opengl_video_renderer.cpp 20 KB

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  1. #include "../base/logger.h"
  2. #include "opengl_video_renderer.h"
  3. #include <QPainter>
  4. #include <QResizeEvent>
  5. #include <QApplication>
  6. #include <QDebug>
  7. #include <QOpenGLContext>
  8. #include <QSurfaceFormat>
  9. #include <algorithm>
  10. extern "C" {
  11. #include <libavutil/imgutils.h>
  12. #include <libswscale/swscale.h>
  13. }
  14. namespace av {
  15. namespace player {
  16. // 顶点着色器源码 - 参考yuvopenglwidget.cpp
  17. static const char* vertexShaderSource = R"(
  18. attribute vec4 vertexIn;
  19. attribute vec2 textureIn;
  20. varying vec2 TexCoord;
  21. void main(void) {
  22. gl_Position = vertexIn;
  23. TexCoord = textureIn;
  24. }
  25. )";
  26. // 片段着色器源码 (YUV420P) - 参考yuvopenglwidget.cpp
  27. static const char* fragmentShaderSource = R"(
  28. varying mediump vec2 TexCoord;
  29. uniform sampler2D yTexture;
  30. uniform sampler2D uTexture;
  31. uniform sampler2D vTexture;
  32. void main(void) {
  33. vec3 yuv;
  34. vec3 rgb;
  35. yuv.r = texture2D(yTexture, TexCoord).r;
  36. yuv.g = texture2D(uTexture, TexCoord).r - 0.5;
  37. yuv.b = texture2D(vTexture, TexCoord).r - 0.5;
  38. rgb = mat3(1.0, 1.0, 1.0, 0.0, -0.138, 1.816, 1.540, -0.459, 0.0) * yuv;
  39. gl_FragColor = vec4(rgb, 1.0);
  40. }
  41. )";
  42. OpenGLVideoRenderer::OpenGLVideoRenderer(QWidget* parent)
  43. : QOpenGLWidget(parent)
  44. , m_videoWidth(0)
  45. , m_videoHeight(0)
  46. , m_inputFormat(AV_PIX_FMT_NONE)
  47. , m_fps(25.0)
  48. , m_textureY(0)
  49. , m_textureU(0)
  50. , m_textureV(0)
  51. , m_swsContext(nullptr)
  52. , m_yuvBuffer(nullptr)
  53. , m_yuvBufferSize(0)
  54. , m_backgroundColor(Qt::black)
  55. , m_keepAspectRatio(true)
  56. , m_renderQuality(1.0f)
  57. , m_vSyncEnabled(true)
  58. , m_initialized(false)
  59. , m_glInitialized(false)
  60. , m_hasFrame(false)
  61. , m_updateTimer(new QTimer(this))
  62. {
  63. // 设置OpenGL格式
  64. QSurfaceFormat format;
  65. format.setVersion(3, 3);
  66. format.setProfile(QSurfaceFormat::CoreProfile);
  67. format.setSwapBehavior(QSurfaceFormat::DoubleBuffer);
  68. format.setSwapInterval(m_vSyncEnabled ? 1 : 0);
  69. setFormat(format);
  70. // 设置基本属性
  71. setMinimumSize(320, 240);
  72. setFocusPolicy(Qt::StrongFocus);
  73. // 连接更新定时器
  74. connect(m_updateTimer, &QTimer::timeout, this, &OpenGLVideoRenderer::updateDisplay);
  75. m_updateTimer->setSingleShot(true);
  76. // av::Logger::instance().info("OpenGLVideoRenderer created");
  77. }
  78. OpenGLVideoRenderer::~OpenGLVideoRenderer()
  79. {
  80. // 清理OpenGL资源
  81. makeCurrent();
  82. cleanupOpenGLResources();
  83. // 删除纹理
  84. if (m_textureY) glDeleteTextures(1, &m_textureY);
  85. if (m_textureU) glDeleteTextures(1, &m_textureU);
  86. if (m_textureV) glDeleteTextures(1, &m_textureV);
  87. doneCurrent();
  88. if (m_swsContext) {
  89. sws_freeContext(m_swsContext);
  90. m_swsContext = nullptr;
  91. }
  92. if (m_yuvBuffer) {
  93. av_free(m_yuvBuffer);
  94. m_yuvBuffer = nullptr;
  95. }
  96. // av::Logger::instance().info("OpenGLVideoRenderer destroyed");
  97. }
  98. void OpenGLVideoRenderer::initializeGL()
  99. {
  100. // av::Logger::instance().info("Initializing OpenGL context");
