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OpenGL播放yuv数据流(着色器SHADER)-IOS(一)
和windows平台的类似,只是用object-c编写的,着色器语言shader,rgb转yuv有些不同,具体看代码注释。
//.h
/** Copyright (c/c++) <2016.11.22> <zwg/>
* Function
* Opanal for video rendering related implementation and definition, etc.
* OpanAl 用于视频渲染相关实现及定义,等
*/
#ifndef __LVS_OPENGL_INTERFACE_H__
#define __LVS_OPENGL_INTERFACE_H__
#include <UIKit/UIKit.h>
#import <Foundation/Foundation.h>
#import <QuartzCore/QuartzCore.h>
#import <OpenGLES/ES2/gl.h>
#import <OpenGLES/ES2/glext.h>
#import <OpenGLES/EAGL.h>
#include <sys/time.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
//着色器用的顶点属性索引 position是由3个(x,y,z)组成,
#define ATTRIB_VERTEX 3
//着色器用的像素,纹理属性索引 而颜色是4个(r,g,b,a)
#define ATTRIB_TEXTURE 4
//是否旋转图像(纹理)
#define TEXTURE_ROTATE 0
//显示图像(纹理)的一半
#define TEXTURE_HALF 0
//shader源码用的宏
#define STRINGIZE(x) #x
#define STRINGIZE2(x) STRINGIZE(x)
#define SHADER_STRING(text) @ STRINGIZE2(text)
//shader的vsh源码字符串
/*
static NSString *const vertexShaderString = SHADER_STRING(
attribute vec4 position;
attribute vec2 TexCoordIn;
varying vec2 TexCoordOut;
void main(void)
{
gl_Position = position;
TexCoordOut = TexCoordIn;
});
*/
static NSString *const vertexShaderString = SHADER_STRING(
attribute vec4 vertexIn;
attribute vec2 textureIn;
varying vec2 textureOut;
void main(void)
{
gl_Position = vertexIn;
textureOut = textureIn;
});
//shader的fsh源码字符串
static NSString *const yuvFragmentShaderString = SHADER_STRING(
varying lowp vec2 textureOut;
uniform sampler2D tex_y;
uniform sampler2D tex_u;
uniform sampler2D tex_v;
void main(void)
{
mediump vec3 yuv;
lowp 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);
});
/*
static NSString *const yuvFragmentShaderString = SHADER_STRING(
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);
});
*/
//回调读取数据函数指针,数据及时间戳
typedef int (*DisplayDataCK)(void ** data,int * timer_millis);
//接口初始化
int lvs_opengl_interface_init(int yuvdata_width,int yuvdata_height,
DisplayDataCK displaydatack,void* pview);
//接口释放
void lvs_opengl_interface_uninit();
//接口渲染数据(定时器,渲染时间,毫秒),数据及渲染定时时间在回调里面做处理
void lvs_opengl_interface_write(int value);
//渲染数据(定时器,渲染时间,毫秒),数据及渲染定时时间在回调里面做处理
void TimerFunc1(int value); //这里如果有可能则调成类的成员函数,以后处理,暂时不知道怎么解决类成员函数递归??
@interface OpenGL_Display_Interface : UIView
{
@public
EAGLContext *m_eaglContext; //opengl的view用的context,用于OpenGL 的窗口和ios的view窗口关联,很重要
DisplayDataCK m_displaydatack; //用于显示回调函数,参数数据及时间戳
char * m_yuvbuf; //存放yuv数据的buf指针,申请buffer在外面
int m_millis_realtime; //实时的时间戳,每次回调会更新
int m_yuvdata_width; //数据宽
int m_yuvdata_height; //数据高
@private
GLuint m_frameBuffer; //framebuffer
GLuint m_renderBuffer; //renderbuffer
GLuint m_textureid_y, m_textureid_u, m_textureid_v; //纹理的名称,并且,该纹理的名称在当前的应用中不能被再次使用。
GLuint m_textureUniformY, m_textureUniformU,m_textureUniformV; //用于纹理渲染的变量
}
//创建用于显示的buffer
- (int)createFrameAndRenderBuffer;
//删除用于显示的buffer
- (void)destoryFrameAndRenderBuffer;
//初始化
- (int)initopengl: (int)yuvdata_width andyuvdata_height: (int)yuvdata_height anddisplaycallback: (DisplayDataCK)displaydatack;
//初始化着色器,类似于告GPU当传进去数据的时候采用什么样的规则。
- (void)InitShaders;
//具体显示图像的函数
- (int)DisplayImage: (void*)parm;
@end;
#endif
//.mm
//
// Lvs_OpenGl_Interface_Ios.cpp
// LvsIos_Play
//
// Created by mx on 2016/12/7.
