【OpenGL】用OpenGL shader實現將YUV(YUV420,YV12)轉RGB-(直接調用GPU實現,純硬件方式,效率高)


這段時間一直在搞視頻格式的轉換問題,終於最近將一個圖片的YUV格式轉RGB格式轉換成功了。下面就來介紹一下:


由於我的工程是在vs2008中的,其中包含一些相關頭文件和庫,所以下面只是列出部分核心代碼,並不是全部代碼。


1、下載一個包含YUV數據的文件也可以自己制作一個該文件

下載地址: YUV數據文件

2、讀入YUV數據文件中的yuv數據:

關鍵代碼如下:

2.1讀文件代碼

unsigned char * readYUV(char *path)
{

	FILE *fp;
	unsigned char * buffer;
	long size = 1280 * 720 * 3 / 2;

	if((fp=fopen(path,"rb"))==NULL)
	{
	   printf("cant open the file");
	   exit(0);
	}

	buffer = new unsigned char[size];
	memset(buffer,'\0',size);
	fread(buffer,size,1,fp);
	fclose(fp);
	return buffer;
}

2.2讀入數據,並將YUV數據分別制作成3個紋理

GLuint texYId;
GLuint texUId;
GLuint texVId;


void loadYUV(){
	int width ;
	int	height ;

	width = 640;
	height = 480;

	unsigned char *buffer = NULL;
	buffer = readYUV("1.yuv");

   glGenTextures ( 1, &texYId );
   glBindTexture ( GL_TEXTURE_2D, texYId );
   glTexImage2D ( GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, buffer );
   glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
   glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_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, &texUId );
   glBindTexture ( GL_TEXTURE_2D, texUId );
   glTexImage2D ( GL_TEXTURE_2D, 0, GL_LUMINANCE, width / 2, height / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, buffer + width * height);
   glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
   glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_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, &texVId );
   glBindTexture ( GL_TEXTURE_2D, texVId );
   glTexImage2D ( GL_TEXTURE_2D, 0, GL_LUMINANCE, width / 2, height / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, buffer + width * height * 5 / 4 );
   glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
   glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_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 );

}

上述代碼中1.yuv就是YUV數據文件

3、將紋理傳入

上述片段shader中就是根據yuv轉rgb的公式得來的。也就是說是在shader中實現轉換的。
3.1 頂點shader和片段shader代碼
GLbyte vShaderStr[] = "attribute vec4 vPosition;     \n"   "attribute vec2 a_texCoord;  \n"    "varying vec2 tc;       \n" "void main()     \n" "{     \n" " gl_Position = vPosition;     \n"    " tc = a_texCoord;       \n" "}     \n"; GLbyte fShaderStr[] =   "precision mediump float;                      \n" "uniform sampler2D tex_y; \n" "uniform sampler2D tex_u; \n" "uniform sampler2D tex_v; \n" "varying vec2 tc; \n" "void main() \n" "{ \n" " vec4 c = vec4((texture2D(tex_y, tc).r - 16./255.) * 1.164);\n" " vec4 U = vec4(texture2D(tex_u, tc).r - 128./255.);\n" " vec4 V = vec4(texture2D(tex_v, tc).r - 128./255.);\n" " c += V * vec4(1.596, -0.813, 0, 0);\n" " c += U * vec4(0, -0.392, 2.017, 0);\n" " c.a = 1.0;\n" " gl_FragColor = c;\n" "} \n";
上述片段shader中就是根據yuv轉rgb的公式得來的。也就是說是在shader中實現轉換的。

4、顯示結果

結果如下:

注意:該shader是OpenGL格式的shader有一點差別。

--------------------------------------------------------------------------------------------------------------------------------

YV12格式與YUV格式只是在UV的存儲位置上不同,需要注意一下

YV12,I420,YUV420P的區別

YV12和I420的區別
一般來說,直接采集到的視頻數據是RGB24的格式,RGB24一幀的大小size=width×heigth×3 Byte,RGB32的size=width×heigth×4,如果是I420(即YUV標准格式4:2:0)的數據量是 size=width×heigth×1.5 Byte。
在采集到RGB24數據后,需要對這個格式的數據進行第一次壓縮。即將圖像的顏色空間由RGB2YUV。因為,X264在進行編碼的時候需要標准的YUV(4:2:0)。但是這里需要注意的是,雖然YV12也是(4:2:0),但是YV12和I420的卻是不同的,在存儲空間上面有些區別。如下:
YV12 : 亮度(行×列) + V(行×列/4) + U(行×列/4)
I420 : 亮度(行×列) + U(行×列/4) + V(行×列/4)
可以看出,YV12和I420基本上是一樣的,就是UV的順序不同。
繼續我們的話題,經過第一次數據壓縮后RGB24->YUV(I420)。這樣,數據量將減少一半,為什么呢?呵呵,這個就太基礎了,我就不多寫了。同樣,如果是RGB24->YUV(YV12),也是減少一半。但是,雖然都是一半,如果是YV12的話效果就有很大損失。然后,經過X264編碼后,數據量將大大減少。將編碼后的數據打包,通過RTP實時傳送。到達目的地后,將數據取出,進行解碼。完成解碼后,數據仍然是YUV格式的,所以,還需要一次轉換,這樣windows的驅動才可以處理,就是YUV2RGB24。

補充=============
詳細的格式之間的差異可以參考:
 
附一個YUV播放器的源代碼: http://download.csdn.net/detail/leixiaohua1020/6374065
查看YUV的時候也可以下載使用成熟的YUV播放器 ——YUV Player Deluxe: http://www.yuvplayer.com/
 

yuv420p就是I420格式,使用極其廣泛,它的示意圖:

 

【圖像-視頻處理】YUV420、YV12與RGB24的轉換公式


    1. bool YV12ToBGR24_Native(unsigned char* pYUV,unsigned char* pBGR24,int width,int height)  
    2. {  
    3.     if (width < 1 || height < 1 || pYUV == NULL || pBGR24 == NULL)  
    4.         return false;  
    5.     const long len = width * height;  
    6.     unsigned char* yData = pYUV;  
    7.     unsigned char* vData = &yData[len];  
    8.     unsigned char* uData = &vData[len >> 2];  
    9.   
    10.     int bgr[3];  
    11.     int yIdx,uIdx,vIdx,idx;  
    12.     for (int i = 0;i < height;i++){  
    13.         for (int j = 0;j < width;j++){  
    14.             yIdx = i * width + j;  
    15.             vIdx = (i/2) * (width/2) + (j/2);  
    16.             uIdx = vIdx;  
    17.   
    18.             bgr[0] = (int)(yData[yIdx] + 1.732446 * (uData[vIdx] - 128));                                    // b分量  
    19.             bgr[1] = (int)(yData[yIdx] - 0.698001 * (uData[uIdx] - 128) - 0.703125 * (vData[vIdx] - 128));    // g分量  
    20.             bgr[2] = (int)(yData[yIdx] + 1.370705 * (vData[uIdx] - 128));                                    // r分量  
    21.   
    22.             for (int k = 0;k < 3;k++){  
    23.                 idx = (i * width + j) * 3 + k;  
    24.                 if(bgr[k] >= 0 && bgr[k] <= 255)  
    25.                     pBGR24[idx] = bgr[k];  
    26.                 else  
    27.                     pBGR24[idx] = (bgr[k] < 0)?0:255;  
    28.             }  
    29.         }  
    30.     }  
    31.     return true;  

以上是yv12到RGB24的轉換算法,如果是yuv420到RGB24轉換,秩序u,v反過來就可以了。

即:

  1. unsigned char* uData = &yData[nYLen];  
  2. unsigned char* vData = &vData[nYLen>>2];  
 注:海康威視網絡攝像頭一般就是yu12格式的!

2016-9-22 19:53

張朋藝 pyZhangBIT2010@126.com

 

找到的英文參考資料:

yv12 to rgb using glsl in iOS ,result image attached

https://stackoverflow.com/questions/11093061/yv12-to-rgb-using-glsl-in-ios-result-image-attached

following is my code for uploading the three planar data to textures:
- (GLuint) textureY: (Byte*)imageData widthType: (int) width heightType: (int) height { GLuint texName; glGenTextures( 1, &texName ); glBindTexture(GL_TEXTURE_2D, texName); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_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); glTexImage2D( GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, imageData ); //free(imageData); return texName; } - (GLuint) textureU: (Byte*)imageData widthType: (int) width heightType: (int) height { GLuint texName; glGenTextures( 1, &texName ); glBindTexture(GL_TEXTURE_2D, texName); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_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); glTexImage2D( GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, imageData ); //free(imageData); return texName; } - (GLuint) textureV: (Byte*)imageData widthType: (int) width heightType: (int) height { GLuint texName; glGenTextures( 1, &texName ); glBindTexture(GL_TEXTURE_2D, texName); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_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); glTexImage2D( GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, imageData ); //free(imageData); return texName; } - (void) readYUVFile { NSString *file = [[NSBundle mainBundle] pathForResource:@"video" ofType:@"yv12"]; NSLog(@"%@",file); NSData* fileData = [NSData dataWithContentsOfFile:file]; //NSLog(@"%@",[fileData description]); NSInteger width = 352; NSInteger height = 288; NSInteger uv_width = width / 2; NSInteger uv_height = height / 2; NSInteger dataSize = [fileData length]; NSLog(@"%i\n",dataSize); GLint nYsize = width * height; GLint nUVsize = uv_width * uv_height; GLint nCbOffSet = nYsize; GLint nCrOffSet = nCbOffSet + nUVsize; Byte *spriteData = (Byte *)malloc(dataSize); [fileData getBytes:spriteData length:dataSize]; Byte* uData = spriteData + nCbOffSet; //NSLog(@"%@\n",[[NSData dataWithBytes:uData length:nUVsize] description]); Byte* vData = spriteData + nCrOffSet; //NSLog(@"%@\n",[[NSData dataWithBytes:vData length:nUVsize] description]); /** Byte *YPlanarData = (Byte *)malloc(nYsize); for (int i=0; i<nYsize; i++) { YPlanarData[i]= spriteData[i]; } Byte *UPlanarData = (Byte *)malloc(nYsize); for (int i=0; i<height; i++) { for (int j=0; j<width; j++) { int numInUVsize = (i/2)*uv_width+j/2; UPlanarData[i*width+j]=uData[numInUVsize]; } } Byte *VPlanarData = (Byte *)malloc(nYsize); for (int i=0; i<height; i++) { for (int j=0; j<width; j++) { int numInUVsize = (i/2)*uv_width+j/2; VPlanarData[i*width+j]=vData[numInUVsize]; } } **/ _textureUniformY = glGetUniformLocation(programHandle, "SamplerY");
_textureUniformU = glGetUniformLocation(programHandle, "SamplerU");
_textureUniformV = glGetUniformLocation(programHandle, "SamplerV");
free(spriteData); }

and my fragment shaders code:

   precision highp float;
uniform sampler2D SamplerY;
uniform sampler2D SamplerU;
uniform sampler2D SamplerV;

varying highp vec2 coordinate;

void main()
{
    highp vec3 yuv,yuv1;
    highp vec3 rgb;

    yuv.x = texture2D(SamplerY, coordinate).r;

    yuv.y = texture2D(SamplerU, coordinate).r-0.5;

    yuv.z = texture2D(SamplerV, coordinate).r-0.5 ;

   rgb = mat3(      1,       1,      1,
                     0, -.34414, 1.772,
               1.402, -.71414,      0) * yuv;

    gl_FragColor = vec4(rgb, 1);
}
 

 


免責聲明!

本站轉載的文章為個人學習借鑒使用,本站對版權不負任何法律責任。如果侵犯了您的隱私權益,請聯系本站郵箱yoyou2525@163.com刪除。



 
粵ICP備18138465號   © 2018-2025 CODEPRJ.COM