SVG5/qvideowidget_uyvy.cpp
2025-10-12 13:55:56 +09:00

416 lines
15 KiB
C++

#include "qvideowidget_uyvy.h"
#include "qvideoshader.h"
#include "mainwindow.h"
#include <QSurfaceFormat>
QVideoWidget_UYVY::QVideoWidget_UYVY(QWidget* parent, Qt::WindowFlags f):QVideoWidget(parent, f)
{
CommonData* pCommonData = MainWindow::GetCommonData();
int nVideoWidth = pCommonData->GetVideoWidth();
int nVideoHeight = pCommonData->GetVideoHeight();
m_nTextureWidth = nVideoWidth;
m_nTextureHeight = nVideoHeight;
}
QVideoWidget_UYVY::~QVideoWidget_UYVY()
{
}
void QVideoWidget_UYVY::initializeGL()
{
QOpenGLContext * pCurrent = QOpenGLContext::currentContext();
QSurfaceFormat format;
format.setVersion(3, 0);
format.setDepthBufferSize(24);
QSurfaceFormat::setDefaultFormat(format);
initializeOpenGLFunctions();
QString strGLSLVersion = reinterpret_cast<const char*>(glGetString(GL_SHADING_LANGUAGE_VERSION));
qDebug("glslVer: %s\n",strGLSLVersion);
int nGLSLVersion = 30;
if(strGLSLVersion.contains("3.1")==true)
{
nGLSLVersion = 31;
}
else if(strGLSLVersion.contains("3.2")==true)
{
nGLSLVersion = 32;
}
setUpdateBehavior(QOpenGLWidget::NoPartialUpdate);
//setUpdateBehavior(QOpenGLWidget::PartialUpdate);
GLuint nFrameBufferObject = defaultFramebufferObject();
int i=0;
for(i=0 ; i<18 ; i++)
{
m_fNormalRect[i] = -1;
}
GLfloat afTexCoord[] = {
0.0f,1.0f, 1.0f,1.0f, 0.0f,0.0f,
1.0f,0.0f, 0.0f,0.0f, 1.0f,1.0f
};
memcpy(m_fNormalRectTexture, afTexCoord, sizeof(GLfloat)*2*6);
m_nTmpDisplayType = 0;
CommonData* pCommonData = MainWindow::GetCommonData();
int nWidth = pCommonData->GetVideoWidth();
int nHeight = pCommonData->GetVideoHeight();
//nWidth = m_nTextureWidth;
//nHeight = m_nTextureHeight;
m_pVideoShader = new QVideoShader;
m_pVideoShader->CreateTexture(nWidth*2, nHeight, QOpenGLTexture::Target2D, QOpenGLTexture::R8_UNorm);
char *pSrcVertex = NULL;
if(nGLSLVersion==30)
{
pSrcVertex =
"#version 300 es\n"
"attribute highp vec4 vertex;\n"
"attribute highp vec4 texCoord;\n"
"uniform mediump mat4 matrix;\n"
"varying highp vec4 texc;\n"
"void main(void)\n"
"{\n"
" gl_Position = matrix * vertex;\n"
" texc = texCoord;\n"
"}\n";
}
else
{
pSrcVertex =
"#version 300 es\n"
"in highp vec4 vertex;\n"
"in highp vec4 texCoord;\n"
"uniform mediump mat4 matrix;\n"
"out highp vec4 texc;\n"
"void main(void)\n"
"{\n"
" gl_Position = matrix * vertex;\n"
" texc = texCoord;\n"
"}\n";
}
/*
char *pSrcFragmentCaptureEnvent =
"#version 300 es\n"
"in highp vec4 texc;\n"
"uniform sampler2D tex;\n"
"out lowp vec4 FragColor;\n"
"uniform lowp int nImageWidth;\n"
"uniform lowp int nImageHeight;\n"
"void main(void)\n"
"{\n"
" int nX=0;\n"
" int nY=0;\n"
" highp float fX = 0.0;\n"
" highp float fY = 0.0;\n"
" int nInternalIndex = 0;\n"
" highp float fImageWidth = float(nImageWidth);\n"
" highp float fImageHeight = float(nImageHeight);\n"
" fX = texc.s*fImageWidth;\n"
