前言
本文是關(guān)于OpenGL ES的系統(tǒng)性學(xué)習(xí)過(guò)程,記錄了自己在學(xué)習(xí)OpenGL ES時(shí)的收獲。
這篇文章的作用是利用學(xué)習(xí)的OpenGL ES知識(shí)去渲染從iOS相機(jī)中獲取的視頻數(shù)據(jù)。
環(huán)境是Xcode8.1+OpenGL ES 2.0
目前代碼已經(jīng)放到github上面,OpenGL ES入門(mén)11-相機(jī)視頻渲染
歡迎關(guān)注我的 OpenGL ES入門(mén)專題
實(shí)現(xiàn)效果
知識(shí)點(diǎn)
- yuv格式是一種圖片儲(chǔ)存格式,跟RGB格式類似。yuv中,y表示亮度,單獨(dú)只有y數(shù)據(jù)就可以形成一張圖片,只不過(guò)這張圖片是灰色的。u和v表示色差(u和v也被稱為:Cb-藍(lán)色差,Cr-紅色差)。最早的電視信號(hào),為了兼容黑白電視,采用的就是yuv格式。一張yuv的圖像,去掉uv,只保留y,這張圖片就是黑白的。yuv可以通過(guò)拋棄色差來(lái)進(jìn)行帶寬優(yōu)化。比如yuv420格式圖像相比RGB來(lái)說(shuō),要節(jié)省一半的字節(jié)大小,拋棄相鄰的色差對(duì)于人眼來(lái)說(shuō),差別不大。
- yuv圖像占用字節(jié)數(shù)為 :
size = width * height + (width * height) / 4 + (width * height) / 4
- RGB格式的圖像占用字節(jié)數(shù)為:
size = width * height * 3
- RGBA格式的圖像占用字節(jié)數(shù)為:
size = width * height * 4
- yuv420也包含不同的數(shù)據(jù)排列格式:I420,NV12,NV21.
I420格式:y,u,v 3個(gè)部分分別存儲(chǔ):Y0,Y1…Yn,U0,U1…Un/2,V0,V1…Vn/2
NV12格式:y和uv 2個(gè)部分分別存儲(chǔ):Y0,Y1…Yn,U0,V0,U1,V1…Un/2,Vn/2
NV21格式:同NV12,只是U和V的順序相反。
- iOS相機(jī)輸出圖片格式,下圖為設(shè)備支持的格式:
設(shè)備支持格式
kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange = '420v',表示輸出的視頻格式為NV12;范圍: (luma=[16,235] chroma=[16,240])
kCVPixelFormatType_420YpCbCr8BiPlanarFullRange = '420f',表示輸出的視頻格式為NV12;范圍: (luma=[0,255] chroma=[1,255])
kCVPixelFormatType_32BGRA = 'BGRA', 輸出的是BGRA的格式
實(shí)現(xiàn)過(guò)程
1、 捕獲視頻數(shù)據(jù),設(shè)置輸出格式。
- (void)setupSession
{
_captureSession = [[AVCaptureSession alloc] init];
[_captureSession beginConfiguration];
// 設(shè)置換面尺寸
[_captureSession setSessionPreset:AVCaptureSessionPreset640x480];
// 設(shè)置輸入設(shè)備
AVCaptureDevice *inputCamera = nil;
NSArray *devices = [AVCaptureDevice devicesWithMediaType:AVMediaTypeVideo];
for (AVCaptureDevice *device in devices)
{
if ([device position] == AVCaptureDevicePositionBack)
{
inputCamera = device;
}
}
if (!inputCamera) {
return;
}
NSError *error = nil;
_videoInput = [[AVCaptureDeviceInput alloc] initWithDevice:inputCamera error:&error];
if ([_captureSession canAddInput:_videoInput])
{
[_captureSession addInput:_videoInput];
}
// 設(shè)置輸出數(shù)據(jù)
_videoOutput = [[AVCaptureVideoDataOutput alloc] init];
[_videoOutput setAlwaysDiscardsLateVideoFrames:NO];
//設(shè)置輸出格式
[_videoOutput setVideoSettings:[NSDictionary dictionaryWithObject:[NSNumber numberWithInt:kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange] forKey:(id)kCVPixelBufferPixelFormatTypeKey]];
[_videoOutput setSampleBufferDelegate:self queue:dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0)];
if ([_captureSession canAddOutput:_videoOutput]) {
[_captureSession addOutput:_videoOutput];
}
[_captureSession commitConfiguration];
}
2、實(shí)現(xiàn)代理方法,獲取視頻輸出數(shù)據(jù)。
#pragma mark - <AVCaptureVideoDataOutputSampleBufferDelegate>
