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通过OPENGLES播放视频帧

通过OPENGLES播放视频帧

作者: HelloBinary | 来源:发表于2020-08-24 13:57 被阅读0次

    解压后的视频帧数据可以通OpenGLES渲染到屏幕上来实现视频播放。OpenGLES的渲染需要用到CAEAGLLayer这个图层,我们通过自定义一个类 SQLayer来继承CAEAGLLayer来实现对视频播放的封装。
    定义pixelBuffer属性来接收解压后视频帧数据(在保证宽高比不变的前提下,得到一个尽可能大的矩形。)由于顶点坐标

    @property CVPixelBufferRef pixelBuffer;
    -(id)initWithFrame:(CGRect)frame;
    -(void)resetRenderBuffer;
    

    在使用OpenGLES的时候,主要是编写顶点着色器和片元着色器。我们要绘制的顶点,需要根据传入的需要渲染的图片的纵横比和自身的frame大小,计算出合适的显示区域。这个函数就是AVMakeRectWithAspectRatioInsideRect。我们写入的顶点坐标不是屏幕坐标,是对象坐标,其范围是(-1,1)所以要进行坐标转换,也就是归一化.

    YUV

    我们视频压缩是使用YUV进行编码的,

    • YUV(TCbCr)是电视系统所采用的一种颜色编码方法
    • Y:表示明亮度,也就是灰阶值,它是基础信号
    • U和V是色度描述色彩和饱和度

    常见的格式(RGB8:8:8)

    • YUV4:2:0 (YCbCr 4:2:0) 这比RGB少了二分之一
    • YUV4:2:2 (YCbCr 4:2:2) 小了三分之一
    • YUV4:4:4 (YCbCr 4:4:4)

    现在常用的是 YUV4:2:0,这里不是只有Y,Cb2个Cr0个,指的是每行扫描只有一种色度分量,用2:1的抽样率存储。
    如果一行是4:2:0那么下一行是4:0:2;
    片元着色器中通过SDTV或者HDTV的矩阵来还原出颜色

    // BT.601, which is the standard for SDTV.
    static const GLfloat kColorConversion601[] = {
        1.164,  1.164, 1.164,
        0.0, -0.392, 2.017,
        1.596, -0.813,   0.0,
    };
    
    // BT.709, which is the standard for HDTV.
    static const GLfloat kColorConversion709[] = {
        1.164,  1.164, 1.164,
        0.0, -0.213, 2.112,
        1.793, -0.533,   0.0,
    };
    

    我们还需要注意的是YUV是解码的时候分为两个纹理。一个是Y纹理灰色的 一个是UV进行颜色填充
    源码如下:

    //
    //  SQLayer.h
    //  CPDemo
    //
    //  Created by Sem on 2020/8/12.
    //  Copyright © 2020 SEM. All rights reserved.
    //
    
    #import <QuartzCore/QuartzCore.h>
    #include <QuartzCore/QuartzCore.h>
    #include <CoreVideo/CoreVideo.h>
    #import <UIKit/UIKit.h>
    NS_ASSUME_NONNULL_BEGIN
    
    @interface SQLayer : CAEAGLLayer
    @property CVPixelBufferRef pixelBuffer;
    -(id)initWithFrame:(CGRect)frame;
    -(void)resetRenderBuffer;
    @end
    
    NS_ASSUME_NONNULL_END
    
    
    //
    //  SQLayer.m
    //  CPDemo
    //
    //  Created by Sem on 2020/8/12.
    //  Copyright © 2020 SEM. All rights reserved.
    //
    #import <AVFoundation/AVFoundation.h>
    #include <OpenGLES/EAGL.h>
    #include <OpenGLES/ES2/gl.h>
    #include <OpenGLES/ES2/glext.h>
    #import "SQLayer.h"
    // Uniform index.
    enum
    {
        UNIFORM_Y,
        UNIFORM_UV,
        UNIFORM_ROTATION_ANGLE,
        UNIFORM_COLOR_CONVERSION_MATRIX,
        NUM_UNIFORMS
    };
    GLint uniforms[NUM_UNIFORMS];
    // Attribute index.
    enum
    {
        ATTRIB_VERTEX,
        ATTRIB_TEXCOORD,
        NUM_ATTRIBUTES
    };
    // BT.601, which is the standard for SDTV.
    static const GLfloat kColorConversion601[] = {
        1.164,  1.164, 1.164,
        0.0, -0.392, 2.017,
        1.596, -0.813,   0.0,
    };
    