" fY = texc.t*fImageHeight;\n"
" nX = int(fX);\n"
" nY = int(fY);\n"
" int nStartX = int((int(nX/4)) * 4);\n"
" if(nStartX%2==1) return;\n"
" int nIndexY = nStartX + 1 + int(mod(float(nX/2), 2.0)) * 2;\n"
" int nIndexU = nStartX;\n"
" int nIndexV = nStartX+2;\n"
//" if(nX<4) { FragColor = vec4(0.0, 0.0, 0.0, 1.0); return; }\n"
" fX = float((nX/2)*2+1)/(fImageWidth);\n"
" fY = float(nY)/(fImageHeight);\n"
" highp vec4 colorY = texture2D(tex, vec2(float(nIndexY)/(fImageWidth)+0.5/fImageWidth,fY+0.5/fImageHeight));\n"
" highp vec4 colorU = texture2D(tex, vec2(float(nIndexU)/(fImageWidth)+0.5/fImageWidth,fY+0.5/fImageHeight));\n"
" highp vec4 colorV = texture2D(tex, vec2(float(nIndexV)/(fImageWidth)+0.5/fImageWidth,fY+0.5/fImageHeight));\n"
" highp float fColorY = colorY.r;\n"
" highp float fColorU = colorU.r;\n"
" highp float fColorV = colorV.r;\n"
//" FragColor = vec4(fColorY, fColorU, fColorV, 1.0); return;\n"
" highp float fR = fColorY;\n"
" highp float fG = fColorY;\n"
" highp float fB = fColorY;\n"
" fColorY=1.1643*(fColorY-0.0625);"
" fColorU=fColorU-0.5;"
" fColorV=fColorV-0.5;"
" fR=clamp(fColorY+1.5958*fColorV, 0.0, 1.0);"
" fG=clamp(fColorY-0.39173*fColorU-0.81290*fColorV, 0.0, 1.0);"
" fB=clamp(fColorY+2.017*fColorU, 0.0, 1.0);"
" FragColor = vec4(fR, fG, fB, 1.0);\n"
"}\n";
*/
char *pSrcFragmentCaptureEnvent =
"#version 300 es\n"
"in highp vec4 texc;\n"
"uniform sampler2D tex;\n"
"out lowp vec4 FragColor;\n"
"uniform lowp int nImageWidth;\n"
"uniform lowp int nImageHeight;\n"
"void main(void)\n"
"{\n"
" int nX=0;\n"
" int nY=0;\n"
" highp float fX = 0.0;\n"
" highp float fY = 0.0;\n"
//" highp float fTextureWidth = 1920.0;\n"
//" highp float fTextureHeight = 1080.0;\n"
" highp float fImageWidth = float(nImageWidth);\n"
" highp float fImageHeight = float(nImageHeight);\n"
" highp float fX1 = texc.s * 1280.0;\n"
" highp float fY1 = texc.t * 720.0;\n"
" fX = texc.s*fImageWidth;\n"
" fY = texc.t*fImageHeight;\n"
" nX = int(fX);\n"
" nY = int(fY);\n"
//" int nX1 = int(fX1);\n"
//" int nY1 = int(fY1);\n"
//" highp float fNewX = float(nX1) * 1.5;\n"
//" highp float fNewY = float(nY1) * 1.5;\n"
//" highp float fGabX = fNewX - float(int(fNewX));\n"
//" highp float fGabY = fNewY - float(int(fNewY));\n"
//" if(fGabY==0.5)\n"
//" {\n"
//" FragColor = vec4(0, 0, 0, 1.0);\n"
//" return;\n"
//" }\n"
//" else\n"
//" {\n"
//" FragColor = vec4(1.0, 1.0, 1.0, 1.0);\n"
//" return;\n"
//" }\n"
" int nStartX = 0;\n"
" int nIndexY = 0;\n"
" int nIndexU = 0;\n"
" int nIndexV = 0;\n"
" highp vec4 colorY = vec4(0.0, 0.0, 0.0, 0.0);\n"
" highp vec4 colorU = vec4(0.0, 0.0, 0.0, 0.0);\n"
" highp vec4 colorV = vec4(0.0, 0.0, 0.0, 0.0);\n"
" highp float fColorY = 0.0;\n"
" highp float fColorU = 0.0;\n"
" highp float fColorV = 0.0;\n"
" highp float fR1 = 0.0;\n"
" highp float fG1 = 0.0;\n"
" highp float fB1 = 0.0;\n"
" highp float fR2 = 0.0;\n"
