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oglwidget.cpp
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/****************************************
* 类名:oglWidget :gl图像窗口
* 功能:
* gl画图
* 作者:冯鹏
* 日期:20181120
* 版本:2.1
*****************************************/
#include "oglwidget.h"
#include "common.h"
#include <QMouseEvent>
#include <QOpenGLShaderProgram>
#include <QCoreApplication>
#include <QOpenGLTexture>
#include <QSemaphore>
#define VERTEXIN 0
#define TEXTUREIN 1
#define camVideoDev "/dev/video0"
#define YUV420P2RGB
extern QSemaphore sem;
oglWidget::oglWidget(QWidget *parent) :
QOpenGLWidget(parent),
program(0),loopCnt(0)
{
//TODO remove
closeBtn = new QPushButton("返回",this);
closeBtn->setGeometry(0,0,40,20);
closeBtn->hide();
videoW=video_width = 1280;
videoH=video_height = 720;
p420_data=new unsigned char[(1280*720*3)>>1];
qDebug()<<"oglWidget create done.";
}
oglWidget::~oglWidget()
{
program->disableAttributeArray("vertexIn");
program->disableAttributeArray("textureIn");
program->release();
qDebug()<<"program release success..";
makeCurrent();
vbo.destroy();
doneCurrent();
qDebug()<<"vbo.destroy success..";
delete[] p420_data;
}
void oglWidget::setVD(VideoDevice *vd)
{
this->vd=vd;
}
/*******yuv420sp(NV12) 转换为 yuv420p *******/
void oglWidget::yuv420sp_to_yuv420p(unsigned char* yuv420sp, unsigned char* yuv420p, int width, int height)
{
int i, j;
int y_size = width * height;
unsigned char* y = yuv420sp;
unsigned char* uv = yuv420sp + y_size;
unsigned char* y_tmp = yuv420p;
unsigned char* u_tmp = yuv420p + y_size;
unsigned char* v_tmp = yuv420p + y_size * 5 / 4;
// y
memcpy(y_tmp, y, y_size);
// u
for (j = 0, i = 0; j < y_size/2; j+=2, i++)
{
u_tmp[i] = uv[j];
v_tmp[i] = uv[j+1];
}
}
void oglWidget::cleanup()
{
//如果全部加上,本来析构的时候有问题
// makeCurrent();
//m_logoVbo.destroy();
// delete program;
//m_program = 0;
// doneCurrent();
}
QSize oglWidget::sizeHint() const
{
return QSize(1280, 720);
}
void oglWidget::initializeGL()
{
initializeOpenGLFunctions();
QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex,this);
const char *vsrc =
"attribute vec4 vertexIn; \
attribute vec4 textureIn; \
varying vec4 textureOut; \
void main(void) \
{ \
gl_Position = vertexIn; \
textureOut = textureIn; \
}";
vshader->compileSourceCode(vsrc);
QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment,this);
#ifdef YUV420P2RGB
const char *fsrc =
"precision mediump float;\n"
"uniform sampler2D tex_y; \n"
"uniform sampler2D tex_u; \n"
"uniform sampler2D tex_v; \n"
"varying vec4 textureOut; \n"
"void main() \n"
"{ \n"
" vec4 c = vec4((texture2D(tex_y, textureOut.st).r - 16./255.) * 1.164);\n"
" vec4 U = vec4(texture2D(tex_u, textureOut.st).r - 128./255.);\n"
" vec4 V = vec4(texture2D(tex_v, textureOut.st).r - 128./255.);\n"
" c += V * vec4(1.596, -0.813, 0, 0);\n"
" c += U * vec4(0, -0.392, 2.017, 0);\n"
" c.a = 1.0;\n"
" gl_FragColor = c;\n"
"} \n";
#else
//YUV420SP(NV12)转RGB
const char *fsrc =
"precision mediump float;\
uniform sampler2D textureY;\
uniform sampler2D textureUV;\
varying vec4 textureOut;\
void main(void)\
{ \
vec3 yuv; \
vec3 rgb; \
yuv.x = texture2D(textureY, textureOut.st).r - 0.0625; \
yuv.y = texture2D(textureUV, textureOut.st).r - 0.5; \
yuv.z = texture2D(textureUV, textureOut.st).g - 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); \
}";
#endif
fshader->compileSourceCode(fsrc);
program = new QOpenGLShaderProgram(this);
program->addShader(vshader);
program->addShader(fshader);
program->link();
GLfloat points[]{
-1.0f, 1.0f,
1.0f, 1.0f,
1.0f, -1.0f,
-1.0f, -1.0f,
0.0f,0.0f,
1.0f,0.0f,
1.0f,1.0f,
0.0f,1.0f
};
vbo.create();
vbo.bind();
vbo.allocate(points,sizeof(points));
program->enableAttributeArray("vertexIn");
program->enableAttributeArray("textureIn");
program->setAttributeBuffer("vertexIn",GL_FLOAT, 0, 2, 2*sizeof(GLfloat));
program->setAttributeBuffer("textureIn",GL_FLOAT, 2 * 4 * sizeof(GLfloat),2,2*sizeof(GLfloat));
program->bind();
#ifdef YUV420P2RGB
//读取着色器中的数据变量tex_y, tex_u, tex_v的位置,这些变量的声明可以在
//片段着色器源码中可以看到
textureUniformY = program->uniformLocation("tex_y");
textureUniformU = program->uniformLocation("tex_u");
textureUniformV = program->uniformLocation("tex_v");
//分别创建y,u,v纹理对象
m_pTextureY = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_pTextureU = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_pTextureV = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_pTextureY->create();
m_pTextureU->create();
m_pTextureV->create();
//获取返回y分量的纹理索引值
id_y = m_pTextureY->textureId();
//获取返回u分量的纹理索引值
id_u = m_pTextureU->textureId();
//获取返回v分量的纹理索引值
id_v = m_pTextureV->textureId();
glClearColor(0.3,0.3,0.3,0.0);//设置背景色
#else
textureUniformY = program->uniformLocation("textureY");
textureUniformUV = program->uniformLocation("textureUV");
// //分别创建y,uv纹理对象
// m_pTextureY = new QOpenGLTexture(QOpenGLTexture::Target2D);
// m_pTextureUV = new QOpenGLTexture(QOpenGLTexture::Target2D);
// m_pTextureY->create();
// m_pTextureUV->create();
// //获取返回y分量的纹理索引值
// id_y = m_pTextureY->textureId();
// //获取返回uv分量的纹理索引值
// id_uv = m_pTextureUV->textureId();
GLuint ids[2];
glGenTextures(2, ids);
id_y = ids[0];
id_uv = ids[1];
#endif
}
void oglWidget::paintGL()
{
glClearColor(0.5f, 0.5f, 0.7f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
//glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB );
int width ;
int height ;
width = videoW;
height = videoH;
#ifdef YUV420P2RGB
glActiveTexture(GL_TEXTURE0);
glBindTexture ( GL_TEXTURE_2D, id_y );
glTexImage2D ( GL_TEXTURE_2D,
0, GL_LUMINANCE,
width, height,
0, GL_LUMINANCE,
GL_UNSIGNED_BYTE, p420_data );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_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 );
glActiveTexture(GL_TEXTURE1);
glBindTexture ( GL_TEXTURE_2D, id_u );
glTexImage2D ( GL_TEXTURE_2D,
0, GL_LUMINANCE,
width / 2, height / 2,
0, GL_LUMINANCE,
GL_UNSIGNED_BYTE, p420_data + videoW * videoH);
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_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 );
glActiveTexture(GL_TEXTURE2);
glBindTexture ( GL_TEXTURE_2D, id_v );
glTexImage2D ( GL_TEXTURE_2D,
0, GL_LUMINANCE,
width / 2, height / 2,
0, GL_LUMINANCE,
GL_UNSIGNED_BYTE, p420_data + videoW * videoH * 5 / 4 );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_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 );
glUniform1i(textureUniformY, 0);
//指定u纹理要使用新值
glUniform1i(textureUniformU, 1);
//指定v纹理要使用新值
glUniform1i(textureUniformV, 2);
#else
glActiveTexture(GL_TEXTURE0);
glBindTexture ( GL_TEXTURE_2D, id_y );
glTexImage2D ( GL_TEXTURE_2D,
0, GL_RED,
width, height,
0, GL_RED,
GL_UNSIGNED_BYTE, readThread->yuv_buf);
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_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 );
glActiveTexture(GL_TEXTURE1);
glBindTexture ( GL_TEXTURE_2D, id_uv );
glTexImage2D ( GL_TEXTURE_2D,
0, GL_RG,
width >> 1, height >> 1,
0, GL_RG,
GL_UNSIGNED_BYTE, readThread->yuv_buf + videoW * videoH);
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_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 );
glUniform1i(textureUniformY, 0);
//指定uv纹理要使用新值
glUniform1i(textureUniformUV, 1);
// program->setUniformValue(textureUniformY, 0);
// program->setUniformValue(textureUniformUV, 1);
#endif
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
QMetaObject::invokeMethod(this,"update_ss",Qt::QueuedConnection);
}
void oglWidget::update_ss()
{
//qDebug()<<"oglWidget::update_ss update a frame.";
if(vd == NULL){
return;
}
#ifdef YUV420P2RGB
//将NV12格式转化为YUV420P
yuv420sp_to_yuv420p(vd->yuv_buffer,p420_data,1280,720);
#else
//p420_data = readThread->yuv_buf;
#endif
update();
vd->osd_do();
sem.release(); //modify by yzh, fixed thread synchronization, use QSemaphore
}
void oglWidget::resizeGL(int width, int height)
{
glViewport(0, 0, width, height);
}