mirror of
https://github.com/barry-ran/QtScrcpy.git
synced 2025-04-21 20:15:04 +00:00
纯qt opengl实现
This commit is contained in:
parent
c7c1f30252
commit
c00954b6a9
8 changed files with 40 additions and 374 deletions
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@ -33,7 +33,6 @@ SOURCES += \
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server.cpp \
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convert.cpp \
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frames.cpp \
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yuvglwidget.cpp \
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fpscounter.cpp \
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qyuvopenglwidget.cpp
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@ -44,7 +43,6 @@ HEADERS += \
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server.h \
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convert.h \
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frames.h \
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yuvglwidget.h \
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fpscounter.h \
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qyuvopenglwidget.h
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@ -4,7 +4,6 @@
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#include "dialog.h"
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#include "ui_dialog.h"
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#include "adbprocess.h"
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#include "yuvglwidget.h"
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#include "qyuvopenglwidget.h"
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void saveAVFrame_YUV_ToTempFile(const AVFrame *pFrame)
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@ -39,7 +38,7 @@ void saveAVFrame_YUV_ToTempFile(const AVFrame *pFrame)
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t_file.flush();
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}
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#define OPENGL_EX
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Dialog::Dialog(QWidget *parent) :
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QDialog(parent),
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ui(new Ui::Dialog)
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@ -48,14 +47,9 @@ Dialog::Dialog(QWidget *parent) :
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setWindowFlags(windowFlags()
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| Qt::WindowMaximizeButtonHint
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| Qt::WindowMinimizeButtonHint);
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#ifdef OPENGL_EX
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w = new QYUVOpenGLWidget(this);
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ui->verticalLayout->addWidget(w);
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#else
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w2 = new YUVGLWidget(this);
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ui->verticalLayout->addWidget(w2);
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#endif
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Decoder::init();
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@ -81,13 +75,8 @@ Dialog::Dialog(QWidget *parent) :
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frames.lock();
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const AVFrame *frame = frames.consumeRenderedFrame();
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//saveAVFrame_YUV_ToTempFile(frame);
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#ifdef OPENGL_EX
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w->setFrameSize(QSize(frame->width, frame->height));
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w->updateTextures(frame->data[0], frame->data[1], frame->data[2], frame->linesize[0], frame->linesize[1], frame->linesize[2]);
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#else
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w2->setFrameSize(QSize(frame->width, frame->height));
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w2->updateTextures(frame->data[0], frame->data[1], frame->data[2], frame->linesize[0], frame->linesize[1], frame->linesize[2]);
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#endif
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frames.unLock();
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},Qt::QueuedConnection);
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}
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@ -11,7 +11,6 @@ namespace Ui {
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class Dialog;
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}
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class YUVGLWidget;
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class QYUVOpenGLWidget;
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class Dialog : public QDialog
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{
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@ -34,7 +33,6 @@ private:
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Decoder decoder;
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Frames frames;
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QYUVOpenGLWidget* w;
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YUVGLWidget* w2;
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};
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#endif // DIALOG_H
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@ -7,7 +7,7 @@
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int main(int argc, char *argv[])
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{
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QApplication::setAttribute(Qt::AA_UseDesktopOpenGL);
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//QApplication::setAttribute(Qt::AA_UseDesktopOpenGL);
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//QApplication::setAttribute(Qt::AA_UseOpenGLES);
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//QApplication::setAttribute(Qt::AA_UseSoftwareOpenGL);
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@ -17,7 +17,7 @@ int main(int argc, char *argv[])
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qputenv("QTSCRCPY_SERVER_PATH", "G:\\mygitcode\\QtScrcpy\\src\\scrcpy-server.jar");
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Dialog w;
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w.move(50, 930);
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//w.move(50, 930);
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w.show();
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return a.exec();
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@ -105,25 +105,29 @@ void QYUVOpenGLWidget::setFrameSize(const QSize &frameSize)
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{
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if (m_frameSize != frameSize) {
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m_frameSize = frameSize;
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m_needInit = true;
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m_needUpdate = true;
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repaint();
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}
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}
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void QYUVOpenGLWidget::updateTextures(quint8 *dataY, quint8 *dataU, quint8 *dataV, quint32 linesizeY, quint32 linesizeU, quint32 linesizeV)
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{
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if (m_textureY->textureId()) {
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QOpenGLPixelTransferOptions options;
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options.setRowLength(linesizeY);
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m_textureY->setData(QOpenGLTexture::Red, QOpenGLTexture::UInt8,dataY, &options);
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options.setRowLength(linesizeU);
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m_textureU->setData(QOpenGLTexture::Red, QOpenGLTexture::UInt8,dataU, &options);
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options.setRowLength(linesizeV);
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m_textureV->setData(QOpenGLTexture::Red, QOpenGLTexture::UInt8,dataV, &options);
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if (m_frameSize.isEmpty()) {
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return;
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}
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QOpenGLPixelTransferOptions options;
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if (m_textureY->isStorageAllocated()) {
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options.setRowLength(linesizeY);
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m_textureY->setData(QOpenGLTexture::Luminance, QOpenGLTexture::UInt8,dataY, &options);
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}
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if (m_textureU->isStorageAllocated()) {
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options.setRowLength(linesizeU);
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m_textureU->setData(QOpenGLTexture::Luminance, QOpenGLTexture::UInt8,dataU, &options);
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}
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if (m_textureV->isStorageAllocated()) {
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options.setRowLength(linesizeV);
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m_textureV->setData(QOpenGLTexture::Luminance, QOpenGLTexture::UInt8,dataV, &options);
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}
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//updateTexture(m_texture[0], 0, dataY, linesizeY);
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//updateTexture(m_texture[1], 1, dataU, linesizeU);
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//updateTexture(m_texture[2], 2, dataV, linesizeV);
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update();
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}
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@ -145,28 +149,23 @@ void QYUVOpenGLWidget::initializeGL()
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void QYUVOpenGLWidget::paintGL()
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{
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if (m_needInit) {
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//TODO 需要deInitTextures吗
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if (m_frameSize.isEmpty()) {
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return;
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}
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if (m_needUpdate) {
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initTextures();
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m_needInit = false;
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m_needUpdate = false;
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}
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if (m_textureY->textureId()) {
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m_textureY->bind(0);
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if (m_textureY->isStorageAllocated()) {
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m_textureY->bind(0);
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}
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if (m_textureU->isStorageAllocated()) {
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m_textureU->bind(1);
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}
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if (m_textureV->isStorageAllocated()) {
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m_textureV->bind(2);
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}
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/*
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_texture[0]);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_texture[1]);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, m_texture[2]);
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*/
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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@ -222,8 +221,8 @@ void QYUVOpenGLWidget::initTextures()
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// 设置所有方向上纹理超出坐标时的显示策略(也可单个方向单独设置)
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m_textureY->setWrapMode(QOpenGLTexture::ClampToEdge);
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m_textureY->setMipLevels(1);
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m_textureY->setFormat(QOpenGLTexture::R8_UNorm);
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m_textureY->allocateStorage();
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m_textureY->setFormat(QOpenGLTexture::LuminanceFormat);
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m_textureY->allocateStorage(QOpenGLTexture::Luminance, QOpenGLTexture::UInt8);
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}
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if (m_textureU) {
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@ -233,8 +232,8 @@ void QYUVOpenGLWidget::initTextures()
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m_textureU->setMagnificationFilter(QOpenGLTexture::Linear);
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m_textureU->setWrapMode(QOpenGLTexture::ClampToEdge);
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m_textureU->setMipLevels(1);
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m_textureU->setFormat(QOpenGLTexture::R8_UNorm);
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m_textureU->allocateStorage();
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m_textureU->setFormat(QOpenGLTexture::LuminanceFormat);
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m_textureU->allocateStorage(QOpenGLTexture::Luminance, QOpenGLTexture::UInt8);
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}
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if (m_textureV) {
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@ -244,40 +243,9 @@ void QYUVOpenGLWidget::initTextures()
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m_textureV->setMagnificationFilter(QOpenGLTexture::Linear);
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m_textureV->setWrapMode(QOpenGLTexture::ClampToEdge);
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m_textureV->setMipLevels(1);
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m_textureV->setFormat(QOpenGLTexture::R8_UNorm);
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m_textureV->allocateStorage();
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m_textureV->setFormat(QOpenGLTexture::LuminanceFormat);
