• Qt 使用openGL 渲染YUV420P格式的视频


    代码如下

    YUV420P_Render.h
    #ifndef YUV420P_RENDER_H
    #define YUV420P_RENDER_H
    
    #include <QObject>
    #include <QOpenGLWidget>
    #include <QOpenGLFunctions>
    #include <QOpenGLShaderProgram>
    class YUV420P_Render: protected QOpenGLFunctions
    {
    
    public:
        YUV420P_Render();
        ~YUV420P_Render();
    
        //初始化gl
        void initialize();
        //刷新显示
        void render(uchar* py,uchar* pu,uchar* pv,int width,int height,int type);
        void render(uchar* ptr,int width,int height,int type);
    
    private:
        //shader程序
        QOpenGLShaderProgram m_program;
        //shader中yuv变量地址
        GLuint m_textureUniformY, m_textureUniformU , m_textureUniformV;
        //创建纹理
        GLuint m_idy , m_idu , m_idv;
    
    };
    
    #endif // YUV420P_RENDER_H
    YUV420P_Render.cpp
    #include "YUV420P_Render.h"
    #include <QDebug>
    #include <QTimer>
    
    #define ATTRIB_VERTEX 0
    #define ATTRIB_TEXTURE 1
    
    YUV420P_Render::YUV420P_Render()
    {
    }
    
    YUV420P_Render::~YUV420P_Render()
    {
    }
    
        //初始化gl
    void YUV420P_Render::initialize()
    {
        qDebug() << "initializeGL";
    
        //初始化opengl (QOpenGLFunctions继承)函数
        initializeOpenGLFunctions();
    
        //顶点shader
        const char *vString =
           "attribute vec4 vertexPosition;
            attribute vec2 textureCoordinate;
            varying vec2 texture_Out;
            void main(void)
            {
                gl_Position = vertexPosition;
                texture_Out = textureCoordinate;
            }";
        //片元shader
        const char *tString =
            "varying vec2 texture_Out;
            uniform sampler2D tex_y;
            uniform sampler2D tex_u;
            uniform sampler2D tex_v;
            void main(void)
            {
                vec3 YUV;
                vec3 RGB;
                YUV.x = texture2D(tex_y, texture_Out).r;
                YUV.y = texture2D(tex_u, texture_Out).r - 0.5;
                YUV.z = texture2D(tex_v, texture_Out).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);
            }";
    
        //m_program加载shader(顶点和片元)脚本
        //片元(像素)
        qDebug()<<m_program.addShaderFromSourceCode(QOpenGLShader::Fragment, tString);
        //顶点shader
        qDebug() << m_program.addShaderFromSourceCode(QOpenGLShader::Vertex, vString);
    
        //设置顶点位置
        m_program.bindAttributeLocation("vertexPosition",ATTRIB_VERTEX);
        //设置纹理位置
        m_program.bindAttributeLocation("textureCoordinate",ATTRIB_TEXTURE);
    
        //编译shader
        qDebug() << "m_program.link() = " << m_program.link();
    
        qDebug() << "m_program.bind() = " << m_program.bind();
    
        //传递顶点和纹理坐标
        //顶点
        static const GLfloat ver[] = {
            -1.0f,-1.0f,
            1.0f,-1.0f,
            -1.0f, 1.0f,
            1.0f,1.0f
    //        -1.0f,-1.0f,
    //        0.9f,-1.0f,
    //        -1.0f, 1.0f,
    //        0.9f,1.0f
        };
        //纹理
        static const GLfloat tex[] = {
            0.0f, 1.0f,
            1.0f, 1.0f,
            0.0f, 0.0f,
            1.0f, 0.0f
        };
    
        //设置顶点,纹理数组并启用
        glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, ver);
        glEnableVertexAttribArray(ATTRIB_VERTEX);
        glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, tex);
        glEnableVertexAttribArray(ATTRIB_TEXTURE);
    
        //从shader获取地址
        m_textureUniformY = m_program.uniformLocation("tex_y");
        m_textureUniformU = m_program.uniformLocation("tex_u");
        m_textureUniformV = m_program.uniformLocation("tex_v");
    
        //创建纹理
        glGenTextures(1, &m_idy);
        //Y
        glBindTexture(GL_TEXTURE_2D, m_idy);
        //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);
    
        //U
        glGenTextures(1, &m_idu);
        glBindTexture(GL_TEXTURE_2D, m_idu);
        //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);
    
        //V
        glGenTextures(1, &m_idv);
        glBindTexture(GL_TEXTURE_2D, m_idv);
        //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);
    
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
    }
    
    //刷新显示
    void YUV420P_Render::render(uchar* py,uchar* pu,uchar* pv,int width,int height,int type)
    {
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, m_idy);
        //修改纹理内容(复制内存内容)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE,py);
        //与shader 关联
        glUniform1i(m_textureUniformY, 0);
    
        glActiveTexture(GL_TEXTURE0+1);
        glBindTexture(GL_TEXTURE_2D, m_idu);
        //修改纹理内容(复制内存内容)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width/2, height/2, 0, GL_RED, GL_UNSIGNED_BYTE, pu);
        //与shader 关联
        glUniform1i(m_textureUniformU,1);
    
        glActiveTexture(GL_TEXTURE0+2);
        glBindTexture(GL_TEXTURE_2D, m_idv);
         //修改纹理内容(复制内存内容)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width/2, height/2, 0, GL_RED, GL_UNSIGNED_BYTE, pv);
        //与shader 关联
        glUniform1i(m_textureUniformV, 2);
    
        glDrawArrays(GL_TRIANGLE_STRIP,0,4);
        qDebug() << "paintGL";
    }
    
    void YUV420P_Render::render(uchar* ptr,int width,int height,int type)
    {
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
    
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, m_idy);
        //修改纹理内容(复制内存内容)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE,ptr);
        //与shader 关联
        glUniform1i(m_textureUniformY, 0);
    
        glActiveTexture(GL_TEXTURE0+1);
        glBindTexture(GL_TEXTURE_2D, m_idu);
        //修改纹理内容(复制内存内容)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width/2, height/2, 0, GL_RED, GL_UNSIGNED_BYTE, ptr+width*height);
        //与shader 关联
        glUniform1i(m_textureUniformU,1);
    
        glActiveTexture(GL_TEXTURE0+2);
        glBindTexture(GL_TEXTURE_2D, m_idv);
         //修改纹理内容(复制内存内容)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width/2, height/2, 0, GL_RED, GL_UNSIGNED_BYTE, ptr+width*height*5/4);
        //与shader 关联
        glUniform1i(m_textureUniformV, 2);
    
        glDrawArrays(GL_TRIANGLE_STRIP,0,4);
        qDebug() << "paintGL";
    }

     最后写一个窗口类继承 QOpenGLWidget

    重写两个函数
    void initializeGL(); //调用上面渲染类的初始化函数
    void paintGL();//调用上面渲染类的渲染函数
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  • 原文地址:https://www.cnblogs.com/nanqiang/p/10224891.html
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