_RED, GL_UNSIGNED_BYTE, 0);//创建材质显卡空间
//U
glBindTexture(GL_TEXTURE_2D, mTexPos[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);//放大过滤,线性差值
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//缩小过滤,线性差值
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, mWidth / 2, mHeight / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);//创建材质显卡空间
//V
glBindTexture(GL_TEXTURE_2D, mTexPos[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);//放大过滤,线性差值
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);//缩小过滤,线性差值
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, mWidth / 2, mHeight / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);//创建材质显卡空间
mMutex.unlock();
}
WebRtc实时拉流数据:
void SDVideoRenderer::OnFrame(const webrtc::VideoFrame& frame)
{
mMutex.lock();
rtc::scoped_refptr<webrtc::I420BufferInterface> buffer(frame.video_frame_buffer()->ToI420());
if (buffer == nullptr)
{
return;
}
if (frame.rotation() != webrtc::kVideoRotation_0)
{
buffer = webrtc::I420Buffer::Rotate(*buffer, frame.rotation());
}
int nwidth = buffer->width();
int nheight = buffer->height();
if (mVideoView)
{
mVideoView->onUpdate(buffer->DataY(), nwidth, nheight);
}
mMutex.unlock();
}