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音视频-OpenGL ES渲染视频图像

音视频-OpenGL ES渲染视频图像

作者: Maji1 | 来源:发表于2020-12-08 10:13 被阅读0次

    这篇文章处理的是编码后的视频图像数据CVPixelBufferRef,我们使用CAEAGLLayer来作为图像的渲染图层。
    该功能使用到的是OpenGL ES的相关技术,如果对该技术不了解的伙伴,请先了解相关技术。

    一、着色器

    1.1顶点着色器:

    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;"
    "}";
    
    • "attribute vec4 position:顶点坐标
      attribute vec2 texCoord:纹理坐标
      uniform float preferredRotation:旋转角度
      attribute vec2 texCoordVarying:用于把texCoord(纹理坐标)传递到片元着器。
      mat4 rotationMatrix4x4 的旋转矩阵
      gl_Position:内建变量,用来接收顶点坐标。

    1.1片元着色器:

    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);"
    "}";
    
    • varying highp vec2 texCoordVarying:从顶点着色器传递过来的纹理坐标。
      precision mediump float;:精度设置,中间精度float
      uniform sampler2D SamplerY;Y亮度纹理采样器。
      uniform sampler2D SamplerUV;UV色度纹理采样器。
      uniform mat3 colorConversionMatrix;:颜色转换矩阵。
      gl_FragColor:内建函数,输出的颜色用于随后的像素操作。

    二、初始化

    2.1继承之CAEAGLLayer自定义类CQEAGLLayer

     CGSize size = UIScreen.mainScreen.bounds.size;
    _displayLayer = [[CQEAGLLayer alloc] initWithFrame:CGRectMake(size.width*0.5, 100, size.width*0.5, size.height*0.5)];
    [self.view.layer addSublayer:_displayLayer];
    

    2.2初始化代码:

    - (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]};
            [self setFrame:frame];
            // 1、设置绘制框架的上下文.
            _context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
            
            if (!_context || ![EAGLContext setCurrentContext:_context]) {
                return nil;
            }
            // 将默认转换设置为BT.709,这是HDTV的标准
            _preferredConversion = kColorConversion709;
            
            //2、设置缓冲区
            [self setupBuffers];
            //3、加载shaders 着色器
            [self loadShaders];
            //4、使用着色程序
            glUseProgram(self.program);
            
            // 0 和 1 分别代表_lumaTexture 和 _chromaTexture的纹理 ID。
            glUniform1i(uniforms[UNIFORM_Y], 0);
            glUniform1i(uniforms[UNIFORM_UV], 1);
            glUniform1f(uniforms[UNIFORM_ROTATION_ANGLE], 0);
            glUniformMatrix3fv(uniforms[UNIFORM_COLOR_CONVERSION_MATRIX], 1, GL_FALSE, _preferredConversion);
        }
        return self;
    }
    
    • 1、创建上下文。
    • 2、设置缓冲区。
    • 3、使用program

    2.3 设置缓冲区

    - (void)setupBuffers {
        glDisable(GL_DEPTH_TEST);
        //默认顶点属性(position)是关闭的,所以使用前要手动打开
        glEnableVertexAttribArray(ATTRIB_VERTEX);
        glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
        //打开纹理数据读取通道
        glEnableVertexAttribArray(ATTRIB_TEXCOORD);
        glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
        //创建buffer
        [self createBuffers];
    }
    
    - (void) createBuffers {
        //创建帧缓存区 frameBuffer
        glGenFramebuffers(1, &_frameBufferHandle);
        glBindFramebuffer(GL_FRAMEBUFFER, _frameBufferHandle);
        
        //创建颜色缓存区 RenderBuffer
        glGenRenderbuffers(1, &_colorBufferHandle);
        glBindRenderbuffer(GL_RENDERBUFFER, _colorBufferHandle);
        
        //绑定渲染缓存区
        [_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:self];
        
        //设置渲染缓存区的尺寸
        glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &_backingWidth);
        glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &_backingHeight);
        
        //绑定renderBuffer到FrameBuffer
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorBufferHandle);
        
        //检查FrameBuffer状态
        if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
            NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
        }
    }
    
    • glVertexAttribPointer顶点数据解析方式:
      参数1: 指定从索引0开始取数据,与顶点着色器对应
      参数2: 顶点属性大小
      参数3: 数据类型
      参数4: 归一化
      参数5: 步长(Stride)
      参数6: 数据在缓冲区起始位置的偏移量

    2.4加载着色器

    - (BOOL)loadShaders {
        GLuint vertShader = 0, fragShader = 0;
        // 创建着色program.
        self.program = glCreateProgram();
        //编译顶点着色器
        if(![self compileShaderString:&vertShader type:GL_VERTEX_SHADER shaderString:shader_vsh]) {
            NSLog(@"Failed to compile vertex shader");
            return NO;
        }
        //编译片元着色器
        if(![self compileShaderString:&fragShader type:GL_FRAGMENT_SHADER shaderString:shader_fsh]) {
            NSLog(@"Failed to compile fragment shader");
            return NO;
        }
        
        // 附着顶点着色器到program.
        glAttachShader(self.program, vertShader);
        // 附着片元着色器到program.
        glAttachShader(self.program, fragShader);
        
        // 绑定属性位置。这需要在链接之前完成.(让ATTRIB_VERTEX/ATTRIB_TEXCOORD 与position/texCoord产生连接)
        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;
        }
        
        //获取uniform的位置
        //Y亮度纹理
        uniforms[UNIFORM_Y] = glGetUniformLocation(self.program, "SamplerY");
        //UV色量纹理
        uniforms[UNIFORM_UV] = glGetUniformLocation(self.program, "SamplerUV");
        //旋转角度preferredRotation
        uniforms[UNIFORM_ROTATION_ANGLE] = glGetUniformLocation(self.program, "preferredRotation");
        //YUV->RGB
        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;
    }
    

    2.5编译

    - (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;
    }
    

    2.5链接

    - (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;
    }
    

    三、绘制

    3.1设置CVPixelBufferRef

    - (void)setPixelBuffer:(CVPixelBufferRef)pb {
        if(_pixelBuffer) {
            CVPixelBufferRelease(_pixelBuffer);
        }
        _pixelBuffer = CVPixelBufferRetain(pb);
        
        //获取视频帧的宽与高
        int frameWidth = (int)CVPixelBufferGetWidth(_pixelBuffer);
        int frameHeight = (int)CVPixelBufferGetHeight(_pixelBuffer);
        
        //显示_pixelBuffer
        [self display:_pixelBuffer width:frameWidth height:frameHeight];
    }
    
    • 在iOS里,我们经常能看到 CVPixelBufferRef 这个类型,在Camera 采集返回的数据里得到一个CMSampleBufferRef,而每个CMSampleBufferRef里则包含一个 CVPixelBufferRef,在视频硬解码的返回数据里也是一个 CVPixelBufferRef(里面包好了所有的压缩的图片信息)。CVPixelBufferRef:是一种像素图片类型,由于CV开头,所以它是属于 CoreVideo 模块的。

    3.2显示

    - (void)display:(CVPixelBufferRef)pixelBuffer width:(uint32_t)frameWidth height:(uint32_t)frameHeight {
        if (!_context || ![EAGLContext setCurrentContext:_context]) {
            return;
        }
        if(pixelBuffer == NULL) {
            NSLog(@"PixelBuffer is null");
            return;
        }
        
        CVReturn errer;
        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;
        }
        
        CVOpenGLESTextureCacheRef _videoTextureCache;
      //创建 CVOpenGLESTextureCacheRef 创建新的纹理缓存
        errer = CVOpenGLESTextureCacheCreate(kCFAllocatorDefault, NULL, _context, NULL, &_videoTextureCache);
        if (error != noErr) {
            NSLog(@"CVOpenGLESTextureCacheCreate error : %d", errer);
            return;
        }
        glActiveTexture(GL_TEXTURE0); //激活纹理
        //1.创建Y纹理(亮度纹理)
        errer = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
                                                           _videoTextureCache,
                                                           pixelBuffer,
                                                           NULL,
                                                           GL_TEXTURE_2D,
                                                           GL_RED_EXT,
                                                           frameWidth,
                                                           frameHeight,
                                                           GL_RED_EXT,
                                                           GL_UNSIGNED_BYTE,
                                                           0,
                                                           &_lumaTexture);
        if (errer) {
            NSLog(@"CVOpenGLESTextureCacheCreateTextureFromImage error: %d", errer);
        }
        
        //2.配置Y亮度纹理属性
        //绑定纹理.
        glBindTexture(CVOpenGLESTextureGetTarget(_lumaTexture), CVOpenGLESTextureGetName(_lumaTexture));
        //配置纹理放大/缩小过滤方式以及纹理围绕S/T环绕方式
        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);
        
        //3.UV-plane 纹理
        //如果颜色通道个数>1,则除了Y还有UV-Plane.
        if(planeCount == 2) {
            // UV-plane.
            glActiveTexture(GL_TEXTURE1); //激活UV-plane纹理
            //4.创建UV-plane纹理
            errer = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
                                                               _videoTextureCache,
                                                               pixelBuffer,
                                                               NULL,
                                                               GL_TEXTURE_2D,
                                                               GL_RG_EXT,
                                                               frameWidth / 2,
                                                               frameHeight / 2,
                                                               GL_RG_EXT,
                                                               GL_UNSIGNED_BYTE,
                                                               1,
                                                               &_chromaTexture);
            if (error) {
                NSLog(@"CVOpenGLESTextureCacheCreateTextureFromImage error: %d", error);
            }
            
            //5.绑定纹理
            glBindTexture(CVOpenGLESTextureGetTarget(_chromaTexture), CVOpenGLESTextureGetName(_chromaTexture));
            //6.配置纹理放大/缩小过滤方式以及纹理围绕S/T环绕方式
            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);
        }
        
        //绑定帧缓存区
        glBindFramebuffer(GL_FRAMEBUFFER, _frameBufferHandle);
        //设置视口.
        glViewport(0, 0, _backingWidth, _backingHeight);
        //清理屏幕
        glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        //使用shaderProgram
        glUseProgram(self.program);
        //传递Uniform属性到shader
        //UNIFORM_ROTATION_ANGLE 旋转角度
        glUniform1f(uniforms[UNIFORM_ROTATION_ANGLE], 0);
        //UNIFORM_COLOR_CONVERSION_MATRIX YUV->RGB颜色矩阵
        glUniformMatrix3fv(uniforms[UNIFORM_COLOR_CONVERSION_MATRIX], 1, GL_FALSE, _preferredConversion);
        
        // 根据视频的方向和纵横比设置四边形顶点
        CGRect viewBounds = self.bounds;
        CGSize contentSize = CGSizeMake(frameWidth, frameHeight);
        
        /*
         AVMakeRectWithAspectRatioInsideRect
         功能: 返回一个按比例缩放的CGRect,该CGRect保持由边界CGRect内的CGSize指定的纵横比
         参数1:希望保持的宽高比或纵横比
         参数2:填充的rect
         */
        CGRect vertexSamplingRect = AVMakeRectWithAspectRatioInsideRect(contentSize, viewBounds);
        
        // 计算标准化的四边形坐标以将帧绘制到其中
        //标准化采样大小
        CGSize normalizedSamplingSize = CGSizeMake(0.0, 0.0);
        //标准化规模
        CGSize cropScaleAmount = CGSizeMake(vertexSamplingRect.size.width/viewBounds.size.width,vertexSamplingRect.size.height/viewBounds.size.height);
        
        // 规范化四元顶点
        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;;
        }
        
        /*
         四顶点数据定义了我们绘制像素缓冲区的二维平面区域。
         使用(-1,-1)和(1,1)分别作为左下角和右上角坐标形成的顶点数据覆盖整个屏幕。
         */
        GLfloat quadVertexData [] = {
            -1 * normalizedSamplingSize.width, -1 * normalizedSamplingSize.height,
            normalizedSamplingSize.width, -1 * normalizedSamplingSize.height,
            -1 * normalizedSamplingSize.width, normalizedSamplingSize.height,
            normalizedSamplingSize.width, normalizedSamplingSize.height,
        };
        
        // 更新属性值.
        //坐标数据
        glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, quadVertexData);
        glEnableVertexAttribArray(ATTRIB_VERTEX);
        
        /*
         纹理顶点的设置使我们垂直翻转纹理。这使得我们的左上角原点缓冲区匹配OpenGL的左下角纹理坐标系
         */
        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)
        };
        
        //更新纹理坐标属性值
        glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, 0, 0, quadTextureData);
        glEnableVertexAttribArray(ATTRIB_TEXCOORD);
        
        //绘制图形
        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        
        //绑定渲染缓存区->显示到屏幕
        glBindRenderbuffer(GL_RENDERBUFFER, _colorBufferHandle);
        [_context presentRenderbuffer:GL_RENDERBUFFER];
        
        //清理纹理,方便下一帧纹理显示
        [self cleanUpTextures];
        // 定期纹理缓存刷新每帧
        CVOpenGLESTextureCacheFlush(_videoTextureCache, 0);
        
        if(_videoTextureCache) {
            CFRelease(_videoTextureCache);
        }
    }
    
    • CVBufferGetAttachment使用像素缓冲区的颜色附件确定适当的颜色转换矩阵:
      参数1: 像素缓存区
      参数2: kCVImageBufferYCbCrMatrixKey YCbCr->RGB
      参数3: 附件模式,NULL
    • CVOpenGLESTextureCacheCreate创建新的纹理缓存:
      参数1: kCFAllocatorDefault默认内存分配器.
      参数2: NULL
      参数3: EAGLContext 图形上下文
      参数4: NULL
      参数5: 新创建的纹理缓存
    • CVOpenGLESTextureCacheCreateTextureFromImage创建亮度/色度纹理-Y/UV纹理:
      参数1: 内存分配器,kCFAllocatorDefault
      参数2: 纹理缓存.纹理缓存将管理纹理的纹理缓存对象
      参数3: sourceImage.
      参数4: 纹理属性.默认给NULL
      参数5: 目标纹理,GL_TEXTURE_2D
      参数6: 指定纹理中颜色组件的数量(GL_RGBA, GL_LUMINANCE, GL_RGBA8_OES, GL_RG, and GL_RED (NOTE: 在 GLES3 使用 GL_R8 替代 GL_RED).)
      参数7: 帧宽度
      参数8: 帧高度
      参数9: 格式指定像素数据的格式
      参数10: 指定像素数据的数据类型,GL_UNSIGNED_BYTE
      参数11: planeIndex
      参数12: 纹理输出新创建的纹理对象将放置在此处。

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