十、RGBA数据转NV21格式存储

1、介绍

首先为什么要去了解RGBA转NV21格式的,因为在软编码X264的时候就需要yuv格式作为输入源进行编码。

NV21格式的回顾:也是YUV420SP格式,存储两个plane,Y,VU交叉存储,内存大小为w * h + w * h/ 4 * 2=wh*1.5

再了解一下opengles的纹理怎么存储NV21数据:原来的RGBA数据大小为(w * h)*4 需要变成NV21的(w * h)1.5。则需要进行采样。原来RGBA的一行数据是4 * w(因为一个像素需要RGBA四个字节)但是现在NV21只有Y一个通道了,因此NV21的纹理大小宽应该需要w /4。那么根据总大小计算得知高应该要H *3 /2.可以如下设计:

[外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传(img-eYV9Hiyl-1686050316326)(C:\Users\CreatWall_zhouwen\Desktop\pic\pic\nv210.png)]

[外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传(img-Z0S11seg-1686050316329)(C:\Users\CreatWall_zhouwen\Desktop\pic\pic\nv212.png)]

2、代码实践

对比之前的转YUYV一致,只有片段着色器和FBO的纹理大小和绘画时有部分不一致,其他都是相同的。

工程都使用了com.example.sixrgb2yuv 区分只用修改cmaket包含的cpp文件即可。

片段着色器

#version 300 es
precision mediump float;
layout(location = 0) out vec4 outColor;
in vec2 v_texCoord;
uniform sampler2D s_TextureMap;
uniform float u_offest;
//公式
//Y =  0.299R + 0.587G + 0.114B
//U = -0.147R - 0.289G + 0.436B
//V =  0.615R - 0.515G - 0.100B
const vec3 COEF_Y = vec3( 0.299,  0.587,  0.114);
const vec3 COEF_U = vec3(-0.147, -0.289,  0.436);
const vec3 COEF_V = vec3( 0.615, -0.515, -0.100);
const float UV_DIVIDE_LINE = 2.0 / 3.0;
void main() {
    vec2 texelOffset = vec2(u_offest, 0.0);//这边偏移量传值为1/width
    if(v_texCoord.y <= UV_DIVIDE_LINE) {
        vec2 texCoord = vec2(v_texCoord.x, v_texCoord.y * 3.0 / 2.0);
        vec4 color0 = texture(s_TextureMap, texCoord);
        vec4 color1 = texture(s_TextureMap, texCoord + texelOffset);
        vec4 color2 = texture(s_TextureMap, texCoord + texelOffset * 2.0);
        vec4 color3 = texture(s_TextureMap, texCoord + texelOffset * 3.0);
        float y0 = dot(color0.rgb, COEF_Y);
        float y1 = dot(color1.rgb, COEF_Y);
        float y2 = dot(color2.rgb, COEF_Y);
        float y3 = dot(color3.rgb, COEF_Y);
        outColor = vec4(y0, y1, y2, y3);
    }
    else{
        //不清楚为什么减UV_DIVIDE_LINE再乘以3
        vec2 texCoord = vec2(v_texCoord.x, (v_texCoord.y - UV_DIVIDE_LINE) * 3.0);
        vec4 color0 = texture(s_TextureMap, texCoord);
        vec4 color1 = texture(s_TextureMap, texCoord + texelOffset);
        vec4 color2 = texture(s_TextureMap, texCoord + texelOffset * 2.0);
        vec4 color3 = texture(s_TextureMap, texCoord + texelOffset * 3.0);
        float v0 = dot(color0.rgb, COEF_V) + 0.5;
        float u0 = dot(color1.rgb, COEF_U) + 0.5;
        float v1 = dot(color2.rgb, COEF_V) + 0.5;
        float u1 = dot(color3.rgb, COEF_U) + 0.5;
        outColor = vec4(v0, u0, v1, u1);
    }
}

RGB2NV21.cpp

//
// Created by CreatWall_zhouwen on 2023/4/28.
//

#include 
#include "RGB2NV21.h"
#include "Util.h"
#include "GLUtil.h"
#include 
#include 
#include 
#include "sys/stat.h"
#include "stdint.h"
RGB2NV21* m_pContext = nullptr;
#define TAG "RGB2NV21"
//顶点坐标
GLfloat vVertices[] = {
        -1.0f, -1.0f, 0.0f,
        1.0f, -1.0f, 0.0f,
        -1.0f,  1.0f, 0.0f,
        1.0f,  1.0f, 0.0f,
};
//纹理坐标

GLfloat vFboTexCoors[] = {
        0.0f, 0.0f,
        1.0f, 0.0f,
        0.0f, 1.0f,
        1.0f, 1.0f,
};
GLushort indices[] = { 0, 1, 2, 1, 3, 2 };//三角形的索引数组

