纯qt opengl实现

This commit is contained in:
Barry 2018-11-04 12:24:16 +08:00
parent c7c1f30252
commit c00954b6a9
8 changed files with 40 additions and 374 deletions

View file

@ -33,7 +33,6 @@ SOURCES += \
server.cpp \
convert.cpp \
frames.cpp \
yuvglwidget.cpp \
fpscounter.cpp \
qyuvopenglwidget.cpp
@ -44,7 +43,6 @@ HEADERS += \
server.h \
convert.h \
frames.h \
yuvglwidget.h \
fpscounter.h \
qyuvopenglwidget.h

View file

@ -4,7 +4,6 @@
#include "dialog.h"
#include "ui_dialog.h"
#include "adbprocess.h"
#include "yuvglwidget.h"
#include "qyuvopenglwidget.h"
void saveAVFrame_YUV_ToTempFile(const AVFrame *pFrame)
@ -39,7 +38,7 @@ void saveAVFrame_YUV_ToTempFile(const AVFrame *pFrame)
t_file.flush();
}
#define OPENGL_EX
Dialog::Dialog(QWidget *parent) :
QDialog(parent),
ui(new Ui::Dialog)
@ -48,14 +47,9 @@ Dialog::Dialog(QWidget *parent) :
setWindowFlags(windowFlags()
| Qt::WindowMaximizeButtonHint
| Qt::WindowMinimizeButtonHint);
#ifdef OPENGL_EX
w = new QYUVOpenGLWidget(this);
ui->verticalLayout->addWidget(w);
#else
w2 = new YUVGLWidget(this);
ui->verticalLayout->addWidget(w2);
#endif
Decoder::init();
@ -81,13 +75,8 @@ Dialog::Dialog(QWidget *parent) :
frames.lock();
const AVFrame *frame = frames.consumeRenderedFrame();
//saveAVFrame_YUV_ToTempFile(frame);
#ifdef OPENGL_EX
w->setFrameSize(QSize(frame->width, frame->height));
w->updateTextures(frame->data[0], frame->data[1], frame->data[2], frame->linesize[0], frame->linesize[1], frame->linesize[2]);
#else
w2->setFrameSize(QSize(frame->width, frame->height));
w2->updateTextures(frame->data[0], frame->data[1], frame->data[2], frame->linesize[0], frame->linesize[1], frame->linesize[2]);
#endif
frames.unLock();
},Qt::QueuedConnection);
}

View file

@ -11,7 +11,6 @@ namespace Ui {
class Dialog;
}
class YUVGLWidget;
class QYUVOpenGLWidget;
class Dialog : public QDialog
{
@ -34,7 +33,6 @@ private:
Decoder decoder;
Frames frames;
QYUVOpenGLWidget* w;
YUVGLWidget* w2;
};
#endif // DIALOG_H

View file

@ -7,7 +7,7 @@
int main(int argc, char *argv[])
{
QApplication::setAttribute(Qt::AA_UseDesktopOpenGL);
//QApplication::setAttribute(Qt::AA_UseDesktopOpenGL);
//QApplication::setAttribute(Qt::AA_UseOpenGLES);
//QApplication::setAttribute(Qt::AA_UseSoftwareOpenGL);
@ -17,7 +17,7 @@ int main(int argc, char *argv[])
qputenv("QTSCRCPY_SERVER_PATH", "G:\\mygitcode\\QtScrcpy\\src\\scrcpy-server.jar");
Dialog w;
w.move(50, 930);
//w.move(50, 930);
w.show();
return a.exec();

View file

@ -105,25 +105,29 @@ void QYUVOpenGLWidget::setFrameSize(const QSize &frameSize)
{
if (m_frameSize != frameSize) {
m_frameSize = frameSize;
m_needInit = true;
m_needUpdate = true;
repaint();
}
}
void QYUVOpenGLWidget::updateTextures(quint8 *dataY, quint8 *dataU, quint8 *dataV, quint32 linesizeY, quint32 linesizeU, quint32 linesizeV)
{
if (m_textureY->textureId()) {
QOpenGLPixelTransferOptions options;
options.setRowLength(linesizeY);
m_textureY->setData(QOpenGLTexture::Red, QOpenGLTexture::UInt8,dataY, &options);
options.setRowLength(linesizeU);
m_textureU->setData(QOpenGLTexture::Red, QOpenGLTexture::UInt8,dataU, &options);
options.setRowLength(linesizeV);
m_textureV->setData(QOpenGLTexture::Red, QOpenGLTexture::UInt8,dataV, &options);
if (m_frameSize.isEmpty()) {
return;
}
QOpenGLPixelTransferOptions options;
if (m_textureY->isStorageAllocated()) {
options.setRowLength(linesizeY);
m_textureY->setData(QOpenGLTexture::Luminance, QOpenGLTexture::UInt8,dataY, &options);
}
if (m_textureU->isStorageAllocated()) {
options.setRowLength(linesizeU);
m_textureU->setData(QOpenGLTexture::Luminance, QOpenGLTexture::UInt8,dataU, &options);
}
if (m_textureV->isStorageAllocated()) {
options.setRowLength(linesizeV);
m_textureV->setData(QOpenGLTexture::Luminance, QOpenGLTexture::UInt8,dataV, &options);
}
//updateTexture(m_texture[0], 0, dataY, linesizeY);
//updateTexture(m_texture[1], 1, dataU, linesizeU);
//updateTexture(m_texture[2], 2, dataV, linesizeV);
update();
}
@ -145,28 +149,23 @@ void QYUVOpenGLWidget::initializeGL()
void QYUVOpenGLWidget::paintGL()
{
if (m_needInit) {
//TODO 需要deInitTextures吗
if (m_frameSize.isEmpty()) {
return;
}
if (m_needUpdate) {
initTextures();
m_needInit = false;
m_needUpdate = false;
}
if (m_textureY->textureId()) {
m_textureY->bind(0);
if (m_textureY->isStorageAllocated()) {
m_textureY->bind(0);
}
if (m_textureU->isStorageAllocated()) {
m_textureU->bind(1);
}
if (m_textureV->isStorageAllocated()) {
m_textureV->bind(2);
}
/*
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_texture[0]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_texture[1]);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_texture[2]);
*/
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
@ -222,8 +221,8 @@ void QYUVOpenGLWidget::initTextures()
// 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)
m_textureY->setWrapMode(QOpenGLTexture::ClampToEdge);
m_textureY->setMipLevels(1);
m_textureY->setFormat(QOpenGLTexture::R8_UNorm);
m_textureY->allocateStorage();
m_textureY->setFormat(QOpenGLTexture::LuminanceFormat);
m_textureY->allocateStorage(QOpenGLTexture::Luminance, QOpenGLTexture::UInt8);
}
if (m_textureU) {
@ -233,8 +232,8 @@ void QYUVOpenGLWidget::initTextures()
m_textureU->setMagnificationFilter(QOpenGLTexture::Linear);
m_textureU->setWrapMode(QOpenGLTexture::ClampToEdge);
m_textureU->setMipLevels(1);
m_textureU->setFormat(QOpenGLTexture::R8_UNorm);
m_textureU->allocateStorage();
m_textureU->setFormat(QOpenGLTexture::LuminanceFormat);
m_textureU->allocateStorage(QOpenGLTexture::Luminance, QOpenGLTexture::UInt8);
}
if (m_textureV) {
@ -244,40 +243,9 @@ void QYUVOpenGLWidget::initTextures()
m_textureV->setMagnificationFilter(QOpenGLTexture::Linear);
m_textureV->setWrapMode(QOpenGLTexture::ClampToEdge);
m_textureV->setMipLevels(1);
m_textureV->setFormat(QOpenGLTexture::R8_UNorm);
m_textureV->allocateStorage();
m_textureV->setFormat(QOpenGLTexture::LuminanceFormat);
m_textureV->allocateStorage(QOpenGLTexture::Luminance, QOpenGLTexture::UInt8);
}
/*
// 创建纹理
glGenTextures(1, &m_texture[0]);
glBindTexture(GL_TEXTURE_2D, m_texture[0]);
// 设置纹理缩放时的策略
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 设置st方向上纹理超出坐标时的显示策略
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_frameSize.width(), m_frameSize.height(), 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
glGenTextures(1, &m_texture[1]);
glBindTexture(GL_TEXTURE_2D, m_texture[1]);
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);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_frameSize.width()/2, m_frameSize.height()/2, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
glGenTextures(1, &m_texture[2]);
glBindTexture(GL_TEXTURE_2D, m_texture[2]);
// 设置纹理缩放时的策略
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 设置st方向上纹理超出坐标时的显示策略
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_frameSize.width()/2, m_frameSize.height()/2, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
*/
}
void QYUVOpenGLWidget::deInitTextures()
@ -291,7 +259,6 @@ void QYUVOpenGLWidget::deInitTextures()
if (m_textureV) {
m_textureV->destroy();
}
}
void QYUVOpenGLWidget::updateTexture(GLuint texture, quint32 textureType, quint8 *pixels, quint32 stride)

