直接上代码
Nv12Render.h
#ifndef NV12RENDER_H
#define NV12RENDER_H
#include <QOpenGLFunctions>
#include <QOpenGLShaderProgram>
#include <QOpenGLBuffer> class Nv12Render : public QOpenGLFunctions
{
public:
Nv12Render() = default;
Nv12Render(const Nv12Render&) = delete;
~Nv12Render(); void initialize();
void render(uchar* m_py,uchar* m_pu,int width,int height);
void render(uchar *nv12Ptr, int w, int h); private:
QOpenGLShaderProgram program;
GLuint idY,idUV;
QOpenGLBuffer vbo;
}; #endif // NV12RENDER_H
Nv12Render.cpp
#include "NV12_Render.h"
#include <QOpenGLTexture>
#include <QDebug> Nv12Render::~Nv12Render()
{ } void Nv12Render::initialize()
{
initializeOpenGLFunctions();
const char *vsrc =
"attribute vec4 vertexIn; \
attribute vec4 textureIn; \
varying vec4 textureOut; \
void main(void) \
{ \
gl_Position = vertexIn; \
textureOut = textureIn; \
}"; const char *fsrc =
"varying mediump vec4 textureOut;\n"
"uniform sampler2D textureY;\n"
"uniform sampler2D textureUV;\n"
"void main(void)\n"
"{\n"
"vec3 yuv; \n"
"vec3 rgb; \n"
"yuv.x = texture2D(textureY, textureOut.st).r - 0.0625; \n"
"yuv.y = texture2D(textureUV, textureOut.st).r - 0.5; \n"
"yuv.z = texture2D(textureUV, textureOut.st).g - 0.5; \n"
"rgb = mat3( 1, 1, 1, \n"
"0, -0.39465, 2.03211, \n"
"1.13983, -0.58060, 0) * yuv; \n"
"gl_FragColor = vec4(rgb, 1); \n"
"}\n";
program.addShaderFromSourceCode(QOpenGLShader::Vertex,vsrc);
program.addShaderFromSourceCode(QOpenGLShader::Fragment,fsrc);
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)); GLuint ids[];
glGenTextures(,ids);
idY = ids[];
idUV = ids[];
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
} void Nv12Render::render(uchar* py,uchar* puv, int w, int h)
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST); program.bind();
vbo.bind();
program.enableAttributeArray("vertexIn");
program.enableAttributeArray("textureIn");
program.setAttributeBuffer("vertexIn",GL_FLOAT, , , *sizeof(GLfloat));
program.setAttributeBuffer("textureIn",GL_FLOAT, * * sizeof(GLfloat),,*sizeof(GLfloat)); glActiveTexture(GL_TEXTURE0 + );
glBindTexture(GL_TEXTURE_2D,idY);
glTexImage2D(GL_TEXTURE_2D,,GL_RED,w,h,,GL_RED,GL_UNSIGNED_BYTE,py);
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_TEXTURE0 + );
glBindTexture(GL_TEXTURE_2D,idUV);
glTexImage2D(GL_TEXTURE_2D,,GL_RG,w >> ,h >> ,,GL_RG,GL_UNSIGNED_BYTE,puv);
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); program.setUniformValue("textureUV",);
program.setUniformValue("textureY",);
glDrawArrays(GL_QUADS,,);
program.disableAttributeArray("vertexIn");
program.disableAttributeArray("textureIn");
program.release();
} void Nv12Render::render(uchar *nv12Ptr, int w, int h)
{
if(!nv12Ptr)return; glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST); program.bind();
vbo.bind();
program.enableAttributeArray("vertexIn");
program.enableAttributeArray("textureIn");
program.setAttributeBuffer("vertexIn",GL_FLOAT, , , *sizeof(GLfloat));
program.setAttributeBuffer("textureIn",GL_FLOAT, * * sizeof(GLfloat),,*sizeof(GLfloat)); glActiveTexture(GL_TEXTURE0 + );
glBindTexture(GL_TEXTURE_2D,idY);
glTexImage2D(GL_TEXTURE_2D,,GL_RED,w,h,,GL_RED,GL_UNSIGNED_BYTE,nv12Ptr);
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_TEXTURE0 + );
glBindTexture(GL_TEXTURE_2D,idUV);
glTexImage2D(GL_TEXTURE_2D,,GL_RG,w >> ,h >> ,,GL_RG,GL_UNSIGNED_BYTE,nv12Ptr + w*h);
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); program.setUniformValue("textureUV",);
program.setUniformValue("textureY",);
glDrawArrays(GL_QUADS,,);
program.disableAttributeArray("vertexIn");
program.disableAttributeArray("textureIn");
program.release();
}
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