增加opengl渲染yuv

This commit is contained in:
Barry 2018-10-23 23:41:44 +08:00
parent fa7cf8c2b1
commit e699468595
6 changed files with 304 additions and 9 deletions

View file

@ -30,14 +30,16 @@ SOURCES += \
adbprocess.cpp \
decoder.cpp \
server.cpp \
convert.cpp
convert.cpp \
glyuvwidget.cpp
HEADERS += \
dialog.h \
adbprocess.h \
decoder.h \
server.h \
convert.h
convert.h \
glyuvwidget.h
FORMS += \
dialog.ui

View file

@ -80,6 +80,31 @@ void Decoder::stopDecode()
wait();
}
void saveAVFrame_YUV_ToTempFile(AVFrame *pFrame, QByteArray& buffer)
{
int t_frameWidth = pFrame->width;
int t_frameHeight = pFrame->height;
int t_yPerRowBytes = pFrame->linesize[0];
int t_uPerRowBytes = pFrame->linesize[1];
int t_vPerRowBytes = pFrame->linesize[2];
for(int i = 0;i< t_frameHeight ;i++)
{
buffer.append((char*)(pFrame->data[0]+i*t_yPerRowBytes), t_frameWidth);
}
for(int i = 0;i< t_frameHeight/2 ;i++)
{
buffer.append((char*)(pFrame->data[1]+i*t_uPerRowBytes), t_frameWidth/2);
}
for(int i = 0;i< t_frameHeight/2 ;i++)
{
buffer.append((char*)(pFrame->data[2]+i*t_vPerRowBytes), t_frameWidth/2);
}
}
void Decoder::run()
{
unsigned char *decoderBuffer = Q_NULLPTR;
@ -162,8 +187,12 @@ void Decoder::run()
goto runQuit;
}
ret = avcodec_receive_frame(codecCtx, yuvDecoderFrame);
if (!ret) {
if (!ret) {
// a frame was received
QByteArray buffer;
saveAVFrame_YUV_ToTempFile(yuvDecoderFrame, buffer);
emit getOneFrame(buffer, codecCtx->width, codecCtx->height);
/*
if (!m_conver.isInit()) {
qDebug() << "decoder frame format" << yuvDecoderFrame->format;
m_conver.setSrcFrameInfo(codecCtx->width, codecCtx->height, AV_PIX_FMT_YUV420P);
@ -174,10 +203,16 @@ void Decoder::run()
outBuffer=new quint8[avpicture_get_size(AV_PIX_FMT_RGB32, codecCtx->width, codecCtx->height)];
avpicture_fill((AVPicture *)rgbDecoderFrame, outBuffer, AV_PIX_FMT_RGB32, codecCtx->width, codecCtx->height);
}
m_conver.convert(yuvDecoderFrame, rgbDecoderFrame);
QImage tmpImg((uchar *)outBuffer, codecCtx->width, codecCtx->height, QImage::Format_RGB32);
QImage image = tmpImg.copy(); //把图像复制一份 传递给界面显示
emit getOneImage(image);
// tc games 3% ???
// scrcpy 7% cpu
// 5% cpu
//m_conver.convert(yuvDecoderFrame, rgbDecoderFrame);
// 8% cpu
//QImage tmpImg((uchar *)outBuffer, codecCtx->width, codecCtx->height, QImage::Format_RGB32);
//QImage image = tmpImg.copy(); //把图像复制一份 传递给界面显示
// 16% cpu
//emit getOneImage(image);
*/
} else if (ret != AVERROR(EAGAIN)) {
qCritical("Could not receive video frame: %d", ret);
av_packet_unref(&packet);

View file

@ -30,7 +30,7 @@ public:
void stopDecode();
signals:
void getOneImage(QImage img);
void getOneFrame(QByteArray buffer, quint32 width, quint32 height);
protected:
void run();

View file

@ -1,6 +1,7 @@
#include "dialog.h"
#include "ui_dialog.h"
#include "adbprocess.h"
#include "glyuvwidget.h"
Dialog::Dialog(QWidget *parent) :
@ -8,6 +9,10 @@ Dialog::Dialog(QWidget *parent) :
ui(new Ui::Dialog)
{
ui->setupUi(this);
GLYuvWidget* w = new GLYuvWidget(this);
w->resize(ui->imgLabel->size());
w->move(230, 20);
Decoder::init();
server = new Server();
@ -24,13 +29,24 @@ Dialog::Dialog(QWidget *parent) :
}
});
// must be Qt::QueuedConnection, ui update must be main thread
QObject::connect(&decoder, &Decoder::getOneFrame,w,&GLYuvWidget::slotShowYuv,
Qt::QueuedConnection);
/*
// must be Qt::QueuedConnection, ui update must be main thread
connect(&decoder, &Decoder::getOneImage, this, [this](QImage img){
qDebug() << "getOneImage";
return;
//18% cpu
// 将图像按比例缩放成和窗口一样大小
QImage img2 = img.scaled(ui->imgLabel->size(), Qt::IgnoreAspectRatio);
ui->imgLabel->setPixmap(QPixmap::fromImage(img2));
qDebug() << "getOneImage";
//24% cpu
}, Qt::QueuedConnection);
*/
}
Dialog::~Dialog()

187
src/glyuvwidget.cpp Normal file
View file

@ -0,0 +1,187 @@
#include "glyuvwidget.h"
#include <QOpenGLShaderProgram>
#include <QOpenGLTexture>
#include <QDebug>
#include <QFile>
#define VERTEXIN 0
#define TEXTUREIN 1
GLYuvWidget::GLYuvWidget(QWidget *parent):
QOpenGLWidget(parent)
{
}
GLYuvWidget::~GLYuvWidget()
{
makeCurrent();
m_vbo.destroy();
m_textureY->destroy();
m_textureU->destroy();
m_textureV->destroy();
doneCurrent();
}
void GLYuvWidget::slotShowYuv(QByteArray buffer, uint width, uint height)
{
m_videoWidth = width;
m_videoHeight = height;
QFile *file = new QFile;
file->setFileName("android.yuv");
bool ok = file->open(QIODevice::WriteOnly | QIODevice::Append);
if(ok) {
QDataStream out(file);
//out.setVersion(QDataStream::Qt_5_7);
out << buffer;
file->close();
delete(file);
}
m_buffer.setRawData(buffer, buffer.size());
m_yuvPtr = m_buffer.data();
update();
}
void GLYuvWidget::initializeGL()
{
initializeOpenGLFunctions();
glDisable(GL_DEPTH_TEST); // 关闭深度缓冲测试对于2D图形来说没用
static const GLfloat vertices[]{
// 顶点坐标(-1.0,1.0)
-1.0f,-1.0f,
-1.0f,+1.0f,
+1.0f,+1.0f,
+1.0f,-1.0f,
// 纹理坐标(0.0,1.0)
0.0f,1.0f,
0.0f,0.0f,
1.0f,0.0f,
1.0f,1.0f,
};
// 初始化顶点缓冲
m_vbo.create();
m_vbo.bind();
m_vbo.allocate(vertices,sizeof(vertices));
// 顶点着色器
QOpenGLShader *vShader = new QOpenGLShader(QOpenGLShader::Vertex, this);
// 顶点着色器源码
const char *vertexSrc =
"attribute vec4 vertexIn; \
attribute vec2 textureIn; \
varying vec2 textureOut; \
void main(void) \
{ \
gl_Position = vertexIn; \
textureOut = textureIn; \
}";
vShader->compileSourceCode(vertexSrc);
// 片段着色器
QOpenGLShader *fShader = new QOpenGLShader(QOpenGLShader::Fragment, this);
// 片段着色器源码
const char *fragmentSrc =
"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, 1, 1, \
0, -0.39465, 2.03211, \
1.13983, -0.58060, 0) * yuv; \
gl_FragColor = vec4(rgb, 1); \
}";
fShader->compileSourceCode(fragmentSrc);
// 着色器程序
m_shaderProgram = new QOpenGLShaderProgram(this);
// 添加着色器
m_shaderProgram->addShader(vShader);
m_shaderProgram->addShader(fShader);
m_shaderProgram->bindAttributeLocation("vertexIn",VERTEXIN);
m_shaderProgram->bindAttributeLocation("textureIn",TEXTUREIN);
// 链接着色器
m_shaderProgram->link();
m_shaderProgram->bind();
m_shaderProgram->enableAttributeArray(VERTEXIN);
m_shaderProgram->enableAttributeArray(TEXTUREIN);
m_shaderProgram->setAttributeBuffer(VERTEXIN, GL_FLOAT, 0, 2, 2*sizeof(GLfloat));
m_shaderProgram->setAttributeBuffer(TEXTUREIN, GL_FLOAT, 8*sizeof(GLfloat), 2, 2*sizeof(GLfloat));
// 着色器程序中取得yuv纹理位置
m_textureUniformY = m_shaderProgram->uniformLocation("tex_y");
m_textureUniformU = m_shaderProgram->uniformLocation("tex_u");
m_textureUniformV = m_shaderProgram->uniformLocation("tex_v");
m_textureY = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_textureU = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_textureV = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_textureY->create();
m_textureU->create();
m_textureV->create();
m_idY = m_textureY->textureId();
m_idU = m_textureU->textureId();
m_idV = m_textureV->textureId();
glClearColor(0.0,0.0,0.0,0.0);
}
void GLYuvWidget::inittexture()
{
//QMatrix4x4 m;
//m.perspective(60.0f, 4.0f/3.0f, 0.1f, 100.0f );//透视矩阵随距离的变化,图形跟着变化。屏幕平面中心就是视点(摄像头),需要将图形移向屏幕里面一定距离。
//近裁剪平面是一个矩形,矩形左下角点三维空间坐标是left,bottom,-near,右上角点是right,top,-near所以此处为负表示z轴最大为10
//远裁剪平面也是一个矩形,左下角点空间坐标是left,bottom,-far,右上角点是right,top,-far所以此处为正表示z轴最小为-10
//此时坐标中心还是在屏幕水平面中间,只是前后左右的距离已限制。
//m.ortho(-2,+2,-2,+2,-10,10);
glActiveTexture(GL_TEXTURE0); //激活纹理单元GL_TEXTURE0,系统里面的
glBindTexture(GL_TEXTURE_2D, m_idY); //绑定y分量纹理对象id到激活的纹理单元
//使用内存中的数据创建真正的y分量纹理数据
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_videoWidth, m_videoHeight, 0, GL_RED, GL_UNSIGNED_BYTE, m_yuvPtr);
//https://blog.csdn.net/xipiaoyouzi/article/details/53584798 纹理参数解析
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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); //激活纹理单元GL_TEXTURE1
glBindTexture(GL_TEXTURE1, m_idU);
//使用内存中的数据创建真正的u分量纹理数据
glTexImage2D(GL_TEXTURE_2D,0,GL_RED, m_videoWidth >> 1, m_videoHeight >> 1, 0, GL_RED, GL_UNSIGNED_BYTE, m_yuvPtr + m_videoWidth * m_videoHeight);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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); //激活纹理单元GL_TEXTURE2
glBindTexture(GL_TEXTURE_2D, m_idV);
//使用内存中的数据创建真正的v分量纹理数据
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_videoWidth >> 1, m_videoHeight >> 1, 0, GL_RED, GL_UNSIGNED_BYTE, m_yuvPtr + m_videoWidth * m_videoHeight * 5 / 4);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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);
}
void GLYuvWidget::paintGL()
{
inittexture();
//指定y纹理要使用新值
glUniform1i(m_textureUniformY, 0);
//指定u纹理要使用新值
glUniform1i(m_textureUniformU, 1);
//指定v纹理要使用新值
glUniform1i(m_textureUniformV, 2);
//使用顶点数组方式绘制图形
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}

55
src/glyuvwidget.h Normal file
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@ -0,0 +1,55 @@
#ifndef GLYUVWIDGET_H
#define GLYUVWIDGET_H
#include <QOpenGLWidget>
#include <QOpenGLFunctions>
#include <QOpenGLBuffer>
#include <QTimer>
QT_FORWARD_DECLARE_CLASS(QOpenGLShaderProgram)
QT_FORWARD_DECLARE_CLASS(QOpenGLTexture)
class GLYuvWidget : public QOpenGLWidget, protected QOpenGLFunctions
{
Q_OBJECT
public:
GLYuvWidget(QWidget *parent = 0);
~GLYuvWidget();
public slots:
//显示一帧Yuv图像
void slotShowYuv(QByteArray buffer, uint width, uint height);
protected:
void initializeGL() Q_DECL_OVERRIDE;
void paintGL() Q_DECL_OVERRIDE;
void inittexture();
private:
QOpenGLShaderProgram *m_shaderProgram = Q_NULLPTR; // 着色器程序
QOpenGLBuffer m_vbo; // 顶点缓冲对象
//opengl中yuv纹理位置
GLuint m_textureUniformY = 0;
GLuint m_textureUniformU = 0;
GLuint m_textureUniformV = 0;
// yuv纹理对象
QOpenGLTexture *m_textureY = Q_NULLPTR;
QOpenGLTexture *m_textureU = Q_NULLPTR;
QOpenGLTexture *m_textureV = Q_NULLPTR;
// 纹理对象ID
GLuint m_idY = 0;
GLuint m_idU = 0;
GLuint m_idV = 0;
// 视频宽高
quint32 m_videoWidth;
quint32 m_videoHeight;
char *m_yuvPtr = Q_NULLPTR;
QByteArray m_buffer;
};
#endif // GLYUVWIDGET_H