/*
 *
-1.0f, -1.0f, 0.0f,
        1.0f, -1.0f, 0.0f,
        -1.0f,  1.0f, 0.0f,
        1.0f,  1.0f, 0.0f,
//纹理坐标
GLfloat vFboTexCoors[] = {
        0.0f, 1.0f,
        1.0f, 1.0f,
        0.0f, 0.0f,
        1.0f, 0.0f,
};
GLushort indices[] = { 0, 1, 2, 1, 3, 2 };//三角形的索引数组
*/
RGB2NV21::RGB2NV21() {
     m_FboVertexShader = GL_NONE;//FBO的顶点着色器和片段着色器
     m_FboFragmentShader= GL_NONE;
     m_FboProgramObj= GL_NONE;//FBO工程ID
     m_ImageTextureId= GL_NONE;//图片数据的纹理ID
     m_FboTextureId= GL_NONE;//FBO绑定的空数据纹理ID
     m_FboSamplerLoc= GL_NONE;//FBO片段着色器中的采样器值的位置
     m_FboId= GL_NONE;//FBO的ID
     m_VaoId= GL_NONE;//存放顶点数据
     m_VboIds[0]= GL_NONE;//0表示顶点坐标缓冲区,1表示离屏渲染纹理坐标缓冲区,2表示纹理索引坐标缓冲区

     m_eglConf= GL_NONE;
     m_eglSurface= GL_NONE;
     m_eglCtx= GL_NONE;
     m_eglDisplay= GL_NONE;
}

RGB2NV21::~RGB2NV21() {

}

int RGB2NV21::CreateGlesEnv() {
    // EGL config attributes
    const EGLint confAttr[] =
            {
                    EGL_RENDERABLE_TYPE, EGL_OPENGL_ES3_BIT_KHR,
                    EGL_SURFACE_TYPE,EGL_PBUFFER_BIT,//EGL_WINDOW_BIT EGL_PBUFFER_BIT we will create a pixelbuffer surface
                    EGL_RED_SIZE,   8,
                    EGL_GREEN_SIZE, 8,
                    EGL_BLUE_SIZE,  8,
                    EGL_ALPHA_SIZE, 8,// if you need the alpha channel
                    EGL_DEPTH_SIZE, 16,// if you need the depth buffer
                    EGL_STENCIL_SIZE,8,
                    EGL_NONE
            };

    // EGL context attributes
    const EGLint ctxAttr[] = {
            EGL_CONTEXT_CLIENT_VERSION, 2,
            EGL_NONE
    };

    // surface attributes
    // the surface size is set to the input frame size
    const EGLint surfaceAttr[] = {
            EGL_WIDTH, 1,
            EGL_HEIGHT,1,
            EGL_NONE
    };
    EGLint eglMajVers, eglMinVers;
    EGLint numConfigs;

    int resultCode = 0;
    do
    {
        //1. 获取 EGLDisplay 对象,建立与本地窗口系统的连接
        m_eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
        if(m_eglDisplay == EGL_NO_DISPLAY)
        {
            //Unable to open connection to local windowing system
            LOGD("EGLRender::CreateGlesEnv Unable to open connection to local windowing system");
            resultCode = -1;
            break;
        }

        //2. 初始化 EGL 方法
        if(!eglInitialize(m_eglDisplay, &eglMajVers, &eglMinVers))
        {
            // Unable to initialize EGL. Handle and recover
            LOGD("EGLRender::CreateGlesEnv Unable to initialize EGL");
            resultCode = -1;
            break;
        }

        LOGD("EGLRender::CreateGlesEnv EGL init with version %d.%d", eglMajVers, eglMinVers);

        //3. 获取 EGLConfig 对象,确定渲染表面的配置信息
        if(!eglChooseConfig(m_eglDisplay, confAttr, &m_eglConf, 1, &numConfigs))
        {
            LOGD("EGLRender::CreateGlesEnv some config is wrong");
            resultCode = -1;
            break;
        }

        //4. 创建渲染表面 EGLSurface, 使用 eglCreatePbufferSurface 创建屏幕外渲染区域
        m_eglSurface = eglCreatePbufferSurface(m_eglDisplay, m_eglConf, surfaceAttr);
        if(m_eglSurface == EGL_NO_SURFACE)
        {
            switch(eglGetError())
            {
                case EGL_BAD_ALLOC:
                    // Not enough resources available. Handle and recover
                    LOGD("EGLRender::CreateGlesEnv Not enough resources available");
                    break;
                case EGL_BAD_CONFIG:
                    // Verify that provided EGLConfig is valid
                    LOGD("EGLRender::CreateGlesEnv provided EGLConfig is invalid");
                    break;
                case EGL_BAD_PARAMETER:
                    // Verify that the EGL_WIDTH and EGL_HEIGHT are
                    // non-negative values
                    LOGD("EGLRender::CreateGlesEnv provided EGL_WIDTH and EGL_HEIGHT is invalid");
                    break;
                case EGL_BAD_MATCH:
                    // Check window and EGLConfig attributes to determine
                    // compatibility and pbuffer-texture parameters
                    LOGD("EGLRender::CreateGlesEnv Check window and EGLConfig attributes");
                    break;
            }
        }