  101. // 初始化OpenGL函数
  102. initializeOpenGLFunctions();
  103. // 设置清除颜色
  104. glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  105. // 启用混合
  106. glEnable(GL_BLEND);
  107. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  108. // 初始化OpenGL资源
  109. if (initializeOpenGLResources()) {
  110. m_glInitialized = true;
  111. // av::Logger::instance().info("OpenGL resources initialized successfully");
  112. } else {
  113. // av::Logger::instance().error("Failed to initialize OpenGL resources");
  114. }
  115. }
  116. void OpenGLVideoRenderer::paintGL()
  117. {
  118. if (!m_glInitialized || !m_hasFrame) {
  119. // 绘制背景
  120. glClear(GL_COLOR_BUFFER_BIT);
  121. return;
  122. }
  123. QMutexLocker locker(&m_mutex);
  124. // 清除缓冲区
  125. glClear(GL_COLOR_BUFFER_BIT);
  126. // 渲染当前帧
  127. renderCurrentFrame();
  128. // 检查OpenGL错误
  129. checkGLError("paintGL");
  130. }
  131. void OpenGLVideoRenderer::resizeGL(int width, int height)
  132. {
  133. if (!m_glInitialized) {
  134. return;
  135. }
  136. // av::Logger::instance().debugf("Resizing OpenGL viewport to %dx%d", width, height);
  137. // 设置视口
  138. glViewport(0, 0, width, height);
  139. // 更新投影矩阵
  140. setupProjectionMatrix();
  141. }
  142. void OpenGLVideoRenderer::resizeEvent(QResizeEvent* event)
  143. {
  144. QOpenGLWidget::resizeEvent(event);
  145. // 触发重绘
  146. if (m_glInitialized) {
  147. update();
  148. }
  149. }
  150. bool OpenGLVideoRenderer::initialize(int width, int height, AVPixelFormat pixelFormat, double fps)
  151. {
  152. QMutexLocker locker(&m_mutex);
  153. if (m_initialized) {
  154. // av::Logger::instance().warning("OpenGL video renderer already initialized");
  155. return true;
  156. }
  157. if (width <= 0 || height <= 0) {
  158. // av::Logger::instance().error("Invalid video dimensions");
  159. return false;
  160. }
  161. if (fps <= 0) {
  162. fps = 25.0; // 默认帧率
  163. }
  164. m_videoWidth = width;
  165. m_videoHeight = height;
  166. m_inputFormat = pixelFormat;
  167. m_fps = fps;
  168. // 初始化图像转换器
  169. if (m_inputFormat != AV_PIX_FMT_YUV420P) {
  170. m_swsContext = sws_getContext(
  171. m_videoWidth, m_videoHeight, m_inputFormat,
  172. m_videoWidth, m_videoHeight, AV_PIX_FMT_YUV420P,
  173. SWS_BILINEAR, nullptr, nullptr, nullptr
  174. );
  175. if (!m_swsContext) {
  176. // av::Logger::instance().error("Failed to create SwsContext");
  177. return false;
  178. }
  179. // 分配YUV缓冲区
  180. m_yuvBufferSize = av_image_get_buffer_size(AV_PIX_FMT_YUV420P, m_videoWidth, m_videoHeight, 1);
  181. m_yuvBuffer = static_cast<uint8_t*>(av_malloc(m_yuvBufferSize));
  182. if (!m_yuvBuffer) {
  183. // av::Logger::instance().error("Failed to allocate YUV buffer");
  184. return false;
  185. }
  186. }
  187. // 设置控件大小提示
  188. setMinimumSize(m_videoWidth / 4, m_videoHeight / 4);
  189. m_initialized = true;
  190. // av::Logger::instance().info(
  191. // QString("OpenGL video renderer initialized: %1x%2 @ %3fps").arg(width).arg(height).arg(fps).toStdString());
  192. return true;
  193. }
  194. bool OpenGLVideoRenderer::renderFrame(const AVFramePtr& frame)
  195. {
  196. // 使用Logger输出调试信息
  197. std::string debugMsg = "[VideoRenderer] renderFrame called - frame: " +
