ffmpeg解码后数据为YUV类型数据,如果需要在界面显示,一种方法是使用ffmpeg将YUV转为RGB格式,然后绘制图像;另外一种是使用opengl将YUV转成RGB32后渲染到qt中显示,实现类如下:
h文件
#ifndef GLYUVWIDGET_H
#define GLYUVWIDGET_H
#include
#include
#include
#include
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:
void slotShowYuv(uchar *ptr,uint width,uint height); //显示一帧Yuv图像
protected:
void initializeGL() Q_DECL_OVERRIDE;
void paintGL() Q_DECL_OVERRIDE;
private:
QOpenGLShaderProgram *program;
QOpenGLBuffer vbo;
GLuint textureUniformY,textureUniformU,textureUniformV; //opengl中y、u、v分量位置
QOpenGLTexture *textureY = nullptr,*textureU = nullptr,*textureV = nullptr;
GLuint idY,idU,idV; //自己创建的纹理对象ID,创建错误返回0
uint videoW,videoH;
uchar *yuvPtr = nullptr;
};
#endif // GLYUVWIDGET_H
cpp文件
#include "glyuvwidget.h"
#include
#include
#include
#define VERTEXIN 0
#define TEXTUREIN 1
GLYuvWidget::GLYuvWidget(QWidget *parent):
QOpenGLWidget(parent)
{
}
GLYuvWidget::~GLYuvWidget()
{
makeCurrent();
vbo.destroy();
textureY->destroy();
textureU->destroy();
textureV->destroy();
doneCurrent();
}
void GLYuvWidget::slotShowYuv(uchar *ptr, uint width, uint height)
{
yuvPtr = ptr;
videoW = width;
videoH = height;
update(); //调用update将执行paintEvent函数
}
void GLYuvWidget::initializeGL()
{
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
static const GLfloat vertices[]{
//顶点坐标
-1.0f,-1.0f,
-1.0f,+1.0f,
+1.0f,+1.0f,
+1.0f,-1.0f,
//纹理坐标
0.0f,1.0f,
0.0f,0.0f,
1.0f,0.0f,
1.0f,1.0f,
};
vbo.create();
vbo.bind();
vbo.allocate(vertices,sizeof(vertices));
//初始化顶点着色器对象
QOpenGLShader *vshader = new QOpenGLShader(QOpenGLShader::Vertex,this);
//顶点着色器源码
const char *vsrc =
"attribute vec4 vertexIn; \
attribute vec2 textureIn; \
varying vec2 textureOut; \
void main(void) \
{ \
gl_Position = vertexIn; \
textureOut = textureIn; \
}";
vshader->compileSourceCode(vsrc); //编译顶点着色器程序
//初始化片段着色器 功能gpu中yuv转换成rgb
QOpenGLShader *fshader = new QOpenGLShader(QOpenGLShader::Fragment,this);
//片段着色器源码
const char *fsrc =
#if defined(WIN32) //windows下opengl es 需要加上float这句话
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
#endif
"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(fsrc); //将glsl源码送入编译器编译着色器程序
//用于绘制矩形
program = new QOpenGLShaderProgram(this);
program->addShader(vshader); //将顶点着色器添加到程序容器
program->addShader(fshader); //将片段着色器添加到程序容器
//绑定属性vertexIn到指定位置ATTRIB_VERTEX,该属性在顶点着色源码其中有声明
program->bindAttributeLocation("vertexIn",VERTEXIN);
//绑定属性textureIn到指定位置ATTRIB_TEXTURE,该属性在顶点着色源码其中有声明
program->bindAttributeLocation("textureIn",TEXTUREIN);
program->link(); //链接所有所有添入到的着色器程序
program->bind(); //激活所有链接
program->enableAttributeArray(VERTEXIN);
program->enableAttributeArray(TEXTUREIN);
program->setAttributeBuffer(VERTEXIN,GL_FLOAT,0,2,2*sizeof(GLfloat));
program->setAttributeBuffer(TEXTUREIN,GL_FLOAT,8*sizeof(GLfloat),2,2*sizeof(GLfloat));
//读取着色器中的数据变量tex_y, tex_u, tex_v的位置,这些变量的声明可以在片段着色器源码中可以看到
textureUniformY = program->uniformLocation("tex_y");
textureUniformU = program->uniformLocation("tex_u");
textureUniformV = program->uniformLocation("tex_v");
//分别创建y,u,v纹理对象
textureY = new QOpenGLTexture(QOpenGLTexture::Target2D);
textureU = new QOpenGLTexture(QOpenGLTexture::Target2D);
textureV = new QOpenGLTexture(QOpenGLTexture::Target2D);
textureY->create();
textureU->create();
textureV->create();
idY = textureY->textureId(); //获取返回y分量的纹理索引值
idU = textureU->textureId(); //获取返回u分量的纹理索引值
idV = textureV->textureId(); //获取返回v分量的纹理索引值
glClearColor(0.0,0.0,0.0,0.0); //设置背景色为黑色
}
void GLYuvWidget::paintGL()
{
//------- 加载y数据纹理 -------
glActiveTexture(GL_TEXTURE0); //激活纹理单元GL_TEXTURE0,系统里面的
glBindTexture(GL_TEXTURE_2D,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,videoW,videoH,0,GL_RED,GL_UNSIGNED_BYTE,yuvPtr);
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);
//------- 加载u数据纹理 -------
glActiveTexture(GL_TEXTURE1); //激活纹理单元GL_TEXTURE1
glBindTexture(GL_TEXTURE_2D,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,videoW >> 1, videoH >> 1,0,GL_RED,GL_UNSIGNED_BYTE,yuvPtr + videoW * videoH);
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);
//------- 加载v数据纹理 -------
glActiveTexture(GL_TEXTURE2); //激活纹理单元GL_TEXTURE2
glBindTexture(GL_TEXTURE_2D,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, videoW >> 1, videoH >> 1, 0, GL_RED, GL_UNSIGNED_BYTE, yuvPtr+videoW*videoH*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);
//指定y纹理要使用新值,只能用0,1,2等表示纹理单元的索引,这是opengl不人性化的地方
glUniform1i(textureUniformY, 0); //0对应纹理单元GL_TEXTURE0,//指定y纹理要使用新值
glUniform1i(textureUniformU, 1); //1对应纹理单元GL_TEXTURE1,//指定u纹理要使用新值
glUniform1i(textureUniformV, 2); //2对应纹理的单元GL_TEXTURE2,指定v纹理要使用新值
//使用顶点数组方式绘制图形
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}