array(2) { ["docs"]=> array(10) { [0]=> array(10) { ["id"]=> string(3) "428" ["text"]=> string(77) "Visual Studio 2017 单独启动MSDN帮助(Microsoft Help Viewer)的方法" ["intro"]=> string(288) "目录 ECharts 异步加载 ECharts 数据可视化在过去几年中取得了巨大进展。开发人员对可视化产品的期望不再是简单的图表创建工具,而是在交互、性能、数据处理等方面有更高的要求。 chart.setOption({ color: [ " ["username"]=> string(8) "DonetRen" ["tagsname"]=> string(55) "Visual Studio 2017|MSDN帮助|C#程序|.NET|Help Viewer" ["tagsid"]=> string(23) "[401,402,403,"300",404]" ["catesname"]=> string(0) "" ["catesid"]=> string(2) "[]" ["createtime"]=> string(10) "1511400964" ["_id"]=> string(3) "428" } [1]=> array(10) { ["id"]=> string(3) "427" ["text"]=> string(42) "npm -v;报错 cannot find module "wrapp"" ["intro"]=> string(288) "目录 ECharts 异步加载 ECharts 数据可视化在过去几年中取得了巨大进展。开发人员对可视化产品的期望不再是简单的图表创建工具,而是在交互、性能、数据处理等方面有更高的要求。 chart.setOption({ color: [ " ["username"]=> string(4) "zzty" ["tagsname"]=> string(50) "node.js|npm|cannot find module "wrapp“|node" ["tagsid"]=> string(19) "[398,"239",399,400]" ["catesname"]=> string(0) "" ["catesid"]=> string(2) "[]" ["createtime"]=> string(10) "1511400760" ["_id"]=> string(3) "427" } [2]=> array(10) { ["id"]=> string(3) "426" ["text"]=> string(54) "说说css中pt、px、em、rem都扮演了什么角色" ["intro"]=> string(288) "目录 ECharts 异步加载 ECharts 数据可视化在过去几年中取得了巨大进展。开发人员对可视化产品的期望不再是简单的图表创建工具,而是在交互、性能、数据处理等方面有更高的要求。 chart.setOption({ color: [ " ["username"]=> string(12) "zhengqiaoyin" ["tagsname"]=> string(0) "" ["tagsid"]=> string(2) "[]" ["catesname"]=> string(0) "" ["catesid"]=> string(2) "[]" ["createtime"]=> string(10) "1511400640" ["_id"]=> string(3) "426" } [3]=> array(10) { ["id"]=> string(3) "425" ["text"]=> string(83) "深入学习JS执行--创建执行上下文(变量对象,作用域链,this)" ["intro"]=> string(288) "目录 ECharts 异步加载 ECharts 数据可视化在过去几年中取得了巨大进展。开发人员对可视化产品的期望不再是简单的图表创建工具,而是在交互、性能、数据处理等方面有更高的要求。 chart.setOption({ color: [ " ["username"]=> string(7) "Ry-yuan" ["tagsname"]=> string(33) "Javascript|Javascript执行过程" ["tagsid"]=> string(13) "["169","191"]" ["catesname"]=> string(0) "" ["catesid"]=> string(2) "[]" ["createtime"]=> string(10) "1511399901" ["_id"]=> string(3) "425" } [4]=> array(10) { ["id"]=> string(3) "424" ["text"]=> string(30) "C# 排序技术研究与对比" ["intro"]=> string(288) "目录 ECharts 异步加载 ECharts 数据可视化在过去几年中取得了巨大进展。开发人员对可视化产品的期望不再是简单的图表创建工具,而是在交互、性能、数据处理等方面有更高的要求。 chart.setOption({ color: [ " ["username"]=> string(9) "vveiliang" ["tagsname"]=> string(0) "" ["tagsid"]=> string(2) "[]" ["catesname"]=> string(8) ".Net Dev" ["catesid"]=> string(5) "[199]" ["createtime"]=> string(10) "1511399150" ["_id"]=> string(3) "424" } [5]=> array(10) { ["id"]=> string(3) "423" ["text"]=> string(72) "【算法】小白的算法笔记:快速排序算法的编码和优化" ["intro"]=> string(288) "目录 ECharts 异步加载 ECharts 数据可视化在过去几年中取得了巨大进展。开发人员对可视化产品的期望不再是简单的图表创建工具,而是在交互、性能、数据处理等方面有更高的要求。 chart.setOption({ color: [ " ["username"]=> string(9) "penghuwan" ["tagsname"]=> string(6) "算法" ["tagsid"]=> string(7) "["344"]" ["catesname"]=> string(0) "" ["catesid"]=> string(2) "[]" ["createtime"]=> string(10) "1511398109" ["_id"]=> string(3) "423" } [6]=> array(10) { ["id"]=> string(3) "422" ["text"]=> string(64) "JavaScript数据可视化编程学习(二)Flotr2,雷达图" ["intro"]=> string(288) "目录 ECharts 异步加载 ECharts 数据可视化在过去几年中取得了巨大进展。开发人员对可视化产品的期望不再是简单的图表创建工具,而是在交互、性能、数据处理等方面有更高的要求。 chart.setOption({ color: [ " ["username"]=> string(7) "chengxs" ["tagsname"]=> string(28) "数据可视化|前端学习" ["tagsid"]=> string(9) "[396,397]" ["catesname"]=> string(18) "前端基本知识" ["catesid"]=> string(5) "[198]" ["createtime"]=> string(10) "1511397800" ["_id"]=> string(3) "422" } [7]=> array(10) { ["id"]=> string(3) "421" ["text"]=> string(36) "C#表达式目录树(Expression)" ["intro"]=> string(288) "目录 ECharts 异步加载 ECharts 数据可视化在过去几年中取得了巨大进展。开发人员对可视化产品的期望不再是简单的图表创建工具,而是在交互、性能、数据处理等方面有更高的要求。 chart.setOption({ color: [ " ["username"]=> string(4) "wwym" ["tagsname"]=> string(0) "" ["tagsid"]=> string(2) "[]" ["catesname"]=> string(4) ".NET" ["catesid"]=> string(7) "["119"]" ["createtime"]=> string(10) "1511397474" ["_id"]=> string(3) "421" } [8]=> array(10) { ["id"]=> string(3) "420" ["text"]=> string(47) "数据结构 队列_队列实例:事件处理" ["intro"]=> string(288) "目录 ECharts 异步加载 ECharts 数据可视化在过去几年中取得了巨大进展。开发人员对可视化产品的期望不再是简单的图表创建工具,而是在交互、性能、数据处理等方面有更高的要求。 chart.setOption({ color: [ " ["username"]=> string(7) "idreamo" ["tagsname"]=> string(40) "C语言|数据结构|队列|事件处理" ["tagsid"]=> string(23) "["246","247","248",395]" ["catesname"]=> string(12) "数据结构" ["catesid"]=> string(7) "["133"]" ["createtime"]=> string(10) "1511397279" ["_id"]=> string(3) "420" } [9]=> array(10) { ["id"]=> string(3) "419" ["text"]=> string(47) "久等了,博客园官方Android客户端发布" ["intro"]=> string(288) "目录 ECharts 异步加载 ECharts 数据可视化在过去几年中取得了巨大进展。开发人员对可视化产品的期望不再是简单的图表创建工具,而是在交互、性能、数据处理等方面有更高的要求。 chart.setOption({ color: [ " ["username"]=> string(3) "cmt" ["tagsname"]=> string(0) "" ["tagsid"]=> string(2) "[]" ["catesname"]=> string(0) "" ["catesid"]=> string(2) "[]" ["createtime"]=> string(10) "1511396549" ["_id"]=> string(3) "419" } } ["count"]=> int(200) } 222 Qt 使用openGL 渲染YUV420P格式的视频 - 爱码网