- (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection
{
if (!self.captureSession.isRunning) {
return;
}else if (captureOutput == _videoOutput) {
OpenGLESView *glView = (OpenGLESView *)self.view;
// 根據(jù)設(shè)置的紋理格式進(jìn)行處理
if ([glView.render isMemberOfClass:[GLRenderRGB class]]) {
[self processVideoSampleBufferToRGB1:sampleBuffer];
}else {
[self processVideoSampleBufferToYUV:sampleBuffer];
}
}
}
3、設(shè)置OpenGLESView,初始化的時(shí)候我們需要傳入一個(gè)渲染器GLRender,它的作用是負(fù)責(zé)處理不同類型數(shù)據(jù)(RGBA以及YUV)的渲染。
//
// OpenGLESView.m
// OpenGLES01-環(huán)境搭建
//
// Created by qinmin on 2017/2/9.
// Copyright ? 2017年 qinmin. All rights reserved.
//
#import "OpenGLESView.h"
#import <OpenGLES/ES2/gl.h>
#import "GLUtil.h"
@interface OpenGLESView : UIView
@property (nonatomic, strong) GLRender *render;
- (void)setTexture:(GLTexture *)texture;
- (void)setNeedDraw;
@end
@interface OpenGLESView ()
{
CAEAGLLayer *_eaglLayer;
EAGLContext *_context;
GLuint _colorRenderBuffer;
GLuint _frameBuffer;
GLRender *_render;
}
@end
@implementation OpenGLESView
+ (Class)layerClass
{
// 只有 [CAEAGLLayer class] 類型的 layer 才支持在其上描繪 OpenGL 內(nèi)容。
return [CAEAGLLayer class];
}
- (void)dealloc
{
}
- (instancetype)initWithFrame:(CGRect)frame
{
if (self = [super initWithFrame:frame]) {
[self setupLayer];
[self setupContext];
}
return self;
}
- (void)layoutSubviews
{
[EAGLContext setCurrentContext:_context];
[self destoryRenderAndFrameBuffer];
[self setupFrameAndRenderBuffer];
}
#pragma mark - Setup
- (void)setupLayer
{
_eaglLayer = (CAEAGLLayer*) self.layer;
// CALayer 默認(rèn)是透明的,必須將它設(shè)為不透明才能讓其可見(jiàn)
_eaglLayer.opaque = YES;
// 設(shè)置描繪屬性,在這里設(shè)置不維持渲染內(nèi)容以及顏色格式為 RGBA8
_eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
}
- (void)setupContext
{
// 設(shè)置OpenGLES的版本為2.0 當(dāng)然還可以選擇1.0和最新的3.0的版本,以后我們會(huì)講到2.0與3.0的差異,目前為了兼容性選擇2.0的版本
_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
if (!_context) {
NSLog(@"Failed to initialize OpenGLES 2.0 context");
exit(1);
}
// 將當(dāng)前上下文設(shè)置為我們創(chuàng)建的上下文
if (![EAGLContext setCurrentContext:_context]) {
NSLog(@"Failed to set current OpenGL context");
exit(1);
}
}
- (void)setupFrameAndRenderBuffer
{
glGenRenderbuffers(1, &_colorRenderBuffer);
glBindRenderbuffer(GL_RENDERBUFFER, _colorRenderBuffer);
// 為 color renderbuffer 分配存儲(chǔ)空間
[_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:_eaglLayer];
glGenFramebuffers(1, &_frameBuffer);
// 設(shè)置為當(dāng)前 framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
// 將 _colorRenderBuffer 裝配到 GL_COLOR_ATTACHMENT0 這個(gè)裝配點(diǎn)上
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, _colorRenderBuffer);
}
#pragma mark - Clean
- (void)destoryRenderAndFrameBuffer
{
glDeleteFramebuffers(1, &_frameBuffer);