// Copyright © 2016年 lvs. All rights reserved.
//
#include "Lvs_OpenGl_Interface_Ios.h"
static OpenGL_Display_Interface * copengl_interface = NULL;
int lvs_opengl_interface_init(int yuvdata_width,int yuvdata_height,
DisplayDataCK displaydatack,void* pview)
{
int ret = 0;
printf("lvs_opengl_interface_init\n");
UIImageView * ppview = (UIImageView*)pview;
if (copengl_interface == NULL)
{
copengl_interface = [[OpenGL_Display_Interface alloc]initWithFrame:CGRectMake(0, 0, ppview.frame.size.width, ppview.frame.size.height)];
[ppview addSubview:copengl_interface];
//初始化
ret =[copengl_interface initopengl:yuvdata_width andyuvdata_height: yuvdata_height anddisplaycallback: displaydatack];
if (ret != 1)
{
return -1;
}
//初始化着色器,类似于告GPU当传进去数据的时候采用什么样的规则。
[copengl_interface InitShaders];
}
ret = 1;
return ret;
}
void lvs_opengl_interface_uninit()
{
printf("lvs_opengl_interface_uninit\n");
if(copengl_interface != NULL)
{
[copengl_interface destoryFrameAndRenderBuffer];
[copengl_interface release];
copengl_interface = NULL;
}
return ;
}
void lvs_opengl_interface_write(int value)
{
//这里如果有可能则调成类的成员函数,以后处理,暂时不知道怎么解决类成员函数递归
TimerFunc1(value);
}
void TimerFunc1(int value)
{
int ret = 0;
//因为glut的定时器是调用一次才产生一次定时,所以如果要持续产生定时的话,
//在定时函数末尾再次调用glutTimerFunc
//这里如果有可能则调成类的成员函数,以后处理,暂时不知道怎么解决类成员函数递归
//调用回调函数获取数据
ret= copengl_interface->m_displaydatack((void **)&copengl_interface->m_yuvbuf,&copengl_interface->m_millis_realtime);
if (ret > 0)
{
//这里做具体的处理
[copengl_interface DisplayImage: (NULL)];
struct timeval delay;
delay.tv_sec = 0;
delay.tv_usec = copengl_interface->m_millis_realtime* 1000;
select(0, NULL, NULL, NULL, &delay);
}
else
{
struct timeval delay;
delay.tv_sec = 0;
delay.tv_usec = 1* 1000; // 1 ms
select(0, NULL, NULL, NULL, &delay);
}
//释放yuv队列的节点buffer
if (copengl_interface->m_yuvbuf != NULL)
{
free(copengl_interface->m_yuvbuf);
copengl_interface->m_yuvbuf = NULL;
}
//递归调用自身
TimerFunc1(0);
}
@implementation OpenGL_Display_Interface
//设置layer class 为 CAEAGLLayer 想要显示OpenGL的内容,你需要把它缺省的layer设置为一个特殊的layer。(CAEAGLLayer)。这里通过直接复写layerClass的方法。
+ (Class)layerClass
{
return [CAEAGLLayer class];
}
//用于view初始化时候设置宽高(系统自带函数,重写)
- (id)initWithFrame:(CGRect)frame
{
int ret = 0;
if (self = [super initWithFrame:frame])
{
//oepngl变量
CAEAGLLayer *eaglLayer = (CAEAGLLayer*) self.layer;
//设置layer为不透明(Opaque)
eaglLayer.opaque = YES;
//填写渲染所需的参数
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking,
kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat,
//[NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking,
nil];
m_eaglContext = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2]; //使用2.0版初始化EAGLContext
if(!m_eaglContext || ![EAGLContext setCurrentContext:m_eaglContext])
{
return NULL;
}
//调用glViewPort函数来决定视见区域,告诉OpenGL应把渲染之后的图形绘制在窗体的哪个部位。当视见区域是整个窗体时,OpenGL将把渲染结果绘制到整个窗口。
//glViewport(0, 0,frame.size.width,frame.size.height);//定义视口大小,说白了就是OpenGL ES窗口大小
//[[UIScreen main] scale] == 1; //代表320 x 480 的分辨率[[UIScreen main] scale] == 2; //代表640 x 960 的分辨率[[UIScreen main] scale] == 3; //代表1242 x 2208 的分辨率
self.contentScaleFactor = [UIScreen mainScreen].scale;
glViewport(0, 0, frame.size.width * self.contentScaleFactor ,frame.size.height * self.contentScaleFactor); //这里不清楚为什么要乘以分辨率
}
return self;
}
- (int)createFrameAndRenderBuffer
{
glGenFramebuffers(1, &m_frameBuffer); //创建一个帧染缓冲区对象
glGenRenderbuffers(1, &m_renderBuffer); //创建一个渲染缓冲区对象
glBindFramebuffer(GL_FRAMEBUFFER, m_frameBuffer); ////将该帧染缓冲区对象绑定到管线上
glBindRenderbuffer(GL_RENDERBUFFER, m_renderBuffer); //将该渲染缓冲区对象绑定到管线上
if (![m_eaglContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer])
{
NSLog(@"attach渲染缓冲区失败");
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_renderBuffer); //将创建的渲染缓冲区绑定到帧缓冲区上,并使用颜色填充
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
NSLog(@"创建缓冲区错误 0x%x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
return 0;
}
return 1;
}
- (void)destoryFrameAndRenderBuffer
{
if (m_frameBuffer){
glDeleteFramebuffers(1, &m_frameBuffer);
}
if (m_renderBuffer){
glDeleteRenderbuffers(1, &m_renderBuffer);
}
m_frameBuffer = 0;
m_renderBuffer = 0;
}
- (int)initopengl: (int)yuvdata_width andyuvdata_height: (int)yuvdata_height anddisplaycallback: (DisplayDataCK)displaydatack
{
int ret = 0;
m_yuvdata_width = yuvdata_width;
m_yuvdata_height = yuvdata_height;
m_displaydatack = displaydatack;
[self createFrameAndRenderBuffer];
return 1;
}
- (void)InitShaders
{
GLint vertCompiled, fragCompiled; //调试 shader的返回值,如果一切正常返回GL_TRUE代,否则返回GL_FALSE。
GLuint p; //Program着色器程序的id
GLint linked; //调试 param的返回值,如果一切正常返回GL_TRUE代,否则返回GL_FALSE。
GLint v, f; //shader的id;
char vs[1024 *10] = {0}; //shader源码的字串vsh 是Vertex Shader(顶点着色器)
char fs[1024 *10] = {0}; //shader源码的字串fsh 是Fragment Shader(片元着色器)
const char * vs_buf = vs;
const char * fs_buf = fs;
//shader的处理类似于将OpenGL Shader Language,简称GLSL的源码编译成2进制程序
//“vsh负责搞定像素位置,填写gl_Posizion;fsh负责搞定像素外观,填写 gl_FragColor。”
//Shader: step1 创建两个shader 实例。
v = glCreateShader(GL_VERTEX_SHADER);
f = glCreateShader(GL_FRAGMENT_SHADER);
//着色器源码
//penGL的着色器有.fsh和.vsh两个文件。这两个文件在被编译和链接后就可以产生可执行程序与GPU交互。
//shader.vsh 是Vertex Shader(顶点着色器),用于顶点计算,可以理解控制顶点的位置,在这个文件中我们通常会传入当前顶点的位置,和纹理的坐标。
//shader.fsh 是Fragment Shader(片源着色器),在这里面我可以对于每一个像素点进行重新计算。
//将Vertex Shader和Fragment Shader源码读取到字符串中。
sprintf(vs,"%s",[vertexShaderString UTF8String]);
sprintf(fs,"%s",[yuvFragmentShaderString UTF8String]);
//Shader: step2 给Shader实例指定源码。
glShaderSource(v, 1, &vs_buf,NULL);
glShaderSource(f, 1, &fs_buf,NULL);
//Shader: step3 在线编译Shader源码。
glCompileShader(v);
//Shader: step4 调试一个Shader
//void glGetShaderiv( GLuint shader,GLenum pname,GLint *params);
//params:返回值,如果一切正常返回GL_TRUE代,否则返回GL_FALSE。
glGetShaderiv(v, GL_COMPILE_STATUS, &vertCompiled);
if (vertCompiled == GL_FALSE)
{
GLchar messages[256];
glGetShaderInfoLog(v, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"vertCompiled : %@", messageString);
return;
}
glCompileShader(f);
glGetShaderiv(f, GL_COMPILE_STATUS, &fragCompiled);
if (fragCompiled == GL_FALSE)
{
GLchar messages[256];
glGetShaderInfoLog(f, sizeof(messages), 0, &messages[0]);
NSString *messageString = [NSString stringWithUTF8String:messages];
NSLog(@"fragCompiled : %@", messageString);
return;
}
//Program有点类似于一个程序的链接器。program对象提供了把需要做的事连接在一起的机制。在一个program中,shader对象可以连接在一起。
//Program 这个类似于运行OpenGL Shader Language,简称GLSL的源码编译成2进制程序的执行环境,链接器
//Program: Step1 创建program
p = glCreateProgram();
//Program: Step2 绑定shader到program
glAttachShader(p,v);
glAttachShader(p,f);
//通过glBindAttribLocation()把“顶点属性索引”绑定到“顶点属性名”
glBindAttribLocation(p, ATTRIB_VERTEX, "vertexIn");
//通过glBindAttribLocation()把“像素纹理属性索引”绑定到“像素纹理属性名”
glBindAttribLocation(p, ATTRIB_TEXTURE, "textureIn");
//Program: Step3 链接program
glLinkProgram(p);
//void glGetProgramiv (int program, int pname, int[] params, int offset)