    // BT.709, which is the standard for HDTV.
    static const GLfloat kColorConversion709[] = {
        1.164,  1.164, 1.164,
        0.0, -0.213, 2.112,
        1.793, -0.533,   0.0,
    };
    @interface SQLayer()
    {
        GLint _backingWidth;
        GLint _backingHeight;
        EAGLContext *_context;
        CVOpenGLESTextureRef _lumaTexture;
        CVOpenGLESTextureRef _chromaTexture;
          
        GLuint _frameBufferHandle;
        GLuint _colorBufferHandle;
          
        const GLfloat *_preferredConversion;
    }
    @property GLuint program;
    
    @end
    @implementation SQLayer
    @synthesize pixelBuffer = _pixelBuffer;
    
    -(CVPixelBufferRef) pixelBuffer
    {
        return _pixelBuffer;
    }
    - (void)setPixelBuffer:(CVPixelBufferRef)pixelBuffer{
        if(_pixelBuffer){
            CVPixelBufferRelease(_pixelBuffer);
        }
        _pixelBuffer = CVPixelBufferRetain(pixelBuffer);
        int frameWidth = (int)CVPixelBufferGetWidth(_pixelBuffer);
        int frameHeight = (int)CVPixelBufferGetHeight(_pixelBuffer);
        [self displayPixelBuffer:_pixelBuffer width:frameWidth height:frameHeight];
    }
    - (void)displayPixelBuffer:(CVPixelBufferRef)pixelBuffer width:(uint32_t)frameWidth height:(uint32_t)frameHeight{
        if (!_context || ![EAGLContext setCurrentContext:_context]) {
            return;
        }
        
        if(pixelBuffer == NULL) {
            NSLog(@"Pixel buffer is null");
            return;
        }
        CVReturn err;
        size_t planeCount = CVPixelBufferGetPlaneCount(pixelBuffer);
        CFTypeRef colorAttachments = CVBufferGetAttachment(pixelBuffer, kCVImageBufferYCbCrMatrixKey, NULL);
        if (CFStringCompare(colorAttachments, kCVImageBufferYCbCrMatrix_ITU_R_601_4, 0) == kCFCompareEqualTo) {
            _preferredConversion = kColorConversion601;
        }
        else {
            _preferredConversion = kColorConversion709;
        }
        /*
         CVOpenGLESTextureCacheCreateTextureFromImage will create GLES texture optimally from CVPixelBufferRef.
         */
        
        /*
         Create Y and UV textures from the pixel buffer. These textures will be drawn on the frame buffer Y-plane.
         */
        CVOpenGLESTextureCacheRef _videoTextureCache;
        err = CVOpenGLESTextureCacheCreate(kCFAllocatorDefault, NULL, _context,NULL,  &_videoTextureCache);
        if (err != noErr) {
            NSLog(@"Error at CVOpenGLESTextureCacheCreate %d", err);
            return;
        }
        
        glActiveTexture(GL_TEXTURE0);
        err = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault, _videoTextureCache, pixelBuffer, NULL, GL_TEXTURE_2D, GL_RED_EXT, frameWidth, frameHeight, GL_RED_EXT, GL_UNSIGNED_BYTE, 0, &_lumaTexture);
        glBindTexture(CVOpenGLESTextureGetTarget(_lumaTexture), CVOpenGLESTextureGetName(_lumaTexture));
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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);
        if(planeCount == 2) {
             glActiveTexture(GL_TEXTURE1);
                   err = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
                                                                      _videoTextureCache,
                                                                      pixelBuffer,
                                                                      NULL,
                                                                      GL_TEXTURE_2D,
                                                                      GL_RG_EXT,
                                                                      frameWidth / 2,
                                                                      frameHeight / 2,
                                                                      GL_RG_EXT,
                                                                      GL_UNSIGNED_BYTE,
                                                                      1,
                                                                      &_chromaTexture);
                   if (err) {
                       NSLog(@"Error at CVOpenGLESTextureCacheCreateTextureFromImage %d", err);
                   }
                   
                   glBindTexture(CVOpenGLESTextureGetTarget(_chromaTexture), CVOpenGLESTextureGetName(_chromaTexture));
                   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
                   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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);
        }
        glBindFramebuffer(GL_FRAMEBUFFER, _frameBufferHandle);
        glViewport(0, 0, _backingWidth, _backingHeight);
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        
        // Use shader program.
        glUseProgram(self.program);
        //    glUniform1f(uniforms[UNIFORM_LUMA_THRESHOLD], 1);
           //    glUniform1f(uniforms[UNIFORM_CHROMA_THRESHOLD], 1);
        glUniform1f(uniforms[UNIFORM_ROTATION_ANGLE], 0);
        glUniformMatrix3fv(uniforms[UNIFORM_COLOR_CONVERSION_MATRIX], 1, GL_FALSE, _preferredConversion);
        
