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vlcplayerwidget.cpp
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323 lines (254 loc) · 8.32 KB
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#include "vlcplayerwidget.h"
#include <QPainter>
#include <QOpenGLFunctions_2_0>
#include <assert.h>
#define ATTRIB_VERTEX 3
#define ATTRIB_TEXTURE 4
VlcPlayerWidget::VlcPlayerWidget(QWidget *parent) :
QOpenGLWidget(parent),
m_vlcplayer(NULL),
m_vlc(NULL),
m_Front(NULL),
m_Back(NULL)
{
m_vlc = libvlc_new(0,0);
m_vlcplayer = libvlc_media_player_new(m_vlc);
libvlc_video_set_callbacks(m_vlcplayer,lock_cb,unlock_cb,display_cb,this);
libvlc_video_set_format_callbacks(m_vlcplayer,setup_cb,cleanup_cb);
}
VlcPlayerWidget::~VlcPlayerWidget()
{
stop();
libvlc_release(m_vlc);
}
void VlcPlayerWidget::setInput(QString input)
{
m_input = input;
}
void VlcPlayerWidget::play()
{
stop();
libvlc_media_t *pmedia = libvlc_media_new_location(m_vlc,m_input.toLocal8Bit().data());
libvlc_media_add_option(pmedia, ":rtsp-tcp=true");
libvlc_media_add_option(pmedia, ":network-caching=300");
libvlc_media_player_set_media(m_vlcplayer,pmedia);
libvlc_media_player_play(m_vlcplayer);
libvlc_media_release(pmedia);
}
void VlcPlayerWidget::pause()
{
if(libvlc_media_player_can_pause(m_vlcplayer))
{
libvlc_media_player_pause(m_vlcplayer);
}
}
void VlcPlayerWidget::stop()
{
libvlc_media_player_stop(m_vlcplayer);
if(m_Front)
{
delete m_Front;
m_Front = NULL;
}
if(m_Back)
{
delete m_Back;
m_Back = NULL;
}
}
void *VlcPlayerWidget::lock_cb(void *opaque, void **planes)
{
VlcPlayerWidget *pthis = static_cast<VlcPlayerWidget*>(opaque);
planes[0] = pthis->m_Back->GetY();
planes[1] = pthis->m_Back->GetU();
planes[2] = pthis->m_Back->GetV();
return pthis->m_Back;
}
void VlcPlayerWidget::unlock_cb(void *opaque, void *picture, void * const *planes)
{
VlcPlayerWidget *pthis = static_cast<VlcPlayerWidget*>(opaque);
I420Image* p = pthis->m_Front;
pthis->m_Front = pthis->m_Back;
pthis->m_Back = p;
}
void VlcPlayerWidget::display_cb(void *opaque, void *picture)
{
VlcPlayerWidget *pthis = static_cast<VlcPlayerWidget*>(opaque);
pthis->update();
}
unsigned VlcPlayerWidget::setup_cb(void **opaque, char *chroma, unsigned *width, unsigned *height, unsigned *pitches, unsigned *lines)
{
VlcPlayerWidget *pthis = static_cast<VlcPlayerWidget*>(*opaque);
assert(pthis);
pthis->m_Front = new I420Image(*width, *height);
pthis->m_Back = new I420Image(*width, *height);
pitches[0]=*width;
lines[0] = *height;
pitches[1] = pitches[2] = *width / 2;
lines[1] = lines[2] = *height / 2;
return 1;
}
void VlcPlayerWidget::cleanup_cb(void *opaque)
{
}
void VlcPlayerWidget::initializeGL()
{
initializeOpenGLFunctions();
InitShaders();
}
static const char *vertexShader = "\
attribute vec4 vertexIn;\
attribute vec2 textureIn;\
varying vec2 textureOut;\
uniform mat4 mWorld;\
uniform mat4 mView;\
uniform mat4 mProj;\
void main(void)\
{\
gl_Position =vertexIn * mWorld * mView * mProj ;\
textureOut = textureIn;\
}";
static const char *fragmentShader = "\
varying vec2 textureOut;\
uniform sampler2D tex_y;\
uniform sampler2D tex_u;\
uniform sampler2D tex_v;\
void main(void)\
{\
vec3 yuv;\
vec3 rgb;\
yuv.x = texture2D(tex_y, textureOut).r;\
yuv.y = texture2D(tex_u, textureOut).r - 0.5;\
yuv.z = texture2D(tex_v, textureOut).r - 0.5;\
rgb = mat3( 1, 1, 1,\
0, -0.39465, 2.03211,\
1.13983, -0.58060, 0) * yuv;\
gl_FragColor = vec4(rgb, 1);\
}";
static const GLfloat vertexVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
static const GLfloat textureVertices[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
void VlcPlayerWidget::paintGL()
{
// 清除缓冲区
glClearColor(0.0,0.0,0.0,0.0);
glClear(GL_COLOR_BUFFER_BIT);
if(m_Front)
{
int w = m_Front->GetWidth();
int h = m_Front->GetHeight();
// Y
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex_y);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, (GLvoid*)m_Front->GetY());
glUniform1i(sampler_y, 0);
// U
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tex_u);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w/2, h/2, 0, GL_RED, GL_UNSIGNED_BYTE, (GLvoid*)m_Front->GetU());
glUniform1i(sampler_u, 1);
// V
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, tex_v);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w/2, h/2, 0, GL_RED, GL_UNSIGNED_BYTE, (GLvoid*)m_Front->GetV());
glUniform1i(sampler_v, 2);
// QOpenGLShaderProgram::setUniformValue();
glUniformMatrix4fv(matWorld,1, GL_FALSE,mWorld.constData());
glUniformMatrix4fv(matView,1, GL_FALSE,mView.constData());
glUniformMatrix4fv(matProj,1, GL_FALSE,mProj.constData());
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
glFlush();
}
void VlcPlayerWidget::resizeGL(int w, int h)
{
float viewWidth=2.0f;
float viewHeight=2.0f;
mWorld.setToIdentity();
mView.setToIdentity();
mView.lookAt(QVector3D(0.0f,0.0f,1.0f),QVector3D(0.f,0.f,0.f),QVector3D(0.f,1.f,0.f));
mProj.setToIdentity();
if(m_Front)
{
float aspectRatio = float(m_Front->GetWidth()) / m_Front->GetHeight();
//aspectRatio = float(4) / 3; // 强制长宽比
if(float(float(w)/h > aspectRatio))
{
viewHeight = 2.0f;
viewWidth = w*viewHeight / (aspectRatio * h);
}
else
{
viewWidth = 2.0f;
viewHeight = h*viewWidth / (1/aspectRatio * w);
}
}
mProj.ortho(-viewWidth/2,viewWidth/2,-viewHeight/2,viewHeight/2,-1.f,1.0f);
}
void VlcPlayerWidget::InitShaders()
{
GLint vertCompiled, fragCompiled, linked;
GLint v, f;
//Shader: step1
v = glCreateShader(GL_VERTEX_SHADER);
f = glCreateShader(GL_FRAGMENT_SHADER);
//Shader: step2
glShaderSource(v, 1, &vertexShader,NULL);
glShaderSource(f, 1, &fragmentShader,NULL);
//Shader: step3
glCompileShader(v);
glGetShaderiv(v, GL_COMPILE_STATUS, &vertCompiled); //Debug
glCompileShader(f);
glGetShaderiv(f, GL_COMPILE_STATUS, &fragCompiled); //Debug
//Program: Step1
program = glCreateProgram();
//Program: Step2
glAttachShader(program,v);
glAttachShader(program,f);
glBindAttribLocation(program, ATTRIB_VERTEX, "vertexIn");
glBindAttribLocation(program, ATTRIB_TEXTURE, "textureIn");
//Program: Step3
glLinkProgram(program);
//Debug
glGetProgramiv(program, GL_LINK_STATUS, &linked);
glUseProgram(program);
//Get Uniform Variables Location
sampler_y = glGetUniformLocation(program, "tex_y");
sampler_u = glGetUniformLocation(program, "tex_u");
sampler_v = glGetUniformLocation(program, "tex_v");
//Init Texture
glGenTextures(1, &tex_y);
glBindTexture(GL_TEXTURE_2D, tex_y);
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, &tex_u);
glBindTexture(GL_TEXTURE_2D, tex_u);
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, &tex_v);
glBindTexture(GL_TEXTURE_2D, tex_v);
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);
glVertexAttribPointer(ATTRIB_VERTEX,2,GL_FLOAT,0,0,vertexVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_TEXTURE,2,GL_FLOAT,0,0,textureVertices);
glEnableVertexAttribArray(ATTRIB_TEXTURE);
matWorld = glGetUniformLocation(program,"mWorld");
matView = glGetUniformLocation(program,"mView");
matProj = glGetUniformLocation(program,"mProj");
}