_frameBuffer = 0;
glDeleteRenderbuffers(1, &_colorRenderBuffer);
_colorRenderBuffer = 0;
}
#pragma mark - Render
- (void)draw
{
glClearColor(1.0, 1.0, 1.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, self.frame.size.width, self.frame.size.height);
// 繪制
[_render prepareRender];
//將指定 renderbuffer 呈現(xiàn)在屏幕上,在這里我們指定的是前面已經(jīng)綁定為當(dāng)前 renderbuffer 的那個(gè),在 renderbuffer 可以被呈現(xiàn)之前,必須調(diào)用renderbufferStorage:fromDrawable: 為之分配存儲(chǔ)空間。
[_context presentRenderbuffer:GL_RENDERBUFFER];
}
#pragma mark - PublicMethod
- (void)setRender:(GLRender *)render
{
_render = render;
}
- (void)setTexture:(GLTexture *)texture
{
[_render setTexture:texture];
}
- (void)setNeedDraw
{
[self draw];
}
@end
4、創(chuàng)建渲染器。渲染器負(fù)責(zé)創(chuàng)建GL程序,負(fù)責(zé)創(chuàng)建定點(diǎn)緩存數(shù)據(jù),以及負(fù)責(zé)生成紋理緩存對(duì)象。
//
// GLRGBRender.h
// OpenGLES11-相機(jī)視頻渲染
//
// Created by mac on 17/3/24.
// Copyright ? 2017年 Qinmin. All rights reserved.
//
#import <UIKit/UIKit.h>
#import "GLTexture.h"
#import "GLUtil.h"
@interface GLRender : NSObject
@property (nonatomic, assign) GLuint program;
@property (nonatomic, assign) GLuint vertexVBO;
@property (nonatomic, assign) int vertCount;
- (void)setTexture:(GLTexture *)texture;
- (void)prepareRender;
@end
@interface GLRenderRGB : GLRender
@property(nonatomic, assign, readonly) GLuint rgb;
@end
@interface GLRenderYUV : GLRender
@property(nonatomic, assign, readonly) GLuint y;
@property(nonatomic, assign, readonly) GLuint u;
@property(nonatomic, assign, readonly) GLuint v;
@end
////////////////GLRender//////////////////////////
@implementation GLRender
- (void)setupGLProgram
{
}
- (void)setTexture:(GLTexture *)texture
{
}
- (void)prepareRender
{
}
@end
////////////////GLRenderRGB//////////////////////////
@implementation GLRenderRGB
- (instancetype)init
{
if (self = [super init]) {
[self setupGLProgram];
[self setupVBO];
_rgb = createTexture2D(GL_RGBA, 640, 480, NULL);
}
return self;
}
- (void)setupGLProgram
{
NSString *vertFile = [[NSBundle mainBundle] pathForResource:@"vert.glsl" ofType:nil];
NSString *fragFile = [[NSBundle mainBundle] pathForResource:@"frag_rgb.glsl" ofType:nil];
self.program = createGLProgramFromFile(vertFile.UTF8String, fragFile.UTF8String);
glUseProgram(self.program);
}
- (void)setupVBO
{
self.vertCount = 6;
GLfloat vertices[] = {
0.8f, 0.6f, 0.0f, 1.0f, 0.0f, // 右上
0.8f, -0.6f, 0.0f, 1.0f, 1.0f, // 右下
-0.8f, -0.6f, 0.0f, 0.0f, 1.0f, // 左下
-0.8f, -0.6f, 0.0f, 0.0f, 1.0f, // 左下
-0.8f, 0.6f, 0.0f, 0.0f, 0.0f, // 左上
0.8f, 0.6f, 0.0f, 1.0f, 0.0f, // 右上
};
// 創(chuàng)建VBO
self.vertexVBO = createVBO(GL_ARRAY_BUFFER, GL_STATIC_DRAW, sizeof(vertices), vertices);
}
- (void)setTexture:(GLTexture *)texture
{
if ([texture isMemberOfClass:[GLTextureRGB class]]) {
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLTextureRGB *rgbTexture = (GLTextureRGB *)texture;
glBindTexture(GL_TEXTURE_2D, _rgb);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, rgbTexture.RGBA);
}
}
- (void)prepareRender
{
glBindBuffer(GL_ARRAY_BUFFER, self.vertexVBO);
glEnableVertexAttribArray(glGetAttribLocation(self.program, "position"));
glVertexAttribPointer(glGetAttribLocation(self.program, "position"), 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, NULL);
glEnableVertexAttribArray(glGetAttribLocation(self.program, "texcoord"));
glVertexAttribPointer(glGetAttribLocation(self.program, "texcoord"), 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, NULL+sizeof(GL_FLOAT)*3);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _rgb);
glUniform1i(glGetUniformLocation(self.program, "image0"), 0);
glDrawArrays(GL_TRIANGLES, 0, self.vertCount);
}
@end
////////////////GLRenderYUV//////////////////////////
@implementation GLRenderYUV
- (instancetype)init
{
if (self = [super init]) {
[self setupGLProgram];
[self setupVBO];
_y = createTexture2D(GL_LUMINANCE, 640, 480, NULL);
_u = createTexture2D(GL_LUMINANCE, 640/2, 480/2, NULL);
_v = createTexture2D(GL_LUMINANCE, 640/2, 480/2, NULL);
}
return self;
}
- (void)setupGLProgram
{
NSString *vertFile = [[NSBundle mainBundle] pathForResource:@"vert.glsl" ofType:nil];
NSString *fragFile = [[NSBundle mainBundle] pathForResource:@"frag.glsl" ofType:nil];
self.program = createGLProgramFromFile(vertFile.UTF8String, fragFile.UTF8String);
glUseProgram(self.program);
}
- (void)setupVBO
{
self.vertCount = 6;
GLfloat vertices[] = {
0.8f, 0.6f, 0.0f, 1.0f, 0.0f, // 右上
0.8f, -0.6f, 0.0f, 1.0f, 1.0f, // 右下
-0.8f, -0.6f, 0.0f, 0.0f, 1.0f, // 左下
-0.8f, -0.6f, 0.0f, 0.0f, 1.0f, // 左下
-0.8f, 0.6f, 0.0f, 0.0f, 0.0f, // 左上
0.8f, 0.6f, 0.0f, 1.0f, 0.0f, // 右上
};
// 創(chuàng)建VBO
self.vertexVBO = createVBO(GL_ARRAY_BUFFER, GL_STATIC_DRAW, sizeof(vertices), vertices);
}
- (void)setTexture:(GLTexture *)texture
{
if ([texture isMemberOfClass:[GLTextureYUV class]]) {
GLTextureYUV *rgbTexture = (GLTextureYUV *)texture;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glBindTexture(GL_TEXTURE_2D, _y);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture.width, texture.height, GL_LUMINANCE, GL_UNSIGNED_BYTE, rgbTexture.Y);
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_2D, _u);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture.width/2, texture.height/2, GL_LUMINANCE, GL_UNSIGNED_BYTE, rgbTexture.U);
glBindTexture(GL_TEXTURE_2D, 0);
glBindTexture(GL_TEXTURE_2D, _v);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, texture.width/2, texture.height/2, GL_LUMINANCE, GL_UNSIGNED_BYTE, rgbTexture.V);
glBindTexture(GL_TEXTURE_2D, 0);
}
}
- (void)prepareRender
{
glBindBuffer(GL_ARRAY_BUFFER, self.vertexVBO);
glEnableVertexAttribArray(glGetAttribLocation(self.program, "position"));
glVertexAttribPointer(glGetAttribLocation(self.program, "position"), 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, NULL);
glEnableVertexAttribArray(glGetAttribLocation(self.program, "texcoord"));
glVertexAttribPointer(glGetAttribLocation(self.program, "texcoord"), 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, NULL+sizeof(GL_FLOAT)*3);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, _y);
glUniform1i(glGetUniformLocation(self.program, "image0"), 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, _u);
glUniform1i(glGetUniformLocation(self.program, "image1"), 1);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, _v);
glUniform1i(glGetUniformLocation(self.program, "image2"), 2);
glDrawArrays(GL_TRIANGLES, 0, self.vertCount);
}
5、創(chuàng)建紋理描述信息。在這里,將RGBA數(shù)據(jù)打包存儲(chǔ),將YUV數(shù)據(jù)分開(kāi)存儲(chǔ)。
//
// GLTexture.h
// OpenGLES11-相機(jī)視頻渲染
//
// Created by mac on 17/3/24.
// Copyright ? 2017年 Qinmin. All rights reserved.
//
#import <Foundation/Foundation.h>
@interface GLTexture : NSObject
@property (assign, nonatomic) int width;
@property (assign, nonatomic) int height;
@end
@interface GLTextureRGB : GLTexture
@property (nonatomic, assign) uint8_t *RGBA;
@end
@interface GLTextureYUV : GLTexture
@property (nonatomic, assign) uint8_t *Y;
@property (nonatomic, assign) uint8_t *U;
@property (nonatomic, assign) uint8_t *V;
@end
@implementation GLTexture
@end
@implementation GLTextureRGB
- (void)dealloc
{
if (_RGBA) {
free(_RGBA);
_RGBA = NULL;
}
}
@end
@implementation GLTextureYUV
- (void)dealloc
{
if (_Y) {
free(_Y);
_Y = NULL;
}
if (_U) {
free(_U);
_U = NULL;
}
if (_V) {
free(_V);
_V = NULL;
}
}
@end
6、初始化OpenGLESView。并傳入渲染方式。
- (void)viewDidLoad {
[super viewDidLoad];
OpenGLESView *glView = [[OpenGLESView alloc] initWithFrame:self.view.frame];
// RGB方式渲染
GLRender *render = [[GLRenderRGB alloc] init];
[glView setRender:render];
self.view = glView;
UIButton *btn = [[UIButton alloc] initWithFrame:CGRectMake(0, 30, 120, 30)];
[btn addTarget:self action:@selector(startBtnClick:) forControlEvents:UIControlEventTouchUpInside];
[btn setTitle:@"開(kāi)始" forState:UIControlStateNormal];
[btn setBackgroundColor:[UIColor greenColor]];
[self.view addSubview:btn];
[self setupSession];
}
7、按照不同的方式處理視頻數(shù)據(jù),并傳遞給OpenGLES渲染。
// 視頻格式為:kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange或kCVPixelFormatType_420YpCbCr8BiPlanarFullRange
- (void)processVideoSampleBufferToYUV:(CMSampleBufferRef)sampleBuffer
{
//CFAbsoluteTime startTime = CFAbsoluteTimeGetCurrent();
CVImageBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
//表示開(kāi)始操作數(shù)據(jù)
CVPixelBufferLockBaseAddress(pixelBuffer, 0);
int pixelWidth = (int) CVPixelBufferGetWidth(pixelBuffer);
int pixelHeight = (int) CVPixelBufferGetHeight(pixelBuffer);
GLTextureYUV *yuv = [[GLTextureYUV alloc] init];
yuv.width = pixelWidth;
yuv.height = pixelHeight;
//size_t count = CVPixelBufferGetPlaneCount(pixelBuffer);
//獲取CVImageBufferRef中的y數(shù)據(jù)
size_t y_size = pixelWidth * pixelHeight;
uint8_t *yuv_frame = malloc(y_size);
uint8_t *y_frame = CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 0);
memcpy(yuv_frame, y_frame, y_size);
yuv.Y = yuv_frame;
// UV數(shù)據(jù)
uint8_t *uv_frame = CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 1);
size_t uv_size = y_size/2;
//獲取CMVImageBufferRef中的u數(shù)據(jù)
size_t u_size = y_size/4;
uint8_t *u_frame = malloc(u_size);
for (int i = 0, j = 0; i < uv_size; i += 2, j++) {
u_frame[j] = uv_frame[i];
}
yuv.U = u_frame;
//獲取CMVImageBufferRef中的v數(shù)據(jù)
size_t v_size = y_size/4;
uint8_t *v_frame = malloc(v_size);
for (int i = 1, j = 0; i < uv_size; i += 2, j++) {
v_frame[j] = uv_frame[i];
}
yuv.V = v_frame;
// Unlock
CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);
dispatch_async(dispatch_get_main_queue(), ^{
OpenGLESView *glView = (OpenGLESView *)self.view;
[glView setTexture:yuv];
[glView setNeedDraw];
});
}
// 視頻格式為:kCVPixelFormatType_32BGRA
- (void)processVideoSampleBufferToRGB:(CMSampleBufferRef)sampleBuffer
{
//CFAbsoluteTime startTime = CFAbsoluteTimeGetCurrent();
CVImageBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
//size_t count = CVPixelBufferGetPlaneCount(pixelBuffer);
//printf("%zud\n", count);
//表示開(kāi)始操作數(shù)據(jù)
CVPixelBufferLockBaseAddress(pixelBuffer, 0);
int pixelWidth = (int) CVPixelBufferGetWidth(pixelBuffer);
int pixelHeight = (int) CVPixelBufferGetHeight(pixelBuffer);
GLTextureRGB *rgb = [[GLTextureRGB alloc] init];
rgb.width = pixelWidth;
rgb.height = pixelHeight;
// BGRA數(shù)據(jù)
//size_t y_size = pixelWidth * pixelHeight;
uint8_t *frame = CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 0);
uint8_t *bgra = malloc(pixelHeight * pixelWidth * 4);
memcpy(bgra, frame, pixelHeight * pixelWidth * 4);
rgb.RGBA = bgra;
// Unlock
CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);
dispatch_async(dispatch_get_main_queue(), ^{
OpenGLESView *glView = (OpenGLESView *)self.view;
[glView setTexture:rgb];
[glView setNeedDraw];
});
}
// 視頻格式為:kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange或kCVPixelFormatType_420YpCbCr8BiPlanarFullRange
- (void)processVideoSampleBufferToRGB1:(CMSampleBufferRef)sampleBuffer
{
//CFAbsoluteTime startTime = CFAbsoluteTimeGetCurrent();
CVImageBufferRef pixelBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
//size_t count = CVPixelBufferGetPlaneCount(pixelBuffer);