        //5. 创建渲染上下文 EGLContext
        m_eglCtx = eglCreateContext(m_eglDisplay, m_eglConf, EGL_NO_CONTEXT, ctxAttr);
        if(m_eglCtx == EGL_NO_CONTEXT)
        {
            EGLint error = eglGetError();
            if(error == EGL_BAD_CONFIG)
            {
                // Handle error and recover
                LOGD("EGLRender::CreateGlesEnv EGL_BAD_CONFIG");
                resultCode = -1;
                break;
            }
        }

        //6. 绑定上下文
        if(!eglMakeCurrent(m_eglDisplay, m_eglSurface, m_eglSurface, m_eglCtx))
        {
            LOGD("EGLRender::CreateGlesEnv MakeCurrent failed");
            resultCode = -1;
            break;
        }
        LOGD("EGLRender::CreateGlesEnv initialize success!");
    }
    while (false);

    if (resultCode != 0)
    {
        LOGD("EGLRender::CreateGlesEnv fail");
    }
    LOGD("EGLRender::CreateGlesEnv Success");
    return resultCode;
}

void RGB2NV21::CreateProgram(const char *ver, const char *fragfbo) {
    LOGD("CreateProgram Enter");
    // 编译链接用于离屏渲染的着色器程序
    m_FboProgramObj = CreateGLProgram(ver, fragfbo, m_FboVertexShader, m_FboFragmentShader);
    if (m_FboProgramObj == GL_NONE)
    {
        LOGD("FBOSample::Init m_ProgramObj == GL_NONE");
        return;
    }
    LOGD("CreateGLProgram Success");

    //获取片段着色器中s_TextureMap的属性位置,编译后期指定是哪个纹理
    m_FboSamplerLoc = glGetUniformLocation(m_FboProgramObj, "s_TextureMap");
    LOGD("glGetUniformLocation Success");

    //生成VBO 加载顶点数据和索引数据
    glGenBuffers(4, m_VboIds);
    glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[0]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vVertices), vVertices, GL_STATIC_DRAW);
    glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[1]);
    glBufferData(GL_ARRAY_BUFFER, sizeof(vFboTexCoors), vFboTexCoors, GL_STATIC_DRAW);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_VboIds[2]);//最后一个为纹理的索引缓冲数据
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
    LOGD("glGenBuffers Success");

    //初始化离屏渲染的VAO
    glGenVertexArrays(1, &m_VaoId);
    glBindVertexArray(m_VaoId);
    glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[0]);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (const void *)0);
    glBindBuffer(GL_ARRAY_BUFFER, GL_NONE);
    glBindBuffer(GL_ARRAY_BUFFER, m_VboIds[1]);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), (const void *)0);
    glBindBuffer(GL_ARRAY_BUFFER, GL_NONE);
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_VboIds[2]);
    glBindVertexArray(GL_NONE);
    LOGD("m_VaoId[0] Success");

    //创建并初始化图形纹理
    glGenTextures(1, &m_ImageTextureId);
    glBindTexture(GL_TEXTURE_2D, m_ImageTextureId);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);//重复纹理的填充方式
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);//缩小时线性插值
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);//放到就是线性
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texturewidth, textureheight, 0, GL_RGB, GL_UNSIGNED_BYTE, texturedata);
    LOGD("CreateProgram %s", texturedata);
    glGenerateMipmap(GL_TEXTURE_2D);//为当前绑定的纹理自动生成所有需要的多级渐远纹理
    glBindTexture(GL_TEXTURE_2D, GL_NONE);
    LOGD("m_ImageTextureId Success");
    //创建离屏的纹理,不绑定数据值申请内存
    glGenTextures(1, &m_FboTextureId);
    glBindTexture(GL_TEXTURE_2D, m_FboTextureId);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(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);
    //最后输出YUYV数据格式,则宽缩短一半了。   这个需要使用到RGBA格式的,
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texturewidth/4, textureheight*3 / 2, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
    glBindTexture(GL_TEXTURE_2D, GL_NONE);
    LOGD("m_FboTextureId Success");