" highp float fG2 = 0.0;\n"
" highp float fB2 = 0.0;\n"
" highp float fR3 = 0.0;\n"
" highp float fG3 = 0.0;\n"
" highp float fB3 = 0.0;\n"
" highp float fR4 = 0.0;\n"
" highp float fG4 = 0.0;\n"
" highp float fB4 = 0.0;\n"
" nStartX = int((int(nX/4)) * 4);\n"
" nIndexY = nStartX + 1 + int(mod(float(nX/2), 2.0)) * 2;\n"
" nIndexU = nStartX;\n"
" nIndexV = nStartX+2;\n"
" fX = float((nX/2)*2+1)/(fImageWidth);\n"
" fY = float(nY)/(fImageHeight);\n"
" colorY = texture2D(tex, vec2(float(nIndexY)/(fImageWidth)+0.5/fImageWidth,fY));\n"
" colorU = texture2D(tex, vec2(float(nIndexU)/(fImageWidth)+0.5/fImageWidth,fY));\n"
" colorV = texture2D(tex, vec2(float(nIndexV)/(fImageWidth)+0.5/fImageWidth,fY));\n"
" fColorY = colorY.r;\n"
" fColorU = colorU.r;\n"
" fColorV = colorV.r;\n"
" fColorY=1.1643*(fColorY-0.0625);"
" fColorU=fColorU-0.5;"
" fColorV=fColorV-0.5;"
" fR1=clamp(fColorY+1.5958*fColorV, 0.0, 1.0);"
" fG1=clamp(fColorY-0.39173*fColorU-0.81290*fColorV, 0.0, 1.0);"
" fB1=clamp(fColorY+2.017*fColorU, 0.0, 1.0);"
" nStartX = int((int((nX+1)/4)) * 4);\n"
" nIndexY = nStartX + 1 + int(mod(float((nX+1)/2), 2.0)) * 2;\n"
" nIndexU = nStartX;\n"
" nIndexV = nStartX+2;\n"
" fX = float((nX/2)*2+1)/(fImageWidth);\n"
" fY = float(nY)/(fImageHeight);\n"
" colorY = texture2D(tex, vec2(float(nIndexY)/(fImageWidth)+0.5/fImageWidth,fY+0.5/fImageHeight));\n"
" colorU = texture2D(tex, vec2(float(nIndexU)/(fImageWidth)+0.5/fImageWidth,fY+0.5/fImageHeight));\n"
" colorV = texture2D(tex, vec2(float(nIndexV)/(fImageWidth)+0.5/fImageWidth,fY+0.5/fImageHeight));\n"
" fColorY = colorY.r;\n"
" fColorU = colorU.r;\n"
" fColorV = colorV.r;\n"
" fColorY = colorY.r;\n"
" fColorU = colorU.r;\n"
" fColorV = colorV.r;\n"
" fColorY=1.1643*(fColorY-0.0625);"
" fColorU=fColorU-0.5;"
" fColorV=fColorV-0.5;"
" fR2=clamp(fColorY+1.5958*fColorV, 0.0, 1.0);"
" fG2=clamp(fColorY-0.39173*fColorU-0.81290*fColorV, 0.0, 1.0);"
" fB2=clamp(fColorY+2.017*fColorU, 0.0, 1.0);"
" nStartX = int((int(nX/4)) * 4);\n"
" nIndexY = nStartX + 1 + int(mod(float(nX/2), 2.0)) * 2;\n"
" nIndexU = nStartX;\n"
" nIndexV = nStartX+2;\n"
" fX = float((nX/2)*2+1)/(fImageWidth);\n"
" fY = float(nY+1)/(fImageHeight);\n"
" colorY = texture2D(tex, vec2(float(nIndexY)/(fImageWidth)+0.5/fImageWidth,fY));\n"
" colorU = texture2D(tex, vec2(float(nIndexU)/(fImageWidth)+0.5/fImageWidth,fY));\n"
" colorV = texture2D(tex, vec2(float(nIndexV)/(fImageWidth)+0.5/fImageWidth,fY));\n"
" fColorY = colorY.r;\n"
" fColorU = colorU.r;\n"
" fColorV = colorV.r;\n"
" fColorY=1.1643*(fColorY-0.0625);"
" fColorU=fColorU-0.5;"
" fColorV=fColorV-0.5;"
" fR3=clamp(fColorY+1.5958*fColorV, 0.0, 1.0);"
" fG3=clamp(fColorY-0.39173*fColorU-0.81290*fColorV, 0.0, 1.0);"
" fB3=clamp(fColorY+2.017*fColorU, 0.0, 1.0);"
" nStartX = int((int((nX+1)/4)) * 4);\n"
" nIndexY = nStartX + 1 + int(mod(float((nX+1)/2), 2.0)) * 2;\n"
" nIndexU = nStartX;\n"
" nIndexV = nStartX+2;\n"
" fX = float((nX/2)*2+1)/(fImageWidth);\n"
" fY = float(nY+1)/(fImageHeight);\n"
" colorY = texture2D(tex, vec2(float(nIndexY)/(fImageWidth)+0.5/fImageWidth,fY));\n"
" colorU = texture2D(tex, vec2(float(nIndexU)/(fImageWidth)+0.5/fImageWidth,fY));\n"
" colorV = texture2D(tex, vec2(float(nIndexV)/(fImageWidth)+0.5/fImageWidth,fY));\n"
" fColorY = colorY.r;\n"
" fColorU = colorU.r;\n"
" fColorV = colorV.r;\n"
" fColorY=1.1643*(fColorY-0.0625);"
" fColorU=fColorU-0.5;"
" fColorV=fColorV-0.5;"
" fR4=clamp(fColorY+1.5958*fColorV, 0.0, 1.0);"
" fG4=clamp(fColorY-0.39173*fColorU-0.81290*fColorV, 0.0, 1.0);"
" fB4=clamp(fColorY+2.017*fColorU, 0.0, 1.0);"
//" highp float fR = fR1;\n"
//" highp float fG = fG1;\n"
//" highp float fB = fB1;\n"
//" fR = fR1*(1.0-fGabX)*(1.0-fGabY)+fR2*(fGabX)*(1.0-fGabY)+fR3*(1.0-fGabX)*(fGabY)+fR4*(fGabX)*(fGabY);\n"
//" fG = fG1*(1.0-fGabX)*(1.0-fGabY)+fG2*(fGabX)*(1.0-fGabY)+fG3*(1.0-fGabX)*(fGabY)+fG4*(fGabX)*(fGabY);\n"
//" fB = fB1*(1.0-fGabX)*(1.0-fGabY)+fB2*(fGabX)*(1.0-fGabY)+fB3*(1.0-fGabX)*(fGabY)+fB4*(fGabX)*(fGabY);\n"
" highp float fR = fR1*0.25+fR2*0.25+fR3*0.25+fR4*0.25;\n"
" highp float fG = fG1*0.25+fG2*0.25+fG3*0.25+fG4*0.25;\n"
" highp float fB = fB1*0.25+fB2*0.25+fB3*0.25+fB4*0.25;\n"
//" if(fGabY==0.0 && fGabX==0.0)\n"
//" {\n"
//" fR = fR1*0.25+fR2*0.25+fR3*0.25+fR4*0.25;\n"
//" fG = fG1*0.25+fG2*0.25+fG3*0.25+fG4*0.25;\n"
//" fB = fB1*0.25+fB2*0.25+fB3*0.25+fB4*0.25;\n"
//" }\n"
" FragColor = vec4(fR, fG, fB, 1.0);\n"
"}\n";
m_pVideoShader->CreateShader((const char*)pSrcVertex, (const char*)pSrcFragmentCaptureEnvent);
m_pVideoShader->CreateGeometry();
if (!m_VBOVideo.isCreated()) {
//float fRatioWidth = 1572.0f/1920.0f;
float fRatioWidth = 1.0;
GLfloat afVertices[] = {
-1, -fRatioWidth, -1,
1,-fRatioWidth,-1,
-1,fRatioWidth,-1,
1, fRatioWidth,-1,
-1,fRatioWidth,-1,
1,-fRatioWidth,-1
};
GLfloat afTexCoord[] = {
0.0f,1.0f, 1.0f,1.0f, 0.0f,0.0f,
1.0f,0.0f, 0.0f,0.0f, 1.0f,1.0f
};
GLfloat afNormals[] = {
0,0,1, 0,0,1, 0,0,1,
0,0,1, 0,0,1, 0,0,1
};
m_VBOVideo.create();
m_VBOVideo.bind();
m_VBOVideo.allocate(6 * 5 * sizeof(GLfloat));
m_VBOVideo.write(0, afVertices, 6*3*sizeof(GLfloat));
m_VBOVideo.write(6*3*sizeof(GLfloat), afTexCoord, 6*2*sizeof(GLfloat));
//m_VBOVideo.write(6*5*sizeof(GLfloat), afNormals, 6*3*sizeof(GLfloat));
m_VBOVideo.release();
}
GLfloat afVertices[] = {
-1,1, -1, -0.767,1,-1, -1,-1,-1,
-0.767, -1,-1, -1,-1,-1, -0.767,1,-1
};
QFile fileTest("test.data");
if(fileTest.exists()==true)
{
if(fileTest.open(QFile::ReadOnly)==true)
{
int nBytes = fileTest.size();
uint8_t* pDataTest = new uint8_t[nBytes];
fileTest.read((char*)pDataTest, nBytes);
if(nBytes>0)
{
memcpy(m_QueueData[0], pDataTest, nBytes);
m_bChange = true;
m_nIndexDisplay = -1;
UpdateTexture();
m_bChange = true;
}
delete[] pDataTest;
}
}
}