代码如下

YUV420P_Render.h
#ifndef YUV420P_RENDER_H
#define YUV420P_RENDER_H

#include <QObject>
#include <QOpenGLWidget>
#include <QOpenGLFunctions>
#include <QOpenGLShaderProgram>
class YUV420P_Render: protected QOpenGLFunctions
{

public:
    YUV420P_Render();
    ~YUV420P_Render();

    //初始化gl
    void initialize();
    //刷新显示
    void render(uchar* py,uchar* pu,uchar* pv,int width,int height,int type);
    void render(uchar* ptr,int width,int height,int type);

private:
    //shader程序
    QOpenGLShaderProgram m_program;
    //shader中yuv变量地址
    GLuint m_textureUniformY, m_textureUniformU , m_textureUniformV;
    //创建纹理
    GLuint m_idy , m_idu , m_idv;

};

#endif // YUV420P_RENDER_H
YUV420P_Render.cpp
#include "YUV420P_Render.h"
#include <QDebug>
#include <QTimer>

#define ATTRIB_VERTEX 0
#define ATTRIB_TEXTURE 1

YUV420P_Render::YUV420P_Render()
{
}

YUV420P_Render::~YUV420P_Render()
{
}

    //初始化gl
void YUV420P_Render::initialize()
{
    qDebug() << "initializeGL";

    //初始化opengl (QOpenGLFunctions继承)函数
    initializeOpenGLFunctions();

    //顶点shader
    const char *vString =
       "attribute vec4 vertexPosition;\
        attribute vec2 textureCoordinate;\
        varying vec2 texture_Out;\
        void main(void)\
        {\
            gl_Position = vertexPosition;\
            texture_Out = textureCoordinate;\
        }";
    //片元shader
    const char *tString =
        "varying vec2 texture_Out;\
        uniform sampler2D tex_y;\
        uniform sampler2D tex_u;\
        uniform sampler2D tex_v;\
        void main(void)\
        {\
            vec3 YUV;\
            vec3 RGB;\
            YUV.x = texture2D(tex_y, texture_Out).r;\
            YUV.y = texture2D(tex_u, texture_Out).r - 0.5;\
            YUV.z = texture2D(tex_v, texture_Out).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);\
        }";

