GTK3 OpenGL 视频渲染大部分为绿色 (YUV420P)
GTK3 OpenGL video rendering is mostly green (YUV420P)
我正尝试在 linux 上通过 GTK3 中的 OpenGL 渲染视频。这些顶点着色器和片段着色器在 QT 上成功使用。实际上,所有 opengl 函数调用都与 Qt 上的工作示例相同。
有人知道为什么吗? GLEW 坐标是否可能与 QT OpenGL 中的坐标不同?
视频是YUV420P格式,所以片段着色器做矩阵乘法。难不成我的片段坐标错了?
无论如何,这是视频:
我的顶点着色器:
#version 130
attribute vec4 vertexIn;
attribute vec2 textureIn;
varying vec2 textureOut;
void main(void)
{
gl_Position = vertexIn;
textureOut = textureIn;
}
我的片段着色器:
#version 130
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(1.0, 1.0, 1.0,
0.0, -0.39465, 2.03211,
1.13983, -0.58060, 0.0) * yuv;
gl_FragColor = vec4(rgb, 1.0);
}
我的渲染代码:
static const GLfloat ver[] = {
-1.0f,-1.0f,
1.0f,-1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
static const GLfloat tex[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
void OpenGLArea::init()
{
std::cout << "OpenGLArea init" << std::endl;
set_size_request(640, 360);
Singleton::instance()->getStream("cam1").mediaStream->ffmpegDecoder->setVideoReceiver(this);
}
void OpenGLArea::receiveVideo(unsigned char **videoBuffer, int frameWidth, int frameHeight)
{
this->frameWidth = frameWidth;
this->frameHeight = frameHeight;
//Before first render, datas pointer isn't even created yet
if (!firstFrameReceived)
{
buffer[0] = new unsigned char[frameWidth * frameHeight]; //Y
buffer[1] = new unsigned char[frameWidth * frameHeight / 4]; //U
buffer[2] = new unsigned char[frameWidth * frameHeight / 4]; //V
firstFrameReceived = true;
}
else
{
memcpy(buffer[0], videoBuffer[0], frameWidth * frameHeight);
memcpy(buffer[1], videoBuffer[1], frameWidth * frameHeight / 4);
memcpy(buffer[2], videoBuffer[2], frameWidth * frameHeight / 4);
}
//glDraw();
}
void OpenGLArea::glInit()
{
int frameWidth = 640;
int frameHeight = 360;
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
Shader vertex_shader(ShaderType::Vertex, "vertex.shader");
Shader fragment_shader(ShaderType::Fragment, "fragment.shader");
program = new Program();
program->attach_shader(vertex_shader);
program->attach_shader(fragment_shader);
program->link();
glGenTextures(3, texs);//TODO: delete texture
//Y
glBindTexture(GL_TEXTURE_2D, texs[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frameWidth, frameHeight, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//U
glBindTexture(GL_TEXTURE_2D, texs[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frameWidth / 2, frameHeight / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//V
glBindTexture(GL_TEXTURE_2D, texs[2]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frameWidth / 2, frameHeight / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
void OpenGLArea::glDraw()
{
program->use();
glVertexAttribPointer(A_VER, 2, GL_FLOAT, 0, 0, ver);
glEnableVertexAttribArray(A_VER);
glVertexAttribPointer(T_VER, 2, GL_FLOAT, 0, 0, tex);
glEnableVertexAttribArray(T_VER);
unis[0] = glGetAttribLocation(program->get_id(), "tex_y");
unis[1] = glGetAttribLocation(program->get_id(), "tex_u");
unis[2] = glGetAttribLocation(program->get_id(), "tex_v");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texs[0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, frameWidth, frameHeight, GL_RED, GL_UNSIGNED_BYTE, buffer[0]);
glUniform1i(unis[0], 0);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, texs[1]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, frameWidth / 2, frameHeight / 2, GL_RED, GL_UNSIGNED_BYTE, buffer[1]);
glUniform1i(unis[1], 1);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, texs[2]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, frameWidth / 2, frameHeight / 2, GL_RED, GL_UNSIGNED_BYTE, buffer[2]);
glUniform1i(unis[2], 2);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
class GLWindow : public Gtk::Window
{
public:
GLWindow()
{
vbox = new Gtk::VBox;
drawing_area = new OpenGLArea();
vbox->pack_start(*drawing_area, true, true);
add(*vbox);
}
private:
Gtk::Button *button;
Gtk::VBox *vbox;
OpenGLArea *drawing_area;
};
此外,我只有在调整屏幕大小或重新聚焦屏幕时才会收到图像更新。更新视频时,我可能忘记调用某些函数。谁知道这是什么功能?
ps: OpenGLArea
是 Gtk::DrawingArea
的子类
更新:
我刚注意到这几行
unis[0] = glGetAttribLocation(program->get_id(), "tex_y");
unis[1] = glGetAttribLocation(program->get_id(), "tex_u");
unis[2] = glGetAttribLocation(program->get_id(), "tex_v");
unis[i]
始终具有相同的值:4294967295
,因此 glGetAttribLocation
没有返回任何内容
GLEW
是一个用于检索指向 OpenGL 函数的函数指针的库。 OGL 版本 > 1.1 需要它。
因此,不要将 Glew 视为顶点问题的罪魁祸首。如果你需要改变顶点的顺序是由于Winding order。
顺序也可能是绘制纹理的原因upside-down。
glGetAttribLocation
用于 属性 。在您的 VS 中,这些是 vertexIn
和 textureIn
。
对于制服(你的tex_XXX
)你必须使用glGetUniformLocation
对于调整大小的问题,this question 可能会有用。
简而言之,您必须为 "configure-event" 连接一个 回调 并使用 glViewport
我正尝试在 linux 上通过 GTK3 中的 OpenGL 渲染视频。这些顶点着色器和片段着色器在 QT 上成功使用。实际上,所有 opengl 函数调用都与 Qt 上的工作示例相同。
有人知道为什么吗? GLEW 坐标是否可能与 QT OpenGL 中的坐标不同?
视频是YUV420P格式,所以片段着色器做矩阵乘法。难不成我的片段坐标错了?
无论如何,这是视频:
我的顶点着色器:
#version 130
attribute vec4 vertexIn;
attribute vec2 textureIn;
varying vec2 textureOut;
void main(void)
{
gl_Position = vertexIn;
textureOut = textureIn;
}
我的片段着色器:
#version 130
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(1.0, 1.0, 1.0,
0.0, -0.39465, 2.03211,
1.13983, -0.58060, 0.0) * yuv;
gl_FragColor = vec4(rgb, 1.0);
}
我的渲染代码:
static const GLfloat ver[] = {
-1.0f,-1.0f,
1.0f,-1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
static const GLfloat tex[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f
};
void OpenGLArea::init()
{
std::cout << "OpenGLArea init" << std::endl;
set_size_request(640, 360);
Singleton::instance()->getStream("cam1").mediaStream->ffmpegDecoder->setVideoReceiver(this);
}
void OpenGLArea::receiveVideo(unsigned char **videoBuffer, int frameWidth, int frameHeight)
{
this->frameWidth = frameWidth;
this->frameHeight = frameHeight;
//Before first render, datas pointer isn't even created yet
if (!firstFrameReceived)
{
buffer[0] = new unsigned char[frameWidth * frameHeight]; //Y
buffer[1] = new unsigned char[frameWidth * frameHeight / 4]; //U
buffer[2] = new unsigned char[frameWidth * frameHeight / 4]; //V
firstFrameReceived = true;
}
else
{
memcpy(buffer[0], videoBuffer[0], frameWidth * frameHeight);
memcpy(buffer[1], videoBuffer[1], frameWidth * frameHeight / 4);
memcpy(buffer[2], videoBuffer[2], frameWidth * frameHeight / 4);
}
//glDraw();
}
void OpenGLArea::glInit()
{
int frameWidth = 640;
int frameHeight = 360;
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
Shader vertex_shader(ShaderType::Vertex, "vertex.shader");
Shader fragment_shader(ShaderType::Fragment, "fragment.shader");
program = new Program();
program->attach_shader(vertex_shader);
program->attach_shader(fragment_shader);
program->link();
glGenTextures(3, texs);//TODO: delete texture
//Y
glBindTexture(GL_TEXTURE_2D, texs[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frameWidth, frameHeight, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//U
glBindTexture(GL_TEXTURE_2D, texs[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frameWidth / 2, frameHeight / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//V
glBindTexture(GL_TEXTURE_2D, texs[2]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frameWidth / 2, frameHeight / 2, 0, GL_RED, GL_UNSIGNED_BYTE, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
}
void OpenGLArea::glDraw()
{
program->use();
glVertexAttribPointer(A_VER, 2, GL_FLOAT, 0, 0, ver);
glEnableVertexAttribArray(A_VER);
glVertexAttribPointer(T_VER, 2, GL_FLOAT, 0, 0, tex);
glEnableVertexAttribArray(T_VER);
unis[0] = glGetAttribLocation(program->get_id(), "tex_y");
unis[1] = glGetAttribLocation(program->get_id(), "tex_u");
unis[2] = glGetAttribLocation(program->get_id(), "tex_v");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texs[0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, frameWidth, frameHeight, GL_RED, GL_UNSIGNED_BYTE, buffer[0]);
glUniform1i(unis[0], 0);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, texs[1]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, frameWidth / 2, frameHeight / 2, GL_RED, GL_UNSIGNED_BYTE, buffer[1]);
glUniform1i(unis[1], 1);
glActiveTexture(GL_TEXTURE0 + 2);
glBindTexture(GL_TEXTURE_2D, texs[2]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, frameWidth / 2, frameHeight / 2, GL_RED, GL_UNSIGNED_BYTE, buffer[2]);
glUniform1i(unis[2], 2);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
class GLWindow : public Gtk::Window
{
public:
GLWindow()
{
vbox = new Gtk::VBox;
drawing_area = new OpenGLArea();
vbox->pack_start(*drawing_area, true, true);
add(*vbox);
}
private:
Gtk::Button *button;
Gtk::VBox *vbox;
OpenGLArea *drawing_area;
};
此外,我只有在调整屏幕大小或重新聚焦屏幕时才会收到图像更新。更新视频时,我可能忘记调用某些函数。谁知道这是什么功能?
ps: OpenGLArea
是 Gtk::DrawingArea
更新:
我刚注意到这几行
unis[0] = glGetAttribLocation(program->get_id(), "tex_y");
unis[1] = glGetAttribLocation(program->get_id(), "tex_u");
unis[2] = glGetAttribLocation(program->get_id(), "tex_v");
unis[i]
始终具有相同的值:4294967295
,因此 glGetAttribLocation
没有返回任何内容
GLEW
是一个用于检索指向 OpenGL 函数的函数指针的库。 OGL 版本 > 1.1 需要它。
因此,不要将 Glew 视为顶点问题的罪魁祸首。如果你需要改变顶点的顺序是由于Winding order。
顺序也可能是绘制纹理的原因upside-down。
glGetAttribLocation
用于 属性 。在您的 VS 中,这些是 vertexIn
和 textureIn
。
对于制服(你的tex_XXX
)你必须使用glGetUniformLocation
对于调整大小的问题,this question 可能会有用。
简而言之,您必须为 "configure-event" 连接一个 回调 并使用 glViewport