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第11月第14天 opengl yuv

mar com http clas bit edge store sep ted

1.

Here is some snippets of code from my project ‘movie player for iOS‘.

1. fragment shader

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

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

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

[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];

The link to project on github.

https://stackoverflow.com/questions/12428108/ios-how-to-draw-a-yuv-image-using-opengl

第11月第14天 opengl yuv