  198. std::to_string(reinterpret_cast<uintptr_t>(frame.get())) +
  199. ", initialized: " + std::to_string(m_initialized.load()) +
  200. ", glInitialized: " + std::to_string(m_glInitialized);
  201. av::Logger::instance().debug(debugMsg);
  202. if (!frame || !m_initialized) {
  203. av::Logger::instance().warning("[VideoRenderer] renderFrame failed - frame or not initialized");
  204. return false;
  205. }
  206. std::string frameInfo = "[VideoRenderer] Frame info - width: " + std::to_string(frame->width) +
  207. ", height: " + std::to_string(frame->height) +
  208. ", format: " + std::to_string(frame->format) +
  209. ", linesize[0]: " + std::to_string(frame->linesize[0]) +
  210. ", linesize[1]: " + std::to_string(frame->linesize[1]) +
  211. ", linesize[2]: " + std::to_string(frame->linesize[2]);
  212. av::Logger::instance().debug(frameInfo);
  213. QMutexLocker locker(&m_mutex);
  214. // 更新纹理数据
  215. updateTextures(frame);
  216. // 标记有帧数据
  217. m_hasFrame = true;
  218. // 触发更新显示
  219. if (!m_updateTimer->isActive()) {
  220. int interval = static_cast<int>(1000.0 / m_fps); // 根据帧率计算间隔
  221. m_updateTimer->start(interval);
  222. }
  223. av::Logger::instance().debug("[VideoRenderer] renderFrame completed successfully");
  224. return true;
  225. }
  226. void OpenGLVideoRenderer::clear()
  227. {
  228. QMutexLocker locker(&m_mutex);
  229. m_hasFrame = false;
  230. update();
  231. }
  232. void OpenGLVideoRenderer::setKeepAspectRatio(bool keepAspectRatio)
  233. {
  234. if (m_keepAspectRatio != keepAspectRatio) {
  235. m_keepAspectRatio = keepAspectRatio;
  236. if (m_glInitialized) {
  237. setupProjectionMatrix();
  238. update();
  239. }
  240. }
  241. }
  242. bool OpenGLVideoRenderer::getKeepAspectRatio() const
  243. {
  244. return m_keepAspectRatio;
  245. }
  246. void OpenGLVideoRenderer::setBackgroundColor(const QColor& color)
  247. {
  248. if (m_backgroundColor != color) {
  249. m_backgroundColor = color;
  250. if (m_glInitialized) {
  251. glClearColor(color.redF(), color.greenF(), color.blueF(), color.alphaF());
  252. update();
  253. }
  254. }
  255. }
  256. QSize OpenGLVideoRenderer::getVideoSize() const
  257. {
  258. return QSize(m_videoWidth, m_videoHeight);
  259. }
  260. QSize OpenGLVideoRenderer::getDisplaySize() const
  261. {
  262. return size();
  263. }
  264. bool OpenGLVideoRenderer::isInitialized() const
  265. {
  266. return m_initialized && m_glInitialized;
  267. }
  268. void OpenGLVideoRenderer::setRenderQuality(float quality)
  269. {
  270. m_renderQuality = std::clamp(quality, 0.0f, 1.0f);
  271. if (m_glInitialized) {
  272. update();
  273. }
  274. }
  275. void OpenGLVideoRenderer::setVSync(bool enable)
  276. {
  277. m_vSyncEnabled = enable;
  278. if (m_glInitialized) {
  279. QSurfaceFormat format = context()->format();
  280. format.setSwapInterval(enable ? 1 : 0);
  281. context()->setFormat(format);
  282. }
  283. }
  284. void OpenGLVideoRenderer::updateDisplay()
  285. {
  286. if (m_glInitialized) {
  287. update();
  288. }
  289. }
  290. bool OpenGLVideoRenderer::initializeOpenGLResources()
  291. {
  292. // 初始化着色器程序
  293. if (!initializeShaders()) {
  294. return false;
  295. }
  296. // 初始化顶点数据
  297. if (!initializeVertexData()) {
