1.创建CAEAGLLayer
CAEAGLLayer*eaglLayer = (CAEAGLLayer*)self.layer;
eaglLayer.opaque=YES;
eaglLayer.drawableProperties= [NSDictionarydictionaryWithObjectsAndKeys:
[NSNumbernumberWithBool:NO],kEAGLDrawablePropertyRetainedBacking,
kEAGLColorFormatRGB565,kEAGLDrawablePropertyColorFormat,
//[NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking,
nil];
2.创建上下文
_glContext= [[EAGLContextalloc]initWithAPI:kEAGLRenderingAPIOpenGLES2];
//[self debugGlError];
if(!_glContext|| ![EAGLContextsetCurrentContext:_glContext])
{
returnNO;
}
3.设置frame和renderbuffer
[self createFrameAndRenderBuffer];
4.设置纹理
[self setupYUVTexture];
- (BOOL)createFrameAndRenderBuffer
{
glGenFramebuffers(1, &_framebuffer);
glGenRenderbuffers(1, &_renderBuffer);
glBindFramebuffer(GL_FRAMEBUFFER,_framebuffer);
glBindRenderbuffer(GL_RENDERBUFFER,_renderBuffer);
if(![_glContextrenderbufferStorage:GL_RENDERBUFFERfromDrawable:(CAEAGLLayer*)self.layer])
{
//NSLog(@"attach渲染缓冲区失败");
}
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_RENDERBUFFER,_renderBuffer);
if(glCheckFramebufferStatus(GL_FRAMEBUFFER) !=GL_FRAMEBUFFER_COMPLETE)
{
//NSLog(@"创建缓冲区错误0x%x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
returnNO;
}
returnYES;
}
- (void)setupYUVTexture
{
if(_textureYUV[TEXY])
{
glDeleteTextures(3,_textureYUV);
}
//产生纹理
glGenTextures(3,_textureYUV);
if(!_textureYUV[TEXY] || !_textureYUV[TEXU] || !_textureYUV[TEXV])
{
NSLog(@"<<<<<<<<<<<<纹理创建失败!>>>>>>>>>>>>");
return;
}
//绑定纹理
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,_textureYUV[TEXY]);
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);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,_textureYUV[TEXU]);
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);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D,_textureYUV[TEXV]);
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)render
{
//[EAGLContext setCurrentContext:_glContext];
CGSizesize =self.bounds.size;
NSString*isStretch = [[UserClientshareUserClient]getVideoStretch];
BOOLisVideoPreView = [[UserClientshareUserClient]videoPreviewView];
if([isStretchisEqualToString:@"NO"] && isVideoPreView ==YES){
CGFloatvideoW =_videoW*size.height/_videoH;
CGFloatvideoX = (size.width- videoW) *0.5;
glViewport(videoX*_viewScale,1, videoW*_viewScale, size.height*_viewScale-2);
}else{
glViewport(1,1, size.width*_viewScale-2, size.height*_viewScale-2);
}
staticconstGLfloatsquareVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f,1.0f,
1.0f,1.0f,
};
staticconstGLfloatcoordVertices[] = {
0.0f,1.0f,
1.0f,1.0f,
0.0f,0.0f,
1.0f,0.0f,
};
// Update attribute values
glVertexAttribPointer(ATTRIB_VERTEX,2,GL_FLOAT,0,0, squareVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_TEXTURE,2,GL_FLOAT,0,0, coordVertices);
glEnableVertexAttribArray(ATTRIB_TEXTURE);
// Draw
glDrawArrays(GL_TRIANGLE_STRIP,0,4);
glBindRenderbuffer(GL_RENDERBUFFER,_renderBuffer);
if(_glContext) {
if([UIApplicationsharedApplication].applicationState==UIApplicationStateActive) {//application活跃状态下才刷新openGL,否则会被系统杀死
[_glContextpresentRenderbuffer:GL_RENDERBUFFER];
}
}
}
- (void)displayYUV420pData:(void*)data width:(NSInteger)w height:(NSInteger)h
{
@synchronized(self)
{
if(w !=_videoW|| h !=_videoH)
{
[selfsetVideoSize:wheight:h];
}
[EAGLContextsetCurrentContext:_glContext];
if(_textureYUV[TEXY]){
glBindTexture(GL_TEXTURE_2D,_textureYUV[TEXY]);
}
glTexSubImage2D(GL_TEXTURE_2D,0,0,0, w, h,GL_RED_EXT,GL_UNSIGNED_BYTE, data);
if(_textureYUV[TEXU]){
glBindTexture(GL_TEXTURE_2D,_textureYUV[TEXU]);
}
glTexSubImage2D(GL_TEXTURE_2D,0,0,0, w/2, h/2,GL_RED_EXT,GL_UNSIGNED_BYTE, data + w * h *5/4);
if(_textureYUV[TEXV]){
glBindTexture(GL_TEXTURE_2D,_textureYUV[TEXV]);
}
glTexSubImage2D(GL_TEXTURE_2D,0,0,0, w/2, h/2,GL_RED_EXT,GL_UNSIGNED_BYTE, data + w * h);
GLenumerr =glGetError();
if(err ==GL_NO_ERROR)
{
[selfrender];
}
}
#ifdef DEBUG
GLenumerr =glGetError();
if(err !=GL_NO_ERROR)
{
printf("GL_ERROR=======>%d\n", err);
}
structtimevalnowtime;
gettimeofday(&nowtime,NULL);
if(nowtime.tv_sec!=_time.tv_sec)
{
printf("视频%zd帧率:%zd\n",self.tag,_frameRate);
memcpy(&_time, &nowtime,sizeof(structtimeval));
_frameRate=1;
}
else
{
_frameRate++;
}
#endif
}
- (void)setVideoSize:(GLuint)width height:(GLuint)height
{
_videoW= width;
_videoH= height;
void*blackData =malloc(width * height *1.5);
if(blackData)
//bzero(blackData, width * height * 1.5);
memset(blackData,0x0, width * height *1.5);
[EAGLContextsetCurrentContext:_glContext];
glBindTexture(GL_TEXTURE_2D,_textureYUV[TEXY]);
glTexImage2D(GL_TEXTURE_2D,0,GL_RED_EXT, width, height,0,GL_RED_EXT,GL_UNSIGNED_BYTE, blackData);
glBindTexture(GL_TEXTURE_2D,_textureYUV[TEXU]);
glTexImage2D(GL_TEXTURE_2D,0,GL_RED_EXT, width/2, height/2,0,GL_RED_EXT,GL_UNSIGNED_BYTE, blackData + width * height);
glBindTexture(GL_TEXTURE_2D,_textureYUV[TEXV]);
glTexImage2D(GL_TEXTURE_2D,0,GL_RED_EXT, width/2, height/2,0,GL_RED_EXT,GL_UNSIGNED_BYTE, blackData + width * height *5/4);
free(blackData);
}
- (void)clearFrame
{
@synchronized(self)
{
//if ([self window])
if(_glContext)//add by tuzhi
{
[EAGLContextsetCurrentContext:_glContext];
glClearColor(0.0,0.0,0.0,1.0);
glClear(GL_COLOR_BUFFER_BIT);
glBindRenderbuffer(GL_RENDERBUFFER,_renderBuffer);
[_glContextpresentRenderbuffer:GL_RENDERBUFFER];
}
}
}
- (void)dealloc
{
if(_program) {
glDeleteTextures(3,_textureYUV);
glDeleteProgram(_program);
}
if(_glContext) {
//[_glContext release];
_glContext=NULL;
}
[selfdestoryFrameAndRenderBuffer];
[EAGLContextsetCurrentContext:nil];
//[super dealloc];
}
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