//printf("%zud\n", count);
//表示開(kāi)始操作數(shù)據(jù)
CVPixelBufferLockBaseAddress(pixelBuffer, 0);
int pixelWidth = (int) CVPixelBufferGetWidth(pixelBuffer);
int pixelHeight = (int) CVPixelBufferGetHeight(pixelBuffer);
GLTextureRGB *rgb = [[GLTextureRGB alloc] init];
rgb.width = pixelWidth;
rgb.height = pixelHeight;
// Y數(shù)據(jù)
//size_t y_size = pixelWidth * pixelHeight;
uint8_t *y_frame = CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 0);
// UV數(shù)據(jù)
uint8_t *uv_frame = CVPixelBufferGetBaseAddressOfPlane(pixelBuffer, 1);
//size_t uv_size = y_size/2;
// ARGB = BGRA 大小端問(wèn)題 轉(zhuǎn)換出來(lái)的數(shù)據(jù)是BGRA
uint8_t *bgra = malloc(pixelHeight * pixelWidth * 4);
NV12ToARGB(y_frame, pixelWidth, uv_frame, pixelWidth, bgra, pixelWidth * 4, pixelWidth, pixelHeight);
rgb.RGBA = bgra;
// Unlock
CVPixelBufferUnlockBaseAddress(pixelBuffer, 0);
dispatch_async(dispatch_get_main_queue(), ^{
OpenGLESView *glView = (OpenGLESView *)self.view;
[glView setTexture:rgb];
[glView setNeedDraw];
});
}
8、旋轉(zhuǎn)圖像與像素轉(zhuǎn)換。由于相機(jī)拍攝出的圖像是經(jīng)過(guò)旋轉(zhuǎn)了的圖像,因此顯示的時(shí)候需要對(duì)圖像進(jìn)行一個(gè)繞z軸的旋轉(zhuǎn),這里我們將著色器頂點(diǎn)旋轉(zhuǎn)-90度。OpenGLES是按照RGBA方式處理像素,因此我們還需要把ARGB以及YUV轉(zhuǎn)換為RGBA格式。
繞 Z 軸旋轉(zhuǎn)的旋轉(zhuǎn)矩陣可表示為:
- 頂點(diǎn)著色器,對(duì)position進(jìn)行-90度旋轉(zhuǎn)。
attribute vec3 position;
attribute vec3 color;
attribute vec2 texcoord;
varying vec2 v_texcoord;
void main()
{
const float degree = radians(-90.0);
//構(gòu)建旋轉(zhuǎn)矩陣
const mat3 rotate = mat3(
cos(degree), sin(degree), 0.0,
-sin(degree), cos(degree), 0.0,
0.0, 0.0, 1.0
);
gl_Position = vec4(rotate*position, 1.0);
v_texcoord = texcoord;
}
- RGBA渲染著色器,在這里由于數(shù)據(jù)是BGRA格式的,因此進(jìn)行了BGRA到RGBA的轉(zhuǎn)換。
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D image0;
void main()
{
// bgra
// rgba
vec4 color = texture2D(image0, v_texcoord);
// 像素轉(zhuǎn)換
gl_FragColor = vec4(color.bgr, 1.0);
}
- YUV渲染著色器,在這里由于數(shù)據(jù)是YUV格式的,因此進(jìn)行了YUV到RGB的轉(zhuǎn)換。
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D image0;
uniform sampler2D image1;
uniform sampler2D image2;
void main()
{
highp float y = texture2D(image0, v_texcoord).r;
highp float u = texture2D(image1, v_texcoord).r - 0.5;
highp float v = texture2D(image2, v_texcoord).r - 0.5;
// 像素轉(zhuǎn)換
highp float r = y + 0.000 + 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)
}
注意
在iOS中使用OpenGL進(jìn)行繪圖的時(shí)候,我們需要在主線程中調(diào)用GL命令,在其它線程中使用并不會(huì)有效果。由于相機(jī)代理輸出的視頻數(shù)據(jù)不在主線程中,因此我們需要手動(dòng)轉(zhuǎn)到主線程中調(diào)用GL相關(guān)的命令。
在這里使用了libyuv的NV12ToARGB函數(shù),該函數(shù)轉(zhuǎn)換的實(shí)際結(jié)果并不是ARGB格式,而是BGRA格式,應(yīng)該是和大小端有關(guān)。因此,在著色器中只需要手動(dòng)將BGRA轉(zhuǎn)為RGBA就行了。
參考資料
http://www.cnblogs.com/kesalin/archive/2012/12/06/3D_math.html