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m_textureV->allocateStorage(QOpenGLTexture::Luminance, QOpenGLTexture::UInt8);
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}
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/*
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// 创建纹理
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glGenTextures(1, &m_texture[0]);
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glBindTexture(GL_TEXTURE_2D, m_texture[0]);
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// 设置纹理缩放时的策略
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// 设置st方向上纹理超出坐标时的显示策略
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_frameSize.width(), m_frameSize.height(), 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
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glGenTextures(1, &m_texture[1]);
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glBindTexture(GL_TEXTURE_2D, m_texture[1]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_frameSize.width()/2, m_frameSize.height()/2, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
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glGenTextures(1, &m_texture[2]);
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glBindTexture(GL_TEXTURE_2D, m_texture[2]);
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// 设置纹理缩放时的策略
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// 设置st方向上纹理超出坐标时的显示策略
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_frameSize.width()/2, m_frameSize.height()/2, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
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*/
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}
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void QYUVOpenGLWidget::deInitTextures()
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if (m_textureV) {
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m_textureV->destroy();
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}
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}
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void QYUVOpenGLWidget::updateTexture(GLuint texture, quint32 textureType, quint8 *pixels, quint32 stride)
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@ -1,5 +1,6 @@
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#ifndef QYUVOPENGLWIDGET_H
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#define QYUVOPENGLWIDGET_H
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#include <QOpenGLWidget>
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#include <QOpenGLFunctions>
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#include <QOpenGLShaderProgram>
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@ -33,7 +34,7 @@ private:
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private:
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// 视频帧尺寸
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QSize m_frameSize = {-1, -1};
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bool m_needInit = false;
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bool m_needUpdate = false;
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// 顶点缓冲对象(Vertex Buffer Objects, VBO):默认即为VertexBuffer(GL_ARRAY_BUFFER)类型
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QOpenGLBuffer m_vbo;
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@ -45,9 +46,6 @@ private:
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QOpenGLTexture* m_textureY = Q_NULLPTR;
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QOpenGLTexture* m_textureU = Q_NULLPTR;
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QOpenGLTexture* m_textureV = Q_NULLPTR;
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// YUV纹理,用于生成纹理贴图
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GLuint m_texture[3] = {0};
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};
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#endif // QYUVOPENGLWIDGET_H
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@ -1,228 +0,0 @@
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#include <QOpenGLShaderProgram>
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#include "yuvglwidget.h"
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static QString vertShader = R"(
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#version 150 core
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uniform mat4 u_pm;
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uniform vec4 draw_pos;
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const vec2 verts[4] = vec2[] (
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vec2(-0.5, 0.5),
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vec2(-0.5, -0.5),
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vec2( 0.5, 0.5),
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vec2( 0.5, -0.5)
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);
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const vec2 texcoords[4] = vec2[] (
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vec2(0.0, 1.0),
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vec2(0.0, 0.0),
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vec2(1.0, 1.0),
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vec2(1.0, 0.0)
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);
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out vec2 v_coord;
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void main() {
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vec2 vert = verts[gl_VertexID];
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vec4 p = vec4((0.5 * draw_pos.z) + draw_pos.x + (vert.x * draw_pos.z),
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(0.5 * draw_pos.w) + draw_pos.y + (vert.y * draw_pos.w),
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0, 1);
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gl_Position = u_pm * p;
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v_coord = texcoords[gl_VertexID];
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}
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)";
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static QString fragShader = R"(
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#version 150 core
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uniform sampler2D y_tex;
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uniform sampler2D u_tex;
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uniform sampler2D v_tex;
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in vec2 v_coord;
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//layout( location = 0 ) out vec4 fragcolor;
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out vec4 fragcolor;
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const vec3 R_cf = vec3(1.164383, 0.000000, 1.596027);
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const vec3 G_cf = vec3(1.164383, -0.391762, -0.812968);
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const vec3 B_cf = vec3(1.164383, 2.017232, 0.000000);
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const vec3 offset = vec3(-0.0625, -0.5, -0.5);
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void main() {
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float y = texture(y_tex, v_coord).r;
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float u = texture(u_tex, v_coord).r;
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float v = texture(v_tex, v_coord).r;