  298. return false;
  299. }
  300. // 创建纹理
  301. if (!createTextures()) {
  302. return false;
  303. }
  304. return true;
  305. }
  306. void OpenGLVideoRenderer::cleanupOpenGLResources()
  307. {
  308. m_shaderProgram.reset();
  309. m_vertexBuffer.reset();
  310. m_indexBuffer.reset();
  311. m_vao.reset();
  312. // 纹理在析构函数中删除,这里不需要处理
  313. m_glInitialized = false;
  314. }
  315. bool OpenGLVideoRenderer::initializeShaders()
  316. {
  317. m_shaderProgram = std::make_unique<QOpenGLShaderProgram>();
  318. // 添加顶点着色器
  319. if (!m_shaderProgram->addShaderFromSourceCode(QOpenGLShader::Vertex, vertexShaderSource)) {
  320. // av::Logger::instance().error("Failed to compile vertex shader: " + m_shaderProgram->log().toStdString());
  321. return false;
  322. }
  323. // 添加片段着色器
  324. if (!m_shaderProgram->addShaderFromSourceCode(QOpenGLShader::Fragment, fragmentShaderSource)) {
  325. // av::Logger::instance().error("Failed to compile fragment shader: " + m_shaderProgram->log().toStdString());
  326. return false;
  327. }
  328. // 绑定属性位置 - 参考yuvopenglwidget.cpp
  329. m_shaderProgram->bindAttributeLocation("vertexIn", 0);
  330. m_shaderProgram->bindAttributeLocation("textureIn", 1);
  331. // 链接着色器程序
  332. if (!m_shaderProgram->link()) {
  333. // av::Logger::instance().error("Failed to link shader program: " + m_shaderProgram->log().toStdString());
  334. return false;
  335. }
  336. // av::Logger::instance().info("Shader program initialized successfully");
  337. return true;
  338. }
  339. bool OpenGLVideoRenderer::initializeVertexData()
  340. {
  341. // 参考yuvopenglwidget.cpp的顶点数据设置
  342. static const GLfloat vertices[] = {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f};
  343. static const GLfloat texCoords[] = {0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f};
  344. // 创建VAO
  345. m_vao = std::make_unique<QOpenGLVertexArrayObject>();
  346. m_vao->create();
  347. m_vao->bind();
  348. // 设置顶点,纹理数组并启用
  349. glVertexAttribPointer(0, 2, GL_FLOAT, 0, 0, vertices);
  350. glEnableVertexAttribArray(0);
  351. glVertexAttribPointer(1, 2, GL_FLOAT, 0, 0, texCoords);
  352. glEnableVertexAttribArray(1);
  353. m_vao->release();
  354. // av::Logger::instance().info("Vertex data initialized successfully");
  355. return true;
  356. }
  357. bool OpenGLVideoRenderer::createTextures()
  358. {
  359. // 参考yuvopenglwidget.cpp创建纹理
  360. // 创建Y纹理
  361. glGenTextures(1, &m_textureY);
  362. glBindTexture(GL_TEXTURE_2D, m_textureY);
  363. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  364. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  365. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  366. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  367. // 创建U纹理
  368. glGenTextures(1, &m_textureU);
  369. glBindTexture(GL_TEXTURE_2D, m_textureU);
  370. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  371. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  372. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  373. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  374. // 创建V纹理
  375. glGenTextures(1, &m_textureV);
  376. glBindTexture(GL_TEXTURE_2D, m_textureV);
