220 lines
6.9 KiB
C++
220 lines
6.9 KiB
C++
#include "qvideowidget_yuy2.h"
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#include "qvideoshader.h"
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QVideoWidget_YUY2::QVideoWidget_YUY2(QWidget* parent, Qt::WindowFlags f):QVideoWidget(parent, f)
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{
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m_nTextureWidth = 1920;
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m_nTextureHeight = 1080;
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}
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QVideoWidget_YUY2::~QVideoWidget_YUY2()
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{
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}
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void QVideoWidget_YUY2::initializeGL()
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{
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QOpenGLContext * pCurrent = QOpenGLContext::currentContext();
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initializeOpenGLFunctions();
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setUpdateBehavior(QOpenGLWidget::NoPartialUpdate);
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//setUpdateBehavior(QOpenGLWidget::PartialUpdate);
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GLuint nFrameBufferObject = defaultFramebufferObject();
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int i=0;
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for(i=0 ; i<18 ; i++)
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{
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m_fNormalRect[i] = -1;
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}
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GLfloat afTexCoord[] = {
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0.0f,1.0f, 1.0f,1.0f, 0.0f,0.0f,
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1.0f,0.0f, 0.0f,0.0f, 1.0f,1.0f
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};
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memcpy(m_fNormalRectTexture, afTexCoord, sizeof(GLfloat)*2*6);
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m_nTmpDisplayType = 0;
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QSize nSize = size();
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int nWidth = nSize.width();
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int nHeight = nSize.height();
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nWidth = m_nTextureWidth;
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nHeight = m_nTextureHeight;
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m_pVideoShader = new QVideoShader;
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m_pVideoShader->CreateTexture(nWidth*2, nHeight, QOpenGLTexture::Target2D, QOpenGLTexture::R8_UNorm);
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char *pSrcVertex =
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"#version 300 es\n"
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"attribute highp vec4 vertex;\n"
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"attribute highp vec4 texCoord;\n"
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"uniform mediump mat4 matrix;\n"
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"varying highp vec4 texc;\n"
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"void main(void)\n"
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"{\n"
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" gl_Position = matrix * vertex;\n"
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" texc = texCoord;\n"
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"}\n";
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char *pSrcFragmentCaptureEnvent =
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"#version 300 es\n"
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"in highp vec4 texc;\n"
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"uniform sampler2D tex;\n"
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"out lowp vec4 FragColor;\n"
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"uniform lowp int nImageWidth;\n"
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"uniform lowp int nImageHeight;\n"
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"void main(void)\n"
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"{\n"
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" int nX=0;\n"
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" int nY=0;\n"
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" int nIndex=0;\n"
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" highp float fX = 0.0;\n"
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" highp float fY = 0.0;\n"
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" int nInternalIndex = 0;\n"
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" highp float fImageWidth = float(nImageWidth);\n"
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" highp float fImageHeight = float(nImageHeight);\n"
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" fX = floor(texc.s*(fImageWidth));\n"
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" fY = floor(texc.t*fImageHeight);\n"
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" nX = int(fX);\n"
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" nY = int(fY);\n"
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" int nStartX = int((int(nX/4)) * 4);\n"
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" int nIndexY = nStartX + 0 + int(mod(float(nX/2), 2.0)) * 2;\n"
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" int nIndexU = nStartX+1;\n"
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" int nIndexV = nStartX+3;\n"
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//" if(nX<4) { FragColor = vec4(0.0, 0.0, 0.0, 1.0); return; }\n"
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" fX = float((nX/2)*2+1)/(fImageWidth);\n"
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" fY = float(nY)/(fImageHeight);\n"
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" highp vec4 colorY = texture2D(tex, vec2(float(nIndexY)/(fImageWidth)+0.5/fImageWidth,fY+0.5/fImageHeight));\n"
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" highp vec4 colorU = texture2D(tex, vec2(float(nIndexU)/(fImageWidth)+0.5/fImageWidth,fY+0.5/fImageHeight));\n"
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" highp vec4 colorV = texture2D(tex, vec2(float(nIndexV)/(fImageWidth)+0.5/fImageWidth,fY+0.5/fImageHeight));\n"
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" highp float fColorY = colorY.r;\n"
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" highp float fColorU = colorU.r;\n"
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" highp float fColorV = colorV.r;\n"
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//" FragColor = vec4(fColorY, fColorU, fColorV, 1.0); return;\n"
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" highp float fR = fColorY;\n"
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" highp float fG = fColorY;\n"
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" highp float fB = fColorY;\n"
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" fColorY=1.1643*(fColorY-0.0625);"
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" fColorU=fColorU-0.5;"
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" fColorV=fColorV-0.5;"
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" fR=clamp(fColorY+1.5958*fColorV, 0.0, 1.0);"
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" fG=clamp(fColorY-0.39173*fColorU-0.81290*fColorV, 0.0, 1.0);"
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" fB=clamp(fColorY+2.017*fColorU, 0.0, 1.0);"
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" FragColor = vec4(fR, fG, fB, 1.0);\n"
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" highp float fTmpColor = colorU\.r;\n"
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//" FragColor = vec4(fTmpColor, fTmpColor, fTmpColor, 1.0);\n"
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"}\n";
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/*
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char *pSrcFragmentCaptureEnvent =
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"#version 300 es\n"
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"in highp vec4 texc;\n"
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"uniform sampler2D tex;\n"
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"out lowp vec4 FragColor;\n"
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"uniform lowp int nImageWidth;\n"
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"uniform lowp int nImageHeight;\n"
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"void main(void)\n"
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"{\n"
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" int nX=0;\n"
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" int nY=0;\n"
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" int nIndex=0;\n"
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" highp float fX = 0.0;\n"
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" highp float fY = 0.0;\n"
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" int nInternalIndex = 0;\n"
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" highp float fImageWidth = float(nImageWidth);\n"
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" highp float fImageHeight = float(nImageHeight);\n"
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" fX = floor(texc.s*(fImageWidth));\n"
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" fY = floor(texc.t*fImageHeight);\n"
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" nX = int(fX);\n"
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" nY = int(fY);\n"
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" if(nX<4) { FragColor = vec4(0.0, 0.0, 0.0, 1.0); return; }\n"
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" fX = float((nX/2)*2+1)/(fImageWidth-1.0);\n"
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" highp vec4 colorY = texture2D(tex, vec2(fX,texc.t));\n"
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" highp float fColorY = colorY.r;\n"
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" highp float fR = fColorY;\n"
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" highp float fG = fColorY;\n"
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" highp float fB = fColorY;\n"
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" FragColor = vec4(fR, fG, fB, 1.0);\n"
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"}\n";
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*/
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m_pVideoShader->CreateShader((const char*)pSrcVertex, (const char*)pSrcFragmentCaptureEnvent);
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m_pVideoShader->CreateGeometry();
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if (!m_VBOVideo.isCreated()) {
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//float fRatioWidth = 1572.0f/1920.0f;
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float fRatioWidth = 1.0;
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GLfloat afVertices[] = {
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-1, -fRatioWidth, -1,
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1,-fRatioWidth,-1,
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-1,fRatioWidth,-1,
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1, fRatioWidth,-1,
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-1,fRatioWidth,-1,
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1,-fRatioWidth,-1
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};
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GLfloat afTexCoord[] = {
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0.0f,1.0f, 1.0f,1.0f, 0.0f,0.0f,
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1.0f,0.0f, 0.0f,0.0f, 1.0f,1.0f
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};
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GLfloat afNormals[] = {
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0,0,1, 0,0,1, 0,0,1,
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0,0,1, 0,0,1, 0,0,1
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};
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m_VBOVideo.create();
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m_VBOVideo.bind();
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m_VBOVideo.allocate(6 * 5 * sizeof(GLfloat));
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m_VBOVideo.write(0, afVertices, 6*3*sizeof(GLfloat));
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m_VBOVideo.write(6*3*sizeof(GLfloat), afTexCoord, 6*2*sizeof(GLfloat));
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//m_VBOVideo.write(6*5*sizeof(GLfloat), afNormals, 6*3*sizeof(GLfloat));
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m_VBOVideo.release();
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}
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GLfloat afVertices[] = {
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-1,1, -1, -0.767,1,-1, -1,-1,-1,
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-0.767, -1,-1, -1,-1,-1, -0.767,1,-1
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};
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QImage image("desk_blue.jpg");
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//QImage image("desk_blue.png");
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int nImageWidth = image.width();
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int nImageHeight = image.height();
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QImage image2 = image.convertToFormat(QImage::Format_RGB888);
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int nBytes = image2.byteCount();
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uint8_t* pImageData = (uint8_t*)image2.bits();
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memcpy(m_pData, pImageData, nBytes);
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m_bChange = true;
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UpdateTexture();
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}
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