    //创建并初始化FBO,帧缓冲
    glGenFramebuffers(1, &m_FboId);
    glBindFramebuffer(GL_FRAMEBUFFER, m_FboId);//绑定帧缓冲
    glBindTexture(GL_TEXTURE_2D, m_FboTextureId);//激活这个m_FboTextureId纹理绑定GL_TEXTURE_2D
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_FboTextureId, 0);//纹理附加到帧缓冲
    if (glCheckFramebufferStatus(GL_FRAMEBUFFER)!= GL_FRAMEBUFFER_COMPLETE) {
        LOGD("FBOSample::CreateFrameBufferObj glCheckFramebufferStatus status != GL_FRAMEBUFFER_COMPLETE");
        return ;
    }
    glBindTexture(GL_TEXTURE_2D, GL_NONE);
    glBindFramebuffer(GL_FRAMEBUFFER, GL_NONE);
    LOGD("m_FboId Success");
}

void RGB2NV21::Draw() {
    LOGD("Draw Enter");
    // 离屏渲染
    glPixelStorei(GL_UNPACK_ALIGNMENT,1);
    glViewport(0, 0, texturewidth/4, textureheight*3 / 2);
    glUseProgram(m_FboProgramObj);
    glBindFramebuffer(GL_FRAMEBUFFER, m_FboId);
    glBindVertexArray(m_VaoId);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, m_ImageTextureId);
    glUniform1i(m_FboSamplerLoc, 0);
    float texelOffset = (float) (1.f / (float) texturewidth);
    glUniform1f(glGetUniformLocation(m_FboProgramObj, "u_offest"), texelOffset);
    glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, (const void *)0);
    glBindVertexArray(GL_NONE);
    glBindTexture(GL_TEXTURE_2D, GL_NONE);
    LOGD("Draw success");
    uint8_t *pBuffer = new uint8_t[texturewidth*textureheight * 3 / 2];
    uint8_t *p = new uint8_t[texturewidth*textureheight * 3 / 2];
    uint8_t *p1 = p + texturewidth*textureheight;
    glReadPixels(0, 0, texturewidth / 4, textureheight*3 / 2, GL_RGBA, GL_UNSIGNED_BYTE, pBuffer);
    //p = pBuffer;
    //p1 = pBuffer+ texturewidth*textureheight;
    //写文件
    const char *imgPath= "/data/data/com.example.sixrgb2yuv/RGB2NV21.yuv";
    FILE *fp = fopen(imgPath, "wb");
    if(fp == NULL)
    {
        LOGD("fopen error");
        glBindFramebuffer(GL_FRAMEBUFFER, 0);

        return ;
    }
    //fwrite(p,1, texturewidth*textureheight,  fp);
    //fwrite(p1,1, texturewidth*textureheight/2,  fp);
    fwrite(pBuffer,1, texturewidth*textureheight *  3 / 2,  fp);
    fclose(fp);
    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    LOGD("Draw End");
}


void RGB2NV21::getTexturedata(unsigned char *data, int width, int height) {
     texturedata = data;
     texturewidth = width;
     textureheight = height;
     LOGD("getTexturedata Success %s", texturedata);
}


RGB2NV21 *RGB2NV21::GetInstance() {
     if (m_pContext == nullptr)
     {
          m_pContext = new RGB2NV21();
     }
     return m_pContext;
}

void RGB2NV21::DestroyInstance() {
     if (m_pContext)
     {
          delete m_pContext;
          m_pContext = nullptr;
     }
}



void RGB2NV21::UnInit() {
     LOGD("EGLDraw::UnInit");
     if (m_FboProgramObj)
     {
          glDeleteProgram(m_FboProgramObj);
          m_FboProgramObj = GL_NONE;
     }
     if (m_FboTextureId)
     {
          glDeleteTextures(1, &m_FboTextureId);
          m_FboTextureId = GL_NONE;
     }
     if (m_VboIds[0])
     {
          glDeleteBuffers(3, m_VboIds);
          m_VboIds[0] = GL_NONE;
          m_VboIds[1] = GL_NONE;
          m_VboIds[2] = GL_NONE;

     }
     if (m_VaoId)
     {
          glDeleteVertexArrays(1, &m_VaoId);
          m_VaoId = GL_NONE;
     }
     if (m_FboId)
     {
          glDeleteFramebuffers(1, &m_FboId);
          m_FboId = GL_NONE;
     }

     //8. 释放 EGL 环境
     if (m_eglDisplay != EGL_NO_DISPLAY) {
          eglMakeCurrent(m_eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
          eglDestroyContext(m_eglDisplay, m_eglCtx);
          eglDestroySurface(m_eglDisplay, m_eglSurface);
          eglReleaseThread();
          eglTerminate(m_eglDisplay);
     }
}

疑惑:

片段着色器的处理有部分没有理解

输出的NV21图形对称了,尝试修改纹理坐标也没有修改正确,怀疑问题是不是BMP图片的位图影响的,这里图片为24位的
十、RGBA数据转NV21格式存储_第1张图片

参考链接:

Opengl ES之RGB转NV21 https://www.cnblogs.com/goFlyer/p/17055371.html

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