  377. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  378. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  379. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  380. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  381. // av::Logger::instance().info("Textures created successfully");
  382. return true;
  383. }
  384. void OpenGLVideoRenderer::updateTextures(const AVFramePtr& frame)
  385. {
  386. if (!m_glInitialized || !frame) {
  387. av::Logger::instance().warning("[VideoRenderer] updateTextures failed - glInitialized: " +
  388. std::to_string(m_glInitialized) + ", frame: " +
  389. std::to_string(reinterpret_cast<uintptr_t>(frame.get())));
  390. return;
  391. }
  392. av::Logger::instance().debug("[VideoRenderer] updateTextures - video size: " +
  393. std::to_string(m_videoWidth) + "x" + std::to_string(m_videoHeight) +
  394. ", input format: " + std::to_string(m_inputFormat) +
  395. ", frame format: " + std::to_string(frame->format) +
  396. ", linesize: [" + std::to_string(frame->linesize[0]) + ", " +
  397. std::to_string(frame->linesize[1]) + ", " + std::to_string(frame->linesize[2]) + "]");
  398. // 转换帧格式(如果需要)
  399. AVFrame* yuvFrame = frame.get();
  400. if (m_inputFormat != AV_PIX_FMT_YUV420P && m_swsContext) {
  401. // 创建临时帧
  402. AVFrame* tempFrame = av_frame_alloc();
  403. tempFrame->format = AV_PIX_FMT_YUV420P;
  404. tempFrame->width = m_videoWidth;
  405. tempFrame->height = m_videoHeight;
  406. av_image_fill_arrays(tempFrame->data, tempFrame->linesize, m_yuvBuffer,
  407. AV_PIX_FMT_YUV420P, m_videoWidth, m_videoHeight, 1);
  408. // 转换格式
  409. sws_scale(m_swsContext, frame->data, frame->linesize, 0, m_videoHeight,
  410. tempFrame->data, tempFrame->linesize);
  411. yuvFrame = tempFrame;
  412. // 更新Y纹理数据
  413. glActiveTexture(GL_TEXTURE0);
  414. glBindTexture(GL_TEXTURE_2D, m_textureY);
  415. glPixelStorei(GL_UNPACK_ROW_LENGTH, yuvFrame->linesize[0]);
  416. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_videoWidth, m_videoHeight,
  417. GL_RED, GL_UNSIGNED_BYTE, yuvFrame->data[0]);
  418. // 更新U纹理数据
  419. glActiveTexture(GL_TEXTURE1);
  420. glBindTexture(GL_TEXTURE_2D, m_textureU);
  421. glPixelStorei(GL_UNPACK_ROW_LENGTH, yuvFrame->linesize[1]);
  422. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_videoWidth / 2, m_videoHeight / 2,
  423. GL_RED, GL_UNSIGNED_BYTE, yuvFrame->data[1]);
  424. // 更新V纹理数据
  425. glActiveTexture(GL_TEXTURE2);
  426. glBindTexture(GL_TEXTURE_2D, m_textureV);
  427. glPixelStorei(GL_UNPACK_ROW_LENGTH, yuvFrame->linesize[2]);
  428. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_videoWidth / 2, m_videoHeight / 2,
  429. GL_RED, GL_UNSIGNED_BYTE, yuvFrame->data[2]);
  430. // 重置像素存储参数
  431. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  432. av_frame_free(&tempFrame);
  433. } else {
  434. // 参考yuvopenglwidget.cpp的纹理更新方式
  435. av::Logger::instance().debug("[VideoRenderer] Updating textures for YUV420P format");
  436. // Y分量
  437. glActiveTexture(GL_TEXTURE0);
  438. glBindTexture(GL_TEXTURE_2D, m_textureY);
  439. glPixelStorei(GL_UNPACK_ROW_LENGTH, frame->linesize[0]);
  440. glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, frame->width, frame->height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, frame->data[0]);
  441. // U分量
  442. glActiveTexture(GL_TEXