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XPlayVideoWidget.cpp
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XPlayVideoWidget.cpp
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#include "XPlayVideoWidget.h"
#include <QDebug>
#include <QCoreApplication>
#include <iostream>
#include <QTimer>
extern "C" {
#include <libavformat/avformat.h>
#include <libavutil/avutil.h>
}
// 自动加双引号
#define GET_STR(x) #x
#define A_VER 3
#define T_VER 4
FILE *fp = NULL;
//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);
}
);
// 准备yuv数据
// ffmpeg -i xxx.mp4 -t 10 -s 240x128 -pix_fmt yuv420p out240x128.yuv
XPlayVideoWidget::XPlayVideoWidget(QWidget *parent) : QOpenGLWidget(parent)
{
}
XPlayVideoWidget::~XPlayVideoWidget() {
}
void XPlayVideoWidget::repaint(AVFrame *frame) {
qDebug() << "repaint";
if ( !frame ) {
return;
}
// 行对齐问题
mux.lock();
// 容错
if ( !datas[0] || width * height == 0 || frame->width != this->width || frame->height != this->height ) {
av_frame_free(&frame);
mux.unlock();
return;
}
qDebug() << "frame->data[0] = " << frame->data[0];
qDebug() << "frame->data[1] = " << frame->data[1];
qDebug() << "frame->data[2] = " << frame->data[2];
if ( width == frame->linesize[0] ) {
// 无需对齐
memcpy(datas[0], frame->data[0], width * height);
memcpy(datas[1], frame->data[1], width * height / 4);
memcpy(datas[2], frame->data[2], width * height / 4);
} else {
// 行对齐问题
for ( int i = 0; i < height; i++ ) {
// Y
memcpy(datas[0] + width * i, frame->data[0] + frame->linesize[0] * i, width);
}
for ( int i = 0; i < height / 2; i++ ) {
// Y
memcpy(datas[1] + width / 2 * i, frame->data[1] + frame->linesize[1] * i, width);
}
for ( int i = 0; i < height / 2; i++ ) {
// Y
memcpy(datas[2] + width / 2 * i, frame->data[2] + frame->linesize[2] * i, width);
}
}
mux.unlock();
av_frame_free(&frame);
// 刷新显示
update();
qDebug() << "repaint-----------update";
}
void XPlayVideoWidget::init(int width, int height) {
mux.lock();
this->width = width;
this->height = height;
delete datas[0];
delete datas[1];
delete datas[2];
///分配材质内存空间
datas[0] = new unsigned char[width*height]; //Y
datas[1] = new unsigned char[width*height / 4]; //U
datas[2] = new unsigned char[width*height / 4]; //V
if (texs[0])
{
glDeleteTextures(3, texs);
}
//创建材质
glGenTextures(3, texs);
//Y
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, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
//U
glBindTexture(GL_TEXTURE_2D, texs[1]);
//放大过滤,线性插值
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, width / 2, height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
//V
glBindTexture(GL_TEXTURE_2D, texs[2]);
//放大过滤,线性插值
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, width / 2, height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
// glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// glClear(GL_COLOR_BUFFER_BIT);
mux.unlock();
}
// 初始化gl
void XPlayVideoWidget::initializeGL() {
qDebug() << "initializeGL";
mux.lock();
//初始化opengl (QOpenGLFunctions继承)函数
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
std::cout << glGetString(GL_VERSION) << std::endl;
glClearColor(1.0f, 1.0f, 1.0f,1.0f);
program = new QOpenGLShaderProgram;
//program加载shader(顶点和片元)脚本
//片元(像素)
qDebug() << program->addShaderFromSourceCode(QOpenGLShader::Fragment, tString);
//顶点shader
qDebug() << program->addShaderFromSourceCode(QOpenGLShader::Vertex, vString);
//设置顶点坐标的变量
program->bindAttributeLocation("vertexIn", A_VER);
//设置材质坐标
program->bindAttributeLocation("textureIn", T_VER);
//编译shader
qDebug() << "program.link() = " << program->link();
qDebug() << "program.bind() = " << program->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] = program->uniformLocation("tex_y");
unis[1] = program->uniformLocation("tex_u");
unis[2] = program->uniformLocation("tex_v");
mux.unlock();
//fp = fopen("out240x128.yuv", "rb");
//if (!fp)
//{
// qDebug() << "out240x128.yuv file open failed!";
//}
////启动定时器
//QTimer *ti = new QTimer(this);
//connect(ti, SIGNAL(timeout()), this, SLOT(update()));
//ti->start(40);
}
// 刷新显示
void XPlayVideoWidget::paintGL() {
//if (feof(fp))
//{
// fseek(fp, 0, SEEK_SET);
//}
//fread(datas[0], 1, width*height, fp);
//fread(datas[1], 1, width*height / 4, fp);
//fread(datas[2], 1, width*height / 4, fp);
mux.lock();
// glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// glClear(GL_COLOR_BUFFER_BIT);
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, width, height, GL_RED, GL_UNSIGNED_BYTE, datas[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, datas[0]);
//与shader uni遍历关联
glUniform1i(unis[0], 0);
glActiveTexture(GL_TEXTURE1);
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, width / 2, height / 2, GL_RED, GL_UNSIGNED_BYTE, datas[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, datas[1]);
//与shader uni遍历关联
glUniform1i(unis[1], 1);
glActiveTexture(GL_TEXTURE2);
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, width / 2, height / 2, GL_RED, GL_UNSIGNED_BYTE, datas[2]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, datas[2]);
//与shader uni遍历关联
glUniform1i(unis[2], 2);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
qDebug() << "paintGL";
mux.unlock();
}
// 窗口尺寸变化
void XPlayVideoWidget::resizeGL(int width, int height) {
mux.lock();
qDebug() << "resizeGL " << width << ":" << height;
glViewport(0, 0, width, height);
mux.unlock();
}