iOS - 如何使用 openGL 绘制 YUV 图像
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iOS - How to draw a YUV image using openGL
提问by Doc
Currently, I am trying to draw an image using openGL (the image updates very often, and thus must be redrawn). Previously, I was converting my image from YUV to RGB, and then using this new image to draw with openGL. All worked fine, but the conversion process was not particularly fast.
目前,我正在尝试使用 openGL 绘制图像(图像更新非常频繁,因此必须重新绘制)。以前,我将我的图像从 YUV 转换为 RGB,然后使用这个新图像使用 openGL 进行绘制。一切正常,但转换过程并不是特别快。
I am now attempting to change the code so that the conversion is taken care of in the openGL shaders. After looking around, I've found a couple code snippets (particularly the shaders and the bulk of my renderImage function) that have helped me get a baseline, but I can't seem to actually get the image to draw properly - all I ever see is a black image.
我现在正在尝试更改代码,以便在 openGL 着色器中处理转换。环顾四周后,我发现了一些代码片段(特别是着色器和我的大部分 renderImage 函数),它们帮助我获得了基线,但我似乎无法真正正确地绘制图像 - 我曾经看到的是一个黑色的图像。
It's quite likely that I'm missing something extremely simple and important - My experience with openGL is rather limited. If anyone can take a look and see if they recognize anything wrong, please let me know.
我很可能遗漏了一些非常简单和重要的东西——我对 openGL 的经验相当有限。如果任何人都可以看看,看看他们是否承认任何错误,请让我知道。
I should point out, I'm trying to support iOS 4.x, so CVOpenGLESTextureCacheCreateTextureFromImage shouldn't be usable (and I'm not really positive how to setup to use it even if I wanted to).
我应该指出,我正在尝试支持 iOS 4.x,因此 CVOpenGLESTextureCacheCreateTextureFromImage 不应该可用(即使我想使用它,我也不确定如何设置以使用它)。
Any help would be appreciated. Code below -
任何帮助,将不胜感激。下面的代码 -
My Vertex shader:
我的顶点着色器:
attribute vec4 position;
attribute vec4 inputTextureCoordinate;
varying vec2 textureCoordinate;
void main()
{
gl_Position = position;
textureCoordinate = inputTextureCoordinate.xy;
}
Fragment Shader:
片段着色器:
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 textureCoordinate;
uniform sampler2D videoFrame;
uniform sampler2D videoFrameUV;
const mat3 yuv2rgb = mat3(
1, 0, 1.2802,
1, -0.214821, -0.380589,
1, 2.127982, 0
);
void main() {
vec3 yuv = vec3(
1.1643 * (texture2D(videoFrame, textureCoordinate).r - 0.0625),
texture2D(videoFrameUV, textureCoordinate).r - 0.5,
texture2D(videoFrameUV, textureCoordinate).a - 0.5
);
vec3 rgb = yuv * yuv2rgb;
gl_FragColor = vec4(rgb, 1.0);
}
The renderImage function:
渲染图像函数:
-(void)renderImage:(ImageBuffer *)image
{
if (image)
{
int bufferHeight = image->GetHeight();
int bufferWidth = image->GetWidth();
if(!imageTexture){
// Dealing with the Y portion of the YCbCr
glActiveTexture(GL_TEXTURE0);
glGenTextures(1, &imageTexture);
//Bind Y texture
glBindTexture(GL_TEXTURE_2D, imageTexture);
glUniform1i(uniforms[UNIFORM_VIDEOFRAME], 0);
// For fitting
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// This is necessary for non-power-of-two textures
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, bufferWidth, bufferHeight, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, image->GetPlanePointer(0));
// Dealing with the CbCr potion of the YCbCr
glActiveTexture(GL_TEXTURE1);
glGenTextures(1, &imageTextureUV);
//Bind CbCr texture
glBindTexture(GL_TEXTURE_2D, imageTextureUV);
glUniform1i(uniforms[UNIFORM_VIDEOFRAMEUV], 1);
// For fitting
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// This is necessary for non-power-of-two textures
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE_ALPHA, bufferWidth/2, bufferHeight/2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, image->GetPlanePointer(1));
}
[self drawFrame];
}
}
And finally, the drawFrame function:
最后,drawFrame 函数:
- (void)drawFrame
{
[self setFramebuffer];
// Replace the implementation of this method to do your own custom drawing.
static const GLfloat squareVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
static const GLfloat textureVertices[] = {
// 1.0f, 1.0f,
// 1.0f, 0.0f,
// 0.0f, 1.0f,
// 0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
// 0.0f, 0.8f,
// 1.0f, 0.8f,
// 0.0f, 0.2f,
// 1.0f, 0.2f
};
static float transY = 0.0f;
if ([context API] == kEAGLRenderingAPIOpenGLES2) {
// Use shader program.
glUseProgram(program);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, imageTexture);
// Update attribute values.
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_TEXTUREPOSITON, 2, GL_FLOAT, 0, 0, textureVertices);
glEnableVertexAttribArray(ATTRIB_TEXTUREPOSITON);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, imageTextureUV);
// Update attribute values.
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_TEXTUREPOSITON, 2, GL_FLOAT, 0, 0, textureVertices);
glEnableVertexAttribArray(ATTRIB_TEXTUREPOSITON);
// Validate program before drawing. This is a good check, but only really necessary in a debug build.
// DEBUG macro must be defined in your debug configurations if that's not already the case.
#if defined(DEBUG)
if (![self validateProgram:program]) {
NSLog(@"Failed to validate program: %d", program);
return;
}
#endif
} else {
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f, (GLfloat)(sinf(transY)/2.0f), 0.0f);
transY += 0.075f;
glVertexPointer(2, GL_FLOAT, 0, squareVertices);
glEnableClientState(GL_VERTEX_ARRAY);
}
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
[self presentFramebuffer];
}
回答by Kolyvan
Here is some snippets of code from my project 'movie player for iOS'.
下面是从我的项目“电影播放器适用于iOS”的代码的某些代码段。
1. fragment shader
1.片段着色器
varying highp vec2 v_texcoord;
uniform sampler2D s_texture_y;
uniform sampler2D s_texture_u;
uniform sampler2D s_texture_v;
void main() {
highp float y = texture2D(s_texture_y, v_texcoord).r;
highp float u = texture2D(s_texture_u, v_texcoord).r - 0.5;
highp float v = texture2D(s_texture_v, v_texcoord).r - 0.5;
highp float r = y + 1.402 * v;
highp float g = y - 0.344 * u - 0.714 * v;
highp float b = y + 1.772 * u;
gl_FragColor = vec4(r,g,b,1.0);
}
2. create textures from YUV420p frame
2.从YUV420p帧创建纹理
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glGenTextures(3, _textures);
const UInt8 *pixels[3] = { yuvFrame.luma.bytes, yuvFrame.chromaB.bytes, yuvFrame.chromaR.bytes };
const NSUInteger widths[3] = { frameWidth, frameWidth / 2, frameWidth / 2 };
const NSUInteger heights[3] = { frameHeight, frameHeight / 2, frameHeight / 2 };
for (int i = 0; i < 3; ++i) {
glBindTexture(GL_TEXTURE_2D, _textures[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, widths[i],heights[i],0,GL_LUMINANCE,GL_UNSIGNED_BYTE,pixels[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
3. init vertices and texture coords
3. 初始化顶点和纹理坐标
static const GLfloat texCoords[] = { 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f };
static const GLfloat vertices[]= {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f };
4. render frame
4.渲染框架
[EAGLContext setCurrentContext:_context];
glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
glViewport(0, 0, _backingWidth, _backingHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glUseProgram(_program);
for (int i = 0; i < 3; ++i) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, _textures[i]);
glUniform1i(_uniformSamplers[i], i);
}
glVertexAttribPointer(ATTRIBUTE_VERTEX, 2, GL_FLOAT, 0, 0, vertices);
glEnableVertexAttribArray(ATTRIBUTE_VERTEX);
glVertexAttribPointer(ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, 0, 0, texCoords);
glEnableVertexAttribArray(ATTRIBUTE_TEXCOORD);
glBindRenderbuffer(GL_RENDERBUFFER, _renderbuffer);
[_context presentRenderbuffer:GL_RENDERBUFFER];