View file

@ -1,5 +1,6 @@
#ifndef QYUVOPENGLWIDGET_H
#define QYUVOPENGLWIDGET_H
#include <QOpenGLWidget>
#include <QOpenGLFunctions>
#include <QOpenGLShaderProgram>
@ -33,7 +34,7 @@ private:
private:
// 视频帧尺寸
QSize m_frameSize = {-1, -1};
bool m_needInit = false;
bool m_needUpdate = false;
// 顶点缓冲对象(Vertex Buffer Objects, VBO)默认即为VertexBuffer(GL_ARRAY_BUFFER)类型
QOpenGLBuffer m_vbo;
@ -45,9 +46,6 @@ private:
QOpenGLTexture* m_textureY = Q_NULLPTR;
QOpenGLTexture* m_textureU = Q_NULLPTR;
QOpenGLTexture* m_textureV = Q_NULLPTR;
// YUV纹理用于生成纹理贴图
GLuint m_texture[3] = {0};
};
#endif // QYUVOPENGLWIDGET_H

View file

@ -1,228 +0,0 @@
#include <QOpenGLShaderProgram>
#include "yuvglwidget.h"
static QString vertShader = R"(
#version 150 core
uniform mat4 u_pm;
uniform vec4 draw_pos;
const vec2 verts[4] = vec2[] (
vec2(-0.5, 0.5),
vec2(-0.5, -0.5),
vec2( 0.5, 0.5),
vec2( 0.5, -0.5)
);
const vec2 texcoords[4] = vec2[] (
vec2(0.0, 1.0),
vec2(0.0, 0.0),
vec2(1.0, 1.0),
vec2(1.0, 0.0)
);
out vec2 v_coord;
void main() {
vec2 vert = verts[gl_VertexID];
vec4 p = vec4((0.5 * draw_pos.z) + draw_pos.x + (vert.x * draw_pos.z),
(0.5 * draw_pos.w) + draw_pos.y + (vert.y * draw_pos.w),
0, 1);
gl_Position = u_pm * p;
v_coord = texcoords[gl_VertexID];
}
)";
static QString fragShader = R"(
#version 150 core
uniform sampler2D y_tex;
uniform sampler2D u_tex;
uniform sampler2D v_tex;
in vec2 v_coord;
//layout( location = 0 ) out vec4 fragcolor;
out vec4 fragcolor;
const vec3 R_cf = vec3(1.164383, 0.000000, 1.596027);
const vec3 G_cf = vec3(1.164383, -0.391762, -0.812968);
const vec3 B_cf = vec3(1.164383, 2.017232, 0.000000);
const vec3 offset = vec3(-0.0625, -0.5, -0.5);
void main() {
float y = texture(y_tex, v_coord).r;
float u = texture(u_tex, v_coord).r;
float v = texture(v_tex, v_coord).r;
vec3 yuv = vec3(y,u,v);
yuv += offset;
fragcolor = vec4(0.0, 0.0, 0.0, 1.0);
fragcolor.r = dot(yuv, R_cf);
fragcolor.g = dot(yuv, G_cf);
fragcolor.b = dot(yuv, B_cf);
}
)";
YUVGLWidget::YUVGLWidget(QWidget *parent) :
QOpenGLWidget(parent)
{
/*
// 设置opengl兼容性格式为CoreProfile
QSurfaceFormat defaultFormat = QSurfaceFormat::defaultFormat();
defaultFormat.setProfile(QSurfaceFormat::CoreProfile);
defaultFormat.setVersion(3, 3); // Adapt to your system
QSurfaceFormat::setDefaultFormat(defaultFormat);
setFormat(defaultFormat);
*/
}
YUVGLWidget::~YUVGLWidget()
{
makeCurrent();
deInitTextures();
doneCurrent();
}
QSize YUVGLWidget::minimumSizeHint() const
{
return QSize(50, 50);
}
QSize YUVGLWidget::sizeHint() const
{
return size();
}
void YUVGLWidget::setFrameSize(const QSize& frameSize)
{
if (m_frameSize != frameSize) {
m_frameSize = frameSize;
m_needInit = true;
}
}
void YUVGLWidget::initializeGL()
{
initializeOpenGLFunctions();
glDisable(GL_DEPTH_TEST);
m_vao.create();
}
void YUVGLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// init
if (m_needInit) {
initShader();
initTextures();
m_needInit = false;
}
m_vao.bind();
if (m_program) {
QMatrix4x4 matrix;
matrix.ortho(0, width(), height(), 0, 0.0, 100.0f);
m_program->setUniformValue("u_pm", matrix);
glUniform4f(m_drawPos, 0, 0, width(), height());
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_texture[Texture_Y]);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_texture[Texture_U]);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_texture[Texture_V]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void YUVGLWidget::resizeGL(int width, int height)
{
glViewport(0, 0, width, height);
}
void YUVGLWidget::initShader()
{
if (m_program) {
m_program->release();
delete m_program;
m_program = Q_NULLPTR;
}
m_program = new QOpenGLShaderProgram(this);
// 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;
}
}

View file

@ -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