//参数含义:
// program:一个着色器程序的id;
// pname:GL_LINK_STATUS;
// param:返回值,如果一切正常返回GL_TRUE代,否则返回GL_FALSE。
glGetProgramiv(p, GL_LINK_STATUS, &linked);
//Program: Step4 在链接了程序以后,我们可以使用glUseProgram()函数来加载并使用链接好的程序
glUseProgram(p);
//获取片源着色器源码中的变量,用于纹理渲染
m_textureUniformY = glGetUniformLocation(p, "tex_y");
m_textureUniformU = glGetUniformLocation(p, "tex_u");
m_textureUniformV = glGetUniformLocation(p, "tex_v");
//顶点数组(物体表面坐标取值范围是-1到1,数组坐标:左下,右下,左上,右上)
#if TEXTURE_ROTATE
static const GLfloat vertexVertices[] = {
-1.0f, -0.5f,
0.5f, -1.0f,
-0.5f, 1.0f,
1.0f, 0.5f,
};
#else
static const GLfloat vertexVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
#endif
//像素,纹理数组(纹理坐标取值范围是0-1,坐标原点位于左下角,数组坐标:左上,右上,左下,右下,如果先左下,图像会倒过来)
#if TEXTURE_HALF
static const GLfloat textureVertices[] = {
0.0f, 1.0f,
0.5f, 1.0f,
0.0f, 0.0f,
0.5f, 0.0f,
};
#else
static const GLfloat textureVertices[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
#endif
//定义顶点数组
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertexVertices);
//启用属性数组
glEnableVertexAttribArray(ATTRIB_VERTEX);
//定义像素纹理数组
glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, textureVertices);
//启用属性数组
glEnableVertexAttribArray(ATTRIB_TEXTURE);
//初始化纹理
glGenTextures(1, &m_textureid_y);
//绑定纹理
glBindTexture(GL_TEXTURE_2D, m_textureid_y);
//设置该纹理的一些属性
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);
glGenTextures(1, &m_textureid_u);
glBindTexture(GL_TEXTURE_2D, m_textureid_u);
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);
glGenTextures(1, &m_textureid_v);
glBindTexture(GL_TEXTURE_2D, m_textureid_v);
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);
}
- (int)DisplayImage: (void*)parm
{
int ret = 0;
unsigned char * yuvplaner[3] = {0}; //存放yuv数据的分量数组(y,u,v)
//关联到yuv数据的分量数组
yuvplaner[0] = (unsigned char *)m_yuvbuf;
yuvplaner[1] = yuvplaner[0] + m_yuvdata_width*m_yuvdata_height;
yuvplaner[2] = yuvplaner[1] + m_yuvdata_width*m_yuvdata_height/4;
//Clear
//清除颜色设为黑色,把整个窗口清除为当前的清除颜色,glClear()的唯一参数表示需要被清除的缓冲区。
[EAGLContext setCurrentContext:m_eaglContext];
glClearColor(0.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT);
//显卡中有N个纹理单元(具体数目依赖你的显卡能力),每个纹理单元(GL_TEXTURE0、GL_TEXTURE1等)都有GL_TEXTURE_1D、GL_TEXTURE_2D等
//Y
//选择当前活跃的纹理单元
glActiveTexture(GL_TEXTURE0);
//允许建立一个绑定到目标纹理的有名称的纹理
glBindTexture(GL_TEXTURE_2D, m_textureid_y);
//根据指定的参数,生成一个2D纹理(Texture)。相似的函数还有glTexImage1D、glTexImage3D。
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, m_yuvdata_width, m_yuvdata_height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, yuvplaner[0]);
glUniform1i(m_textureUniformY, 0); //设置纹理,按照前面设置的规则怎样将图像或纹理贴上(参数和选择的活跃纹理单元对应,GL_TEXTURE0)
//U
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_textureid_u);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, m_yuvdata_width/2, m_yuvdata_height/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, yuvplaner[1]);
glUniform1i(m_textureUniformU, 1);
//V
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_textureid_v);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, m_yuvdata_width/2, m_yuvdata_height/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, yuvplaner[2]);
glUniform1i(m_textureUniformV, 2);
// Draw
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindRenderbuffer(GL_RENDERBUFFER, m_renderBuffer);
[m_eaglContext presentRenderbuffer:GL_RENDERBUFFER];
return 1;
}
@end;
本demo还需完善。
如有错误请指正: