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- #include "ShaderYUV420.h"
- #include <QOpenGLWidget>
- #include <QOpenGLFunctions_3_3_Core>
- #include <qopengltexture.h>
- #include "spdlog/spdlog.h"
- Image_YUV420P::Image_YUV420P(Image_YUV420P&& other): width(other.width), height(other.height),
- yData(std::move(other.yData)), uData(std::move(other.uData)), vData(std::move(other.vData))
- {}
- Image_YUV420P::Image_YUV420P(const Image_YUV420P& other)
- : width(other.width), height(other.height),
- yData(other.yData), uData(other.uData), vData(other.vData)
- {}
- Image_YUV420P& Image_YUV420P::operator=(Image_YUV420P&& other)
- {
- if (this != &other) {
- width = other.width;
- height = other.height;
- yData = std::move(other.yData);
- uData = std::move(other.uData);
- vData = std::move(other.vData);
- }
- return *this;
- }
- Image_YUV420P& Image_YUV420P::operator=(const Image_YUV420P& other)
- {
- if (this != &other) {
- width = other.width;
- height = other.height;
- yData = other.yData;
- uData = other.uData;
- vData = other.vData;
- }
- return *this;
- }
- bool Image_YUV420P::isValid() const
- {
- return width > 0 && height > 0 && !yData.isEmpty() && !uData.isEmpty() && !vData.isEmpty();
- }
- void Image_YUV420P::clear()
- {
- width = 0;
- height = 0;
- yData.clear();
- uData.clear();
- vData.clear();
- }
- ShaderYUV420::ShaderYUV420()
- {
- }
- ShaderYUV420::~ShaderYUV420()
- {
- QOpenGLFunctions_3_3_Core *gl = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
- if (m_VAO != 0) {
- if (gl) {
- gl->glDeleteVertexArrays(1, &m_VAO);
- gl->glDeleteBuffers(1, &m_VBO);
- gl->glDeleteBuffers(1, &m_EBO);
- }
- }
- }
- /* 初始化形状 */
- GLuint ShaderYUV420::initShape()
- {
- const int vertexCount = 4; // 顶点数量
- const int vertexSize = 8; // 顶点大小
- /* 矩形位置,铺满屏幕 */
- float vertices [vertexCount * vertexSize] {
- /* ----- 位置 -----|-------- 颜色 ----------|----- 纹理坐标 ------ */
- -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, // 左下
- 1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, // 右下
- 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, // 右上
- -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f // 右上
- };
- const int indexCount = 6; // 索引数量
- /* 顶点顺序 */
- uint32_t indices [indexCount] {
- 0, 1, 2, // 第一个三角形
- 2, 3, 0 // 第二个三角形
- };
- QOpenGLFunctions_3_3_Core *gl = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
- if (!gl) {
- SPDLOG_ERROR("Failed to get OpenGL functions");
- return 0;
- }
- /* -------------------------------------------------------------------------------------
- * 顶点数组对象
- * ------------------------------------------------------------------------------------ */
- gl->glGenVertexArrays(1, &m_VAO); // 生成一个VAO,返回的ID存储在VAO1中
- gl->glBindVertexArray(m_VAO); // 绑定VAO
- /* -------------------------------------------------------------------------------------
- * 创建顶点数组缓冲区
- * ------------------------------------------------------------------------------------ */
- gl->glGenBuffers(1, &m_VBO);
- gl->glBindBuffer(GL_ARRAY_BUFFER, m_VBO); // 绑定VBO
- gl->glBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize * sizeof(float), vertices, GL_STATIC_DRAW);
- /* -------------------------------------------------------------------------------------
- * 创建EBO
- * ------------------------------------------------------------------------------------ */
- gl->glGenBuffers(1, &m_EBO);
- gl->glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_EBO);
- gl->glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * sizeof(uint32_t), indices, GL_STATIC_DRAW); // 绑定EBO
- /* -------------------------------------------------------------------------------------
- * 链接顶点属性
- * ------------------------------------------------------------------------------------ */
- // 设置顶点属性指针,告诉OpenGL如何解析顶点数据
- gl->glVertexAttribPointer(
- 0, /* 顶点属性位置,0表示第一个属性 */
- 3, /* 每个顶点属性的大小,这里是3,表示x、y、z坐标 */
- GL_FLOAT, GL_FALSE, /* 数据类型和是否标准化 */
- vertexSize * sizeof(float), /* 步长,表示每个顶点属性之间的间隔 */
- (void*)0 /* 偏移量,表示该属性(顶点坐标)从第0个字节开始 */
- );
- /* 启用顶点属性 */
- gl->glEnableVertexAttribArray(0);
-
- // 设置颜色位置,最后一个参数表示从第3个字节开始,倒数第二个参数是两个数据之间起始位置间隔8个字节
- gl->glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, vertexSize * sizeof(float), (void*)(3*sizeof(float)));
- gl->glEnableVertexAttribArray(1);
-
- /* 设置纹理位置 */
- gl->glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, vertexSize * sizeof(float), (void*)(6*sizeof(float))); // 纹理坐标位置
- gl->glEnableVertexAttribArray(2); // 启用纹理坐标属性
- return m_VAO;
- }
- /* 初始化纹理对象 */
- bool ShaderYUV420::initTextures()
- {
- int unit = 0;
- unit = createTexture(m_textureYName, 0);
- if(unit < 0) {
- SPDLOG_ERROR("Failed to create Y texture");
- return false;
- }
- unit = createTexture(m_textureUName, 1);
- if(unit < 0) {
- SPDLOG_ERROR("Failed to create U texture");
- return false;
- }
- unit = createTexture(m_textureVName, 2);
- if(unit < 0) {
- SPDLOG_ERROR("Failed to create V texture");
- return false;
- }
- return true;
- }
- /* 绘制图形 */
- void ShaderYUV420::drawShape()
- {
- QOpenGLFunctions_3_3_Core *gl = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_3_3_Core>();
- /* 需要在使用时手动绑定VAO,绘制图形 */
- gl->glBindVertexArray(m_VAO); // 绑定VAO
- gl->glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); // 绘制四边形
- gl->glBindVertexArray(0); // 解绑VAO
- }
- /* 刷新一帧 */
- bool ShaderYUV420::refreshFrameYUV420(const Image_YUV420P& yuvData)
- {
- if (!yuvData.isValid()) {
- SPDLOG_ERROR("Invalid YUV420 data");
- return false;
- }
- QOpenGLTexture *textureY = m_mapTexture.find(0)->second;
- QOpenGLTexture *textureU = m_mapTexture.find(1)->second;
- QOpenGLTexture *textureV = m_mapTexture.find(2)->second;
- if(textureY == nullptr || textureU == nullptr || textureV == nullptr) {
- SPDLOG_ERROR("Failed to get YUV textures");
- return false;
- }
- if(yuvData.width != m_lastYUVSize.width() || yuvData.height != m_lastYUVSize.height())
- {
- /* 如果YUV数据的大小发生变化,则需要重新创建纹理 */
- textureY->destroy();
- textureU->destroy();
- textureV->destroy();
- textureY->create();
- textureU->create();
- textureV->create();
- textureY->setSize(yuvData.width, yuvData.height, 1); // 设置Y分量纹理大小
- textureY->setFormat(QOpenGLTexture::R8_UNorm); // 设置Y分量纹理格式
- textureY->allocateStorage(); // 分配Y分量纹理存储空间
-
- textureU->setSize(yuvData.width / 2, yuvData.height / 2, 1); // 设置U分量纹理大小
- textureU->setFormat(QOpenGLTexture::R8_UNorm); // 设置U分量纹理格式
- textureU->allocateStorage(); // 分配U分量纹理存储空间
- textureV->setSize(yuvData.width / 2, yuvData.height / 2, 1); // 设置V分量纹理大小
- textureV->setFormat(QOpenGLTexture::R8_UNorm); // 设置V分量纹理格式
- textureV->allocateStorage(); // 分配V分量纹理存储空间
- m_lastYUVSize = QSize(yuvData.width, yuvData.height);
- }
- /* 设置Y分量纹理 */
- textureY->setData(QOpenGLTexture::Red, QOpenGLTexture::UInt8, yuvData.yData.constData());
- textureY->generateMipMaps(); // 生成多级渐远纹理
- textureY->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
- textureY->setMagnificationFilter(QOpenGLTexture::Linear); // 纹理放大过滤方式
- /* 设置U分量纹理 */
- textureU->setData(QOpenGLTexture::Red, QOpenGLTexture::UInt8, yuvData.uData.constData());
- textureU->generateMipMaps(); // 生成多级渐远纹理
- textureU->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
- textureU->setMagnificationFilter(QOpenGLTexture::Linear); // 纹理放大过滤方式
- /* 设置V分量纹理 */
- textureV->setData(QOpenGLTexture::Red, QOpenGLTexture::UInt8, yuvData.vData.constData());
- textureV->generateMipMaps(); // 生成多级渐远纹理
- textureV->setMinificationFilter(QOpenGLTexture::LinearMipMapLinear);
- textureV->setMagnificationFilter(QOpenGLTexture::Linear); // 纹理放大过滤方式
- printGLerror("ShaderYUV420::refreshFrameYUV420");
- return true;
- }
- /* 刷新一帧 */
- bool ShaderYUV420::refreshFrameRGBA(const QImage& image, int textureUnit)
- {
- m_yuvData.clear(); // 清空YUV数据
- convertRGBAToYUV420(image, m_yuvData);
-
- refreshFrameYUV420(m_yuvData);
- return true;
- }
- /* RGBA转换成YUV420 */
- bool ShaderYUV420::convertRGBAToYUV420(const QImage& image, Image_YUV420P& yuvData)
- {
- int width = image.width();
- int height = image.height();
- const int ySize = yuvData.width * yuvData.height;
- const int uvSize = ySize / 4;
- QImage image_rgb(width, height, QImage::Format_RGB888);
- yuvData.width = width;
- yuvData.height = height;
- yuvData.yData.resize(ySize);
- yuvData.uData.resize(uvSize);
- yuvData.vData.resize(uvSize);
- for (int y = 0; y < height; ++y) {
- for (int x = 0; x < width; ++x) {
- QColor color = image.pixelColor(x, y);
- int r = color.red();
- int g = color.green();
- int b = color.blue();
- int yIndex = y * width + x;
- yuvData.yData[yIndex] = static_cast<unsigned char>((0.257 * r) + (0.504 * g) + (0.098 * b) + 16);
- if (y % 2 == 0 && x % 2 == 0) {
- int uvIndex = (y / 2) * (width / 2) + (x / 2);
- yuvData.uData[uvIndex] = static_cast<unsigned char>((-0.148 * r) - (0.291 * g) + (0.439 * b) + 128);
- yuvData.vData[uvIndex] = static_cast<unsigned char>((0.439 * r) - (0.368 * g) - (0.071 * b) + 128);
- }
- }
- }
- return true;
- }
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