        // Set up the quad vertices with respect to the orientation and aspect ratio of the video.
        CGRect viewBounds = self.bounds;
        CGSize contentSize = CGSizeMake(frameWidth, frameHeight);
        //在保证宽高比不变的前提下,得到一个尽可能大的矩形。
        CGRect vertexSamplingRect = AVMakeRectWithAspectRatioInsideRect(contentSize, viewBounds);
        // Compute normalized quad coordinates to draw the frame into.
        CGSize normalizedSamplingSize = CGSizeMake(0.0, 0.0);
        CGSize cropScaleAmount = CGSizeMake(vertexSamplingRect.size.width/viewBounds.size.width,
                                              vertexSamplingRect.size.height/viewBounds.size.height);
        // Normalize the quad vertices.
           if (cropScaleAmount.width > cropScaleAmount.height) {
               normalizedSamplingSize.width = 1.0;
               normalizedSamplingSize.height = cropScaleAmount.height/cropScaleAmount.width;
           }
           else {
               normalizedSamplingSize.width = cropScaleAmount.width/cropScaleAmount.height;
               normalizedSamplingSize.height = 1.0;;
           }
           
        GLfloat quadVertexData [] = {
            -1 * normalizedSamplingSize.width, -1 * normalizedSamplingSize.height,
            normalizedSamplingSize.width, -1 * normalizedSamplingSize.height,
            -1 * normalizedSamplingSize.width, normalizedSamplingSize.height,
            normalizedSamplingSize.width, normalizedSamplingSize.height,
        };
        glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, quadVertexData);
        glEnableVertexAttribArray(ATTRIB_VERTEX);
         CGRect textureSamplingRect = CGRectMake(0, 0, 1, 1);
        GLfloat quadTextureData[] =  {
               CGRectGetMinX(textureSamplingRect), CGRectGetMaxY(textureSamplingRect),
               CGRectGetMaxX(textureSamplingRect), CGRectGetMaxY(textureSamplingRect),
               CGRectGetMinX(textureSamplingRect), CGRectGetMinY(textureSamplingRect),
               CGRectGetMaxX(textureSamplingRect), CGRectGetMinY(textureSamplingRect)
           };
           
           glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, 0, 0, quadTextureData);
           glEnableVertexAttribArray(ATTRIB_TEXCOORD);
        
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        glBindRenderbuffer(GL_RENDERBUFFER, _colorBufferHandle);
        [_context presentRenderbuffer:GL_RENDERBUFFER];
        
        [self cleanUpTextures];
        CVOpenGLESTextureCacheFlush(_videoTextureCache, 0);
        if(_videoTextureCache) {
               CFRelease(_videoTextureCache);
           }
        
    }
    -(instancetype)initWithFrame:(CGRect)frame{
        self = [super init];
        if (self) {
            CGFloat scale = [[UIScreen mainScreen] scale];
            self.contentsScale = scale;
            //一个布尔值,指示层是否包含完全不透明的内容.默认为NO
            self.opaque = TRUE;
            /*
             kEAGLDrawablePropertyRetainedBacking指定可绘制表面在显示后是否保留其内容的键.默认为NO.
             */
            self.drawableProperties = @{ kEAGLDrawablePropertyRetainedBacking :[NSNumber numberWithBool:YES]};
            //设置layer图层frame
            [self setFrame:frame];
            
            // 设置绘制框架的上下文.
            _context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
            
            if (!_context) {
                return nil;
            }
            
            // 将默认转换设置为BT.709,这是HDTV的标准
            _preferredConversion = kColorConversion709;
            
            [self setupGL];
        }
        return self;
    }
    //OpenGL 相关设置
    -(void)setupGL{
        if(!_context || ![EAGLContext setCurrentContext:_context]){
            return;
        }
        [self setupBuffers];
        [self loadShaders];
        glUseProgram(self.program);
        glUniform1i(uniforms[UNIFORM_Y], 0);
        glUniform1i(uniforms[UNIFORM_UV], 1);
        glUniform1i(uniforms[UNIFORM_ROTATION_ANGLE], 0);
        glUniformMatrix3fv(uniforms[UNIFORM_COLOR_CONVERSION_MATRIX], 1, GL_FALSE, _preferredConversion);
        
    }
    
    -(void)setupBuffers{
        glDisable(GL_DEPTH_TEST);
        glEnableVertexAttribArray(ATTRIB_VERTEX);
        glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, GL_FALSE, 2* sizeof(GLfloat), 0);
        glEnableVertexAttribArray(ATTRIB_TEXCOORD);
        glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
           
        [self createBuffers];
        
    }
    - (void) createBuffers{
        glGenFramebuffers(1, &_frameBufferHandle);
        glBindFramebuffer(GL_FRAMEBUFFER, _frameBufferHandle);
        glGenRenderbuffers(1, &_colorBufferHandle);
        glBindRenderbuffer(GL_RENDERBUFFER, _colorBufferHandle);
        
        [_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:self];
        glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &_backingWidth);
        glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &_backingHeight);
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorBufferHandle);
        if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
            NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
        }
        
    }
    #pragma mark -  OpenGL ES 2 shader compilation
    
    //片元着色器代码
    const GLchar *shader_fsh = (const GLchar*)"varying highp vec2 texCoordVarying;"
    "precision mediump float;"
    "uniform sampler2D SamplerY;"
    "uniform sampler2D SamplerUV;"
    "uniform mat3 colorConversionMatrix;"
    "void main()"
    "{"
    "    mediump vec3 yuv;"
    "    lowp vec3 rgb;"
    //   Subtract constants to map the video range start at 0
    "    yuv.x = (texture2D(SamplerY, texCoordVarying).r - (16.0/255.0));"
    "    yuv.yz = (texture2D(SamplerUV, texCoordVarying).rg - vec2(0.5, 0.5));"
    "    rgb = colorConversionMatrix * yuv;"
    "    gl_FragColor = vec4(rgb, 1);"
    "}";
    
    //顶点着色器代码
    const GLchar *shader_vsh = (const GLchar*)"attribute vec4 position;"
    "attribute vec2 texCoord;"
    "uniform float preferredRotation;"
    "varying vec2 texCoordVarying;"
    "void main()"
    "{"
    "    mat4 rotationMatrix = mat4(cos(preferredRotation), -sin(preferredRotation), 0.0, 0.0,"
    "                               sin(preferredRotation),  cos(preferredRotation), 0.0, 0.0,"
    "                               0.0,                        0.0, 1.0, 0.0,"
    "                               0.0,                        0.0, 0.0, 1.0);"
    "    gl_Position = position * rotationMatrix;"
    "    texCoordVarying = texCoord;"
    "}";
    -(BOOL)loadShaders{
        GLuint vertShader = 0, fragShader = 0;
        self.program = glCreateProgram();
         if(![self compileShaderString:&vertShader type:GL_VERTEX_SHADER shaderString:shader_vsh]) {
               NSLog(@"Failed to compile vertex shader");
               return NO;
           }
           
           if(![self compileShaderString:&fragShader type:GL_FRAGMENT_SHADER shaderString:shader_fsh]) {
               NSLog(@"Failed to compile fragment shader");
               return NO;
           }
        glAttachShader(self.program, vertShader);
        glAttachShader(self.program, fragShader);
        glBindAttribLocation(self.program, ATTRIB_VERTEX, "position");
        glBindAttribLocation(self.program, ATTRIB_TEXCOORD, "texCoord");
        // Link the program.
          if (![self linkProgram:self.program]) {
              NSLog(@"Failed to link program: %d", self.program);
              
              if (vertShader) {
                  glDeleteShader(vertShader);
                  vertShader = 0;
              }
              if (fragShader) {
                  glDeleteShader(fragShader);
                  fragShader = 0;
              }
              if (self.program) {
                  glDeleteProgram(self.program);
                  self.program = 0;
              }
              
              return NO;
          }
        uniforms[UNIFORM_Y] = glGetUniformLocation(self.program, "SamplerY");
        uniforms[UNIFORM_UV] = glGetUniformLocation(self.program, "SamplerUV");
        //    uniforms[UNIFORM_LUMA_THRESHOLD] = glGetUniformLocation(self.program, "lumaThreshold");
        //    uniforms[UNIFORM_CHROMA_THRESHOLD] = glGetUniformLocation(self.program, "chromaThreshold");
        uniforms[UNIFORM_ROTATION_ANGLE] = glGetUniformLocation(self.program, "preferredRotation");
        uniforms[UNIFORM_COLOR_CONVERSION_MATRIX] = glGetUniformLocation(self.program, "colorConversionMatrix");
        // Release vertex and fragment shaders.
           if (vertShader) {
               glDetachShader(self.program, vertShader);
               glDeleteShader(vertShader);
           }
           if (fragShader) {
               glDetachShader(self.program, fragShader);
               glDeleteShader(fragShader);
           }
        return YES;
    }
    - (BOOL)compileShaderString:(GLuint *)shader type:(GLenum)type shaderString:(const GLchar*)shaderString
    {
        *shader = glCreateShader(type);
        glShaderSource(*shader, 1, &shaderString, NULL);
        glCompileShader(*shader);
        
    #if defined(DEBUG)
        GLint logLength;
        glGetShaderiv(*shader, GL_INFO_LOG_LENGTH, &logLength);
        if (logLength > 0) {
            GLchar *log = (GLchar *)malloc(logLength);
            glGetShaderInfoLog(*shader, logLength, &logLength, log);
            NSLog(@"Shader compile log:\n%s", log);
            free(log);
        }
    #endif
        
        GLint status = 0;
        glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
        if (status == 0) {
            glDeleteShader(*shader);
            return NO;
        }
        
        return YES;
    }
    
    - (BOOL)compileShader:(GLuint *)shader type:(GLenum)type URL:(NSURL *)URL
    {
        NSError *error;
        NSString *sourceString = [[NSString alloc] initWithContentsOfURL:URL encoding:NSUTF8StringEncoding error:&error];
        if (sourceString == nil) {
            NSLog(@"Failed to load vertex shader: %@", [error localizedDescription]);
            return NO;
        }
        
        const GLchar *source = (GLchar *)[sourceString UTF8String];
        
        return [self compileShaderString:shader type:type shaderString:source];
    }
    - (BOOL)linkProgram:(GLuint)prog
    {
        GLint status;
        glLinkProgram(prog);
        
    #if defined(DEBUG)
        GLint logLength;
        glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
        if (logLength > 0) {
            GLchar *log = (GLchar *)malloc(logLength);
            glGetProgramInfoLog(prog, logLength, &logLength, log);
            NSLog(@"Program link log:\n%s", log);
            free(log);
        }
    #endif
        
        glGetProgramiv(prog, GL_LINK_STATUS, &status);
        if (status == 0) {
            return NO;
        }
        
        return YES;
    }
    
    - (BOOL)validateProgram:(GLuint)prog
    {
        GLint logLength, status;
        
        glValidateProgram(prog);
        glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
        if (logLength > 0) {
            GLchar *log = (GLchar *)malloc(logLength);
            glGetProgramInfoLog(prog, logLength, &logLength, log);
            NSLog(@"Program validate log:\n%s", log);
            free(log);
        }
        
        glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
        if (status == 0) {
            return NO;
        }
        
        return YES;
    }
    
    - (void)dealloc
    {
        if (!_context || ![EAGLContext setCurrentContext:_context]) {
            return;
        }
        
        [self cleanUpTextures];
        
        if(_pixelBuffer) {
            CVPixelBufferRelease(_pixelBuffer);
        }
        
        if (self.program) {
            glDeleteProgram(self.program);
            self.program = 0;
        }
        if(_context) {
            //[_context release];
            _context = nil;
        }
        //[super dealloc];
    }
    - (void) cleanUpTextures
    {
        if (_lumaTexture) {
            CFRelease(_lumaTexture);
            _lumaTexture = NULL;
        }
        
        if (_chromaTexture) {
            CFRelease(_chromaTexture);
            _chromaTexture = NULL;
        }
    }
    - (void) resetRenderBuffer
    {
        if (!_context || ![EAGLContext setCurrentContext:_context]) {
            return;
        }
        
        [self releaseBuffers];
        [self createBuffers];
    }
    - (void) releaseBuffers
    {
        if(_frameBufferHandle) {
            glDeleteFramebuffers(1, &_frameBufferHandle);
            _frameBufferHandle = 0;
        }
        
        if(_colorBufferHandle) {
            glDeleteRenderbuffers(1, &_colorBufferHandle);
            _colorBufferHandle = 0;
        }
    }
    @end
    
    

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