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copenglplayer.cpp
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276 lines (236 loc) · 8.48 KB
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#include "copenglplayer.h"
#include <sstream>
#include <fstream>
#include <iostream>
#include <vector>
static const GLfloat vertexVertices[] = {
-1.0f, -1.0f, 0.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
};
static const GLfloat textureVertices[] = {
0.0f, 1.0f,
1.0f, 1.0f,
1.0f, 0.0f,
0.0f, 0.0f,
};
COpenglPlayer::COpenglPlayer()
{
}
int COpenglPlayer::CreateWindow()
{
if( !glfwInit() )
{
std::cerr << "Failed to initialize GLFW" << std::endl;
getchar();
return -1;
}
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
// Open a window and create its OpenGL context
m_Screen = glfwCreateWindow( 1024, 768, "Tutorial 02 - Red triangle", NULL, NULL);
if( m_Screen == NULL )
{
std::cerr << "Failed to open GLFW window. If you have an Intel GPU, they are not 3.3 compatible. Try the 2.1 version of the tutorials." << std::endl;
getchar();
glfwTerminate();
return -1;
}
glfwMakeContextCurrent(m_Screen);
// Initialize GLEW
glewExperimental = true; // Needed for core profile
if (glewInit() != GLEW_OK)
{
std::cerr << "Failed to initialize GLEW" << std::endl;
getchar();
glfwTerminate();
return -1;
}
// Ensure we can capture the escape key being pressed below
glfwSetInputMode(m_Screen, GLFW_STICKY_KEYS, GL_TRUE);
// Dark blue background
glClearColor(0.0f, 0.0f, 0.4f, 0.0f);
return 0;
}
bool COpenglPlayer::InitShader(const std::string& shaderFile, GLint shaderID)
{
bool bRet = false;
std::ifstream shaderStream(shaderFile, std::ios::in);
if (shaderStream.is_open())
{
std::stringstream svStream;
svStream << shaderStream.rdbuf();
std::string strShader = svStream.str();
shaderStream.close();
const char* shader = strShader.c_str();
glShaderSource(shaderID, 1, &shader, NULL);
//Shader: step3
glCompileShader(shaderID);
//Debug
GLint Result = GL_FALSE;
int InfoLogLength = 0;
glGetShaderiv(shaderID, GL_COMPILE_STATUS, &Result);
glGetShaderiv(shaderID, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 )
{
std::vector<char> VertexShaderErrorMessage(InfoLogLength + 1);
glGetShaderInfoLog(shaderID, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
std::cerr << "shader [" << shaderID << "] compile " << &VertexShaderErrorMessage[0];
}
else
{
bRet = true;
}
}
else
{
std::cerr << shaderFile << " shader open failed." << std::endl;
}
return bRet;
}
void COpenglPlayer::InitTexture()
{
glUseProgram(m_uiProgram);
//Get Uniform Variables Location
m_uiTextureUniformY = glGetUniformLocation(m_uiProgram, "tex_y");
m_uiTextureUniformU = glGetUniformLocation(m_uiProgram, "tex_u");
m_uiTextureUniformV = glGetUniformLocation(m_uiProgram, "tex_v");
//Init Texture
glGenTextures(1, &m_uiTextureIDY);
glBindTexture(GL_TEXTURE_2D, m_uiTextureIDY);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenTextures(1, &m_uiTextureIDU);
glBindTexture(GL_TEXTURE_2D, m_uiTextureIDU);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenTextures(1, &m_uiTextureIDV);
glBindTexture(GL_TEXTURE_2D, m_uiTextureIDV);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
void COpenglPlayer::CreateProgram(GLint vShaderID, GLint fShaderID)
{
//Program: Step1
m_uiProgram = glCreateProgram();
//Program: Step2
glAttachShader(m_uiProgram, vShaderID);
glAttachShader(m_uiProgram, fShaderID);
//Program: Step3
glLinkProgram(m_uiProgram);
//Debug
GLint Result = GL_FALSE;
int InfoLogLength = 0;
glGetShaderiv(m_uiProgram, GL_COMPILE_STATUS, &Result);
glGetShaderiv(m_uiProgram, GL_INFO_LOG_LENGTH, &InfoLogLength);
if ( InfoLogLength > 0 )
{
std::vector<char> VertexShaderErrorMessage(InfoLogLength+1);
glGetShaderInfoLog(m_uiProgram, InfoLogLength, NULL, &VertexShaderErrorMessage[0]);
std::cerr << "CreateProgram %s" << VertexShaderErrorMessage[0] << std::endl;
}
}
void COpenglPlayer::InitBufferData()
{
GLuint VertexArrayID;
glGenVertexArrays(1, &VertexArrayID);
glBindVertexArray(VertexArrayID);
glGenBuffers(1, &m_uiPosBuffer);
glBindBuffer(GL_ARRAY_BUFFER, m_uiPosBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertexVertices), vertexVertices, GL_STATIC_DRAW);
glGenBuffers(1, &m_uiFragBuffer);
glBindBuffer(GL_ARRAY_BUFFER, m_uiFragBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(textureVertices), textureVertices, GL_STATIC_DRAW);
}
void COpenglPlayer::InitOpenglEnv()
{
InitBufferData();
GLint vShaderID, fShaderID;
vShaderID = glCreateShader(GL_VERTEX_SHADER);
InitShader("/home/ubuntu/qt-workspace/VideoPlayer/Shader.vsh", vShaderID);
fShaderID = glCreateShader(GL_FRAGMENT_SHADER);
InitShader("/home/ubuntu/qt-workspace/VideoPlayer/Shader.fsh", fShaderID);
CreateProgram(vShaderID, fShaderID);
InitTexture();
}
void COpenglPlayer::Init()
{
InitFrameData();
CreateWindow();
InitOpenglEnv();
}
void COpenglPlayer::UpdateTexture(uint8_t**& pBuffer)
{
if (nullptr == pBuffer)
{
std::cerr << "UpdateTexture nullptr" << std::endl;
return;
}
glLinkProgram(m_uiProgram);
glClear(GL_COLOR_BUFFER_BIT);
glBindBuffer(GL_ARRAY_BUFFER, m_uiPosBuffer);
glVertexAttribPointer(
0, // attribute. No particular reason for 1, but must match the layout in the shader.
3, // size : U+V => 2
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, m_uiFragBuffer);
glVertexAttribPointer(
1, // attribute. No particular reason for 1, but must match the layout in the shader.
2, // size : U+V => 2
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void*)0 // array buffer offset
);
glEnableVertexAttribArray(1);
//Y
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_uiTextureIDY);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_iPixelW, m_iPixelH, 0, GL_RED, GL_UNSIGNED_BYTE, pBuffer[0]);
glUniform1i(m_uiTextureUniformY, 0);
//U
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, m_uiTextureIDU);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_iPixelW / 2, m_iPixelH / 2, 0, GL_RED, GL_UNSIGNED_BYTE, pBuffer[1]);
glUniform1i(m_uiTextureUniformU, 1);
//V
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, m_uiTextureIDV);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_iPixelW / 2, m_iPixelH / 2, 0, GL_RED, GL_UNSIGNED_BYTE, pBuffer[2]);
glUniform1i(m_uiTextureUniformV, 2);
// Draw
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// Show
glfwSwapBuffers(m_Screen);
}
void COpenglPlayer::Run()
{
do
{
uint8_t** pData = nullptr;
GetRenderData(pData);
UpdateTexture(pData);
glfwPollEvents();
}while( glfwGetKey(m_Screen, GLFW_KEY_ESCAPE ) != GLFW_PRESS &&
glfwWindowShouldClose(m_Screen) == 0 );
}
void COpenglPlayer::Play()
{
Init();
Run();
}