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vec3 yuv = vec3(y,u,v);
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yuv += offset;
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fragcolor = vec4(0.0, 0.0, 0.0, 1.0);
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fragcolor.r = dot(yuv, R_cf);
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fragcolor.g = dot(yuv, G_cf);
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fragcolor.b = dot(yuv, B_cf);
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}
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)";
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YUVGLWidget::YUVGLWidget(QWidget *parent) :
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QOpenGLWidget(parent)
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{
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/*
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// 设置opengl兼容性格式为CoreProfile
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QSurfaceFormat defaultFormat = QSurfaceFormat::defaultFormat();
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defaultFormat.setProfile(QSurfaceFormat::CoreProfile);
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defaultFormat.setVersion(3, 3); // Adapt to your system
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QSurfaceFormat::setDefaultFormat(defaultFormat);
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setFormat(defaultFormat);
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*/
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}
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YUVGLWidget::~YUVGLWidget()
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{
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makeCurrent();
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deInitTextures();
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doneCurrent();
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}
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QSize YUVGLWidget::minimumSizeHint() const
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{
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return QSize(50, 50);
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}
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QSize YUVGLWidget::sizeHint() const
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{
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return size();
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}
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void YUVGLWidget::setFrameSize(const QSize& frameSize)
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{
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if (m_frameSize != frameSize) {
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m_frameSize = frameSize;
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m_needInit = true;
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}
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}
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void YUVGLWidget::initializeGL()
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{
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initializeOpenGLFunctions();
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glDisable(GL_DEPTH_TEST);
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m_vao.create();
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}
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void YUVGLWidget::paintGL()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// init
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if (m_needInit) {
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initShader();
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initTextures();
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m_needInit = false;
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}
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m_vao.bind();
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if (m_program) {
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QMatrix4x4 matrix;
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matrix.ortho(0, width(), height(), 0, 0.0, 100.0f);
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m_program->setUniformValue("u_pm", matrix);
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glUniform4f(m_drawPos, 0, 0, width(), height());
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, m_texture[Texture_Y]);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, m_texture[Texture_U]);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, m_texture[Texture_V]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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void YUVGLWidget::resizeGL(int width, int height)
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{
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glViewport(0, 0, width, height);
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}
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void YUVGLWidget::initShader()
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{
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if (m_program) {
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m_program->release();
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delete m_program;
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m_program = Q_NULLPTR;
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}
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m_program = new QOpenGLShaderProgram(this);
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// Setup shaders
|
||||
m_program->addShaderFromSourceCode(QOpenGLShader::Vertex, vertShader);
|
||||
m_program->addShaderFromSourceCode(QOpenGLShader::Fragment, fragShader);
|
||||
m_program->link();
|
||||
m_program->bind();
|
||||
m_program->setUniformValue("y_tex", Texture_Y);
|
||||
m_program->setUniformValue("u_tex", Texture_U);
|
||||
m_program->setUniformValue("v_tex", Texture_V);
|
||||
m_drawPos = m_program->uniformLocation("draw_pos");
|
||||
}
|
||||
|
||||
void YUVGLWidget::updateTextures(quint8 *dataY, quint8 *dataU, quint8 *dataV, quint32 linesizeY, quint32 linesizeU, quint32 linesizeV)
|
||||
{
|
||||
bindPixelTexture(m_texture[Texture_Y], Texture_Y, dataY, linesizeY);
|
||||
bindPixelTexture(m_texture[Texture_U], Texture_U, dataU, linesizeU);
|
||||
bindPixelTexture(m_texture[Texture_V], Texture_V, dataV, linesizeV);
|
||||
update();
|
||||
}
|
||||
|
||||
void YUVGLWidget::bindPixelTexture(GLuint texture, YUVTextureType textureType, quint8* pixels, quint32 stride)
|
||||
{
|
||||
if (!pixels)
|
||||
return;
|
||||
|
||||
QSize size(0, 0);
|
||||
calcTextureSize(textureType, size);
|
||||
|
||||
makeCurrent();
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, size.width(), size.height(), GL_LUMINANCE, GL_UNSIGNED_BYTE, pixels);
|
||||
doneCurrent();
|
||||
}
|
||||
|
||||
void YUVGLWidget::initTexture(qint32 textureType)
|
||||
{
|
||||
if (Texture_NULL >= textureType || Texture_Size <= textureType) {
|
||||
return;
|
||||
}
|
||||
glGenTextures(1, &m_texture[textureType]);
|
||||
glBindTexture(GL_TEXTURE_2D, m_texture[textureType]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
QSize size(0, 0);
|
||||
calcTextureSize(textureType, size);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, size.width(), size.height(), 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
|
||||
}
|
||||
|
||||
void YUVGLWidget::initTextures()
|
||||
{
|
||||
//TODO: use FBO?
|
||||
|
||||
deInitTextures();
|
||||
for (int i = Texture_Y; i < Texture_Size; i++) {
|
||||
initTexture(i);
|
||||
}
|
||||
}
|
||||
|
||||
void YUVGLWidget::deInitTextures()
|
||||
{
|
||||
glDeleteTextures(3, m_texture);
|
||||
memset(m_texture, 0, Texture_Size);
|
||||
}
|
||||
|
||||
void YUVGLWidget::calcTextureSize(qint32 textureType, QSize &size)
|
||||
{
|
||||
if (Texture_NULL >= textureType || Texture_Size <= textureType) {
|
||||
return;
|
||||
}
|
||||
if (Texture_Y == textureType) {
|
||||
size = m_frameSize;
|
||||
} else {
|
||||
size = m_frameSize / 2;
|
||||
}
|
||||
}
|
|
@ -1,56 +0,0 @@
|
|||
#ifndef YUVGLWIDGET_H
|
||||
#define YUVGLWIDGET_H
|
||||
|
||||
#include <QOpenGLFunctions>
|
||||
#include <QOpenGLVertexArrayObject>
|
||||
#include <QOpenGLWidget>
|
||||
//#include <QSurfaceFormat>
|
||||
|
||||
class QOpenGLShaderProgram;
|
||||
class YUVGLWidget : public QOpenGLWidget, protected QOpenGLFunctions
|
||||
{
|
||||
Q_OBJECT
|
||||
public:
|
||||
explicit YUVGLWidget(QWidget* parent = 0);
|
||||
~YUVGLWidget();
|
||||
|
||||
QSize minimumSizeHint() const override;
|
||||
QSize sizeHint() const override;
|
||||
|
||||
void setFrameSize(const QSize& frameSize);
|
||||
void updateTextures(quint8* dataY, quint8* dataU, quint8* dataV, quint32 linesizeY, quint32 linesizeU, quint32 linesizeV);
|
||||
|
||||
protected:
|
||||
void initializeGL() override;
|
||||
void paintGL() override;
|
||||
void resizeGL(int width, int height) override;
|
||||
|
||||
private:
|
||||
enum YUVTextureType {
|
||||
Texture_NULL = -1,
|
||||
Texture_Y,
|
||||
Texture_U,
|
||||
Texture_V,
|
||||
Texture_Size
|
||||
};
|
||||
|
||||
void initShader();
|
||||
void initTexture(qint32 textureType);
|
||||
void initTextures();
|
||||
void deInitTextures();
|
||||
void calcTextureSize(qint32 textureType, QSize& size);
|
||||
|
||||
void bindPixelTexture(GLuint texture, YUVTextureType textureType, quint8* pixels, quint32 stride);
|
||||
|
||||
private:
|
||||
QSize m_frameSize = {0, 0};
|
||||
bool m_needInit = false;
|
||||
|
||||
QOpenGLShaderProgram* m_program = Q_NULLPTR;
|
||||
QOpenGLVertexArrayObject m_vao;
|
||||
// yuv texture
|
||||
GLuint m_texture[Texture_Size] = {0};
|
||||
GLint m_drawPos = -1;
|
||||
};
|
||||
|
||||
#endif // YUVGLWIDGET_H
|
Loading…
Add table
Reference in a new issue