ffmpeg中avframe保存yuv420p的数据时是直接申请一整个的 image_size, 亮度数据y的地址是起始地址,u 在 y 的基础上偏移, v 在 u 的基础上偏移
//以HD的yuv420p 8 bit数据为例
uint8_t* yuv420_data = new [1920*1080*1.5]();
uint8_t* data_y = yuv420_data;
uint8_t* data_u = yuv420_data + 1920*1080;
uint8_t* data_v = data_u + 1920*1080/4;
delete[] yuv420_data;
float vertex_coord_data[] = {
-1.f, -1.f, 0.f, 0.f, 1.f,
-1.f, 1.f, 0.f, 0.f, 0.f,
1.f, 1.f, 0.f, 1.f, 0.f,
1.f, -1.f, 0.f, 1.f, 1.f,
};
uint32_t vertx_index_data[] = {
0, 1, 2,
2, 3, 0
};
uint32_t m_vertex_buffer, m_index_buffer;
glGenBuffers(1, &m_vertex_buffer);
glGenBuffers(1, &m_index_buffer);
glGenVertexArrays(1, &m_vertex_array);
glBindVertexArray(m_vertex_array);
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_coord_data), vertex_coord_data, GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_index_buffer);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(vertx_index_data), vertx_index_data, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3*sizeof(float)));
glEnableVertexAttribArray(1);
// 纹理 y
glGenTextures(1, &m_tex_y);
glBindTexture(GL_TEXTURE_2D, m_tex_y);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_tex_width, m_wnd_height, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
glGenerateMipmap(GL_TEXTURE_2D);
// 纹理 u
glGenTextures(1, &m_tex_u);
glBindTexture(GL_TEXTURE_2D, m_tex_u);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_tex_width/2, m_wnd_height/2, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
glGenerateMipmap(GL_TEXTURE_2D);
// 纹理 v
glGenTextures(1, &m_tex_v);
glBindTexture(GL_TEXTURE_2D, m_tex_v);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_tex_width/2, m_wnd_height/2, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr);
glGenerateMipmap(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_tex_y);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_tex_width, m_tex_height, GL_RED, GL_UNSIGNED_BYTE, y);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_tex_u);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_tex_width/2, m_tex_height/2, GL_RED, GL_UNSIGNED_BYTE, u);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_tex_v);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_tex_width/2, m_tex_height/2, GL_RED, GL_UNSIGNED_BYTE, v);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_tex_y);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_tex_u);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_tex_v);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
/顶点着色器///
#version 330 core
layout (location = 0) in vec3 vertex_pos;
layout (location = 1) in vec2 tex_pos;
out vec2 tex_uv;
void main()
{
gl_Position = vec4(vertex_pos, 1.f);
tex_uv = vec2(tex_pos);
}
/像素着色器///
#version 330 core
out vec4 frage_color;
in vec2 tex_uv;
uniform sampler2D tex_y;
uniform sampler2D tex_u;
uniform sampler2D tex_v;
void main()
{
vec3 yuv = vec3(0.f);
//按照BT709的协议来转换YUV至RGB
yuv.x = texture2D(tex_y, tex_uv).r - 16.f/235.f;
yuv.y = texture2D(tex_u, tex_uv).r - 128.f/240.f;
yuv.z = texture2D(tex_v, tex_uv).r - 128.f/240.f;
yuv = clamp(yuv, 0.f, 1.f);
mat3 yuv_to_rgb = mat3(1.164f, 0.f, 1.793f,
1.164f, -0.213f, -0.533f,
1.164f, 2.112f, 0.f);
vec3 rgb = yuv_to_rgb *yuv;
frage_color = vec4(rgb.r, rgb.g, rgb.b, 1.f);
}
demo中使用封装好的 ffmpeg 来获取YUV420P数据,相关代码地址:https://github.com/pengguoqing/samples_code.git
使用demo中的代码渲染后的效果画面会变紫,我尝试了用其他YUV_RGB的转换矩阵,也是一样的会变紫,各位老师看过后能不能纠正一下哪里不正确
经过这两天的思考和排查,以及请教行业前辈终于知道原因了,具体如下:
①y、u、v 三张纹理被声明成了 uniform 类型, 所以每次更新纹理数后都需要更新一下
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_tex_y);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_tex_width, m_tex_height, GL_RED, GL_UNSIGNED_BYTE, y);
m_shader_parse.setInt("tex_y", 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_tex_u);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_tex_width/2, m_tex_height/2, GL_RED, GL_UNSIGNED_BYTE, u);
m_shader_parse.setInt("tex_u", 1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_tex_v);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_tex_width/2, m_tex_height/2, GL_RED, GL_UNSIGNED_BYTE, v);
m_shader_parse.setInt("tex_v", 2);
//或一次性通知更新
//m_shader_parse.setInt("tex_y", 0);
//m_shader_parse.setInt("tex_u", 1);
//m_shader_parse.setInt("tex_v", 2);
② shader里面需要对左乘矩阵进行转置
因为shader里面的向量是列向量,所以 yuv_rgb 的矩阵需要左乘 采样的 yuv纹理数据
/*mat3 yuv_to_rgb = mat3(1.164f, 0.f, 1.793f,
1.164f, -0.213f, -0.533f,
1.164f, 2.112f, 0.f);*/
//709_YUV_to_RGB
mat3 yuv_to_rgb = mat3(1.164f, 1.164f, 1.164f,
0.f, -0.213f, 2.112f,
1.793f, -0.533f, 0.f);