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XVideoWidget.cpp 7.60 KB
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伊兴龙 提交于 2022-09-14 16:29 . 增加了推流
#include "XVideoWidget.h"
#include "ui_XVideoWidget.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);
}
);
XVideoWidget::XVideoWidget(QWidget *parent) :
QOpenGLWidget(parent)
, ui(new Ui::XVideoWidget)
{
ui->setupUi(this);
}
XVideoWidget::~XVideoWidget()
{
delete ui;
}
void XVideoWidget::Init(int _iWidget, int _iHeight)
{
m_qmutVideoWidget.lock();
m_iWidth = _iWidget;
m_iHeight = _iHeight;
qDebug()<<"XVideoWidget m_iWidth == "<<m_iWidth;
qDebug()<<"XVideoWidget m_iHeight == "<<m_iHeight;
delete m_pDatas[0];
delete m_pDatas[1];
delete m_pDatas[2];
//分配材质内存空间
m_pDatas[0] = new unsigned char[m_iWidth * m_iHeight];
m_pDatas[1] = new unsigned char[m_iWidth * m_iHeight / 4];
m_pDatas[2] = new unsigned char[m_iWidth * m_iHeight / 4];
if(texs[0])
{
glDeleteTextures(3, texs);
}
//创建材质
glGenTextures(3, texs);
for(GLenum err; (err = glGetError()) != GL_NO_ERROR;)
{
qDebug()<<"err:"<<err;
}
//Y绑定材质
glBindTexture(GL_TEXTURE_2D, texs[0]);
//放大过滤,线性插值 GL_NEAREST(效率高, 但马赛克严重)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//创建材质显卡空间
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_iWidth, m_iHeight, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
//U绑定材质
glBindTexture(GL_TEXTURE_2D, texs[1]);
//放大过滤,线性插值 GL_NEAREST(效率高, 但马赛克严重)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//创建材质显卡空间
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_iWidth / 2, m_iHeight / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
//V绑定材质
glBindTexture(GL_TEXTURE_2D, texs[2]);
//放大过滤,线性插值 GL_NEAREST(效率高, 但马赛克严重)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//创建材质显卡空间
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_iWidth / 2, m_iHeight / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
m_qmutVideoWidget.unlock();
}
void XVideoWidget::Repaint(AVFrame *_pAVFrame)
{
//qDebug()<<"XVideoWidget::Repaint";
if(_pAVFrame == nullptr)
{
qDebug()<<"_pAVFrame == nullptr";
return;
}
m_qmutVideoWidget.lock();
if(m_pDatas[0] == nullptr)
{
qDebug()<<"m_pDatas[0] == nullptr";
}
if(m_iWidth*m_iHeight == 0)
{
qDebug()<<"m_iWidth*m_iHeight == 0";
}
// qDebug()<<" _pAVFrame->width==="<< _pAVFrame->width;
// qDebug()<<" _pAVFrame->height==="<< _pAVFrame->height;
// qDebug()<<" _pAVFrame->m_iWidth==="<< m_iWidth;
// qDebug()<<" _pAVFrame->m_iHeight==="<< m_iHeight;
if( _pAVFrame->width != m_iWidth || _pAVFrame->height != m_iHeight)
{
av_frame_free(&_pAVFrame);
m_qmutVideoWidget.unlock();
return;
}
if(m_iWidth == _pAVFrame->linesize[0]) //无需对齐
{
memcpy(m_pDatas[0], _pAVFrame->data[0], m_iWidth * m_iHeight);
memcpy(m_pDatas[1], _pAVFrame->data[1], m_iWidth * m_iHeight / 4);
memcpy(m_pDatas[2], _pAVFrame->data[2], m_iWidth * m_iHeight / 4);
}
else //解决行对齐问题
{
for(int i = 0; i< m_iHeight; i++) //Y
{
memcpy(m_pDatas[0] + m_iWidth * i, _pAVFrame->data[0] + _pAVFrame->linesize[0] * i, m_iWidth);
}
for(int i = 0; i< m_iHeight / 2; i++) //U
{
memcpy(m_pDatas[1] + m_iWidth/2 * i, _pAVFrame->data[1] + _pAVFrame->linesize[1] * i, m_iWidth);
}
for(int i = 0; i< m_iHeight / 2; i++) //V
{
memcpy(m_pDatas[2] + m_iWidth/2 * i, _pAVFrame->data[2] + _pAVFrame->linesize[2] * i, m_iWidth);
}
}
m_qmutVideoWidget.unlock();
av_frame_free(&_pAVFrame);
//刷新显示
update();
}
void XVideoWidget::initializeGL()
{
qDebug()<<"initializeGL";
m_qmutVideoWidget.lock();
//初始化OpenGL (QOpenGLFunctions继承)函数
initializeOpenGLFunctions();
//加载片源Shader和顶点Shader
m_QGLShaderProgram.addShaderFromSourceCode(QGLShader::Fragment, tString);
m_QGLShaderProgram.addShaderFromSourceCode(QGLShader::Vertex, vString);
//设置顶点坐标的变量
m_QGLShaderProgram.bindAttributeLocation("vertexIn", A_VER);
//设置材质坐标
m_QGLShaderProgram.bindAttributeLocation("textureIn", T_VER);
//编译shader
m_QGLShaderProgram.link();
//绑定shader
m_QGLShaderProgram.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
glVertexAttribPointer(A_VER, 2, GL_FLOAT, 0, 0, ver);
glEnableVertexAttribArray(A_VER);
//材质
glVertexAttribPointer(T_VER, 2, GL_FLOAT, 0, 0, tex);
glEnableVertexAttribArray(T_VER);
//从shader获取材质
unis[0] = m_QGLShaderProgram.uniformLocation("tex_y");
unis[1] = m_QGLShaderProgram.uniformLocation("tex_u");
unis[2] = m_QGLShaderProgram.uniformLocation("tex_v");
m_qmutVideoWidget.unlock();
}
void XVideoWidget::resizeGL(int _iWidget, int _iHeight)
{
if(_iWidget * _iHeight <= 0)
{
return;
}
qDebug()<<"ReSizeOpenGL"<<_iWidget<<_iHeight;
}
void XVideoWidget::paintGL()
{
m_qmutVideoWidget.lock();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texs[0]); //0层绑定到Y材质
//修改材质内容(复制内存内容)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_iWidth, m_iHeight, GL_RED, GL_UNSIGNED_BYTE, m_pDatas[0]);
//与shader uni遍历关联
glUniform1i(unis[0], 0);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, texs[1]); //1层绑定到U材质
//修改材质内容(复制内存内容)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_iWidth / 2, m_iHeight / 2, GL_RED, GL_UNSIGNED_BYTE, m_pDatas[1]);
//与shader uni遍历关联
glUniform1i(unis[1], 1);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, texs[2]); //2层绑定到V材质
//修改材质内容(复制内存内容)
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_iWidth / 2, m_iHeight / 2, GL_RED, GL_UNSIGNED_BYTE, m_pDatas[2]);
//与shader uni遍历关联
glUniform1i(unis[2], 2);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
//qDebug() << "paintGL";
m_qmutVideoWidget.unlock();
}
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https://gitee.com/yixinglong/xplay3.git
git@gitee.com:yixinglong/xplay3.git
yixinglong
xplay3
XPlay3
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