    //m_program加载shader(顶点和片元)脚本
    //片元(像素)
    qDebug()<<m_program.addShaderFromSourceCode(QOpenGLShader::Fragment, tString);
    //顶点shader
    qDebug() << m_program.addShaderFromSourceCode(QOpenGLShader::Vertex, vString);

    //设置顶点位置
    m_program.bindAttributeLocation("vertexPosition",ATTRIB_VERTEX);
    //设置纹理位置
    m_program.bindAttributeLocation("textureCoordinate",ATTRIB_TEXTURE);

    //编译shader
    qDebug() << "m_program.link() = " << m_program.link();

    qDebug() << "m_program.bind() = " << m_program.bind();

    //传递顶点和纹理坐标
    //顶点
    static const GLfloat ver[] = {
        -1.0f,-1.0f,
        1.0f,-1.0f,
        -1.0f, 1.0f,
        1.0f,1.0f
//        -1.0f,-1.0f,
//        0.9f,-1.0f,
//        -1.0f, 1.0f,
//        0.9f,1.0f
    };
    //纹理
    static const GLfloat tex[] = {
        0.0f, 1.0f,
        1.0f, 1.0f,
        0.0f, 0.0f,
        1.0f, 0.0f
    };

    //设置顶点,纹理数组并启用
    glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, ver);
    glEnableVertexAttribArray(ATTRIB_VERTEX);
    glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, tex);
    glEnableVertexAttribArray(ATTRIB_TEXTURE);

    //从shader获取地址
    m_textureUniformY = m_program.uniformLocation("tex_y");
    m_textureUniformU = m_program.uniformLocation("tex_u");
    m_textureUniformV = m_program.uniformLocation("tex_v");

    //创建纹理
    glGenTextures(1, &m_idy);
    //Y
    glBindTexture(GL_TEXTURE_2D, m_idy);
    //放大过滤,线性插值   GL_NEAREST(效率高,但马赛克严重)
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

    //U
    glGenTextures(1, &m_idu);
    glBindTexture(GL_TEXTURE_2D, m_idu);
    //放大过滤,线性插值
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

    //V
    glGenTextures(1, &m_idv);
    glBindTexture(GL_TEXTURE_2D, m_idv);
    //放大过滤,线性插值
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT);

}

//刷新显示
void YUV420P_Render::render(uchar* py,uchar* pu,uchar* pv,int width,int height,int type)
{
    glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, m_idy);
    //修改纹理内容(复制内存内容)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE,py);
    //与shader 关联
    glUniform1i(m_textureUniformY, 0);

    glActiveTexture(GL_TEXTURE0+1);
    glBindTexture(GL_TEXTURE_2D, m_idu);
    //修改纹理内容(复制内存内容)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width/2, height/2, 0, GL_RED, GL_UNSIGNED_BYTE, pu);
    //与shader 关联
    glUniform1i(m_textureUniformU,1);

    glActiveTexture(GL_TEXTURE0+2);
    glBindTexture(GL_TEXTURE_2D, m_idv);
     //修改纹理内容(复制内存内容)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width/2, height/2, 0, GL_RED, GL_UNSIGNED_BYTE, pv);
    //与shader 关联
    glUniform1i(m_textureUniformV, 2);

    glDrawArrays(GL_TRIANGLE_STRIP,0,4);
    qDebug() << "paintGL";
}

void YUV420P_Render::render(uchar* ptr,int width,int height,int type)
{
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, m_idy);
    //修改纹理内容(复制内存内容)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width, height, 0, GL_RED, GL_UNSIGNED_BYTE,ptr);
    //与shader 关联
    glUniform1i(m_textureUniformY, 0);

    glActiveTexture(GL_TEXTURE0+1);
    glBindTexture(GL_TEXTURE_2D, m_idu);
    //修改纹理内容(复制内存内容)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width/2, height/2, 0, GL_RED, GL_UNSIGNED_BYTE, ptr+width*height);
    //与shader 关联
    glUniform1i(m_textureUniformU,1);

    glActiveTexture(GL_TEXTURE0+2);
    glBindTexture(GL_TEXTURE_2D, m_idv);
     //修改纹理内容(复制内存内容)
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, width/2, height/2, 0, GL_RED, GL_UNSIGNED_BYTE, ptr+width*height*5/4);
    //与shader 关联
    glUniform1i(m_textureUniformV, 2);

    glDrawArrays(GL_TRIANGLE_STRIP,0,4);
    qDebug() << "paintGL";
}

 最后写一个窗口类继承 QOpenGLWidget

重写两个函数
void initializeGL(); //调用上面渲染类的初始化函数
void paintGL();//调用上面渲染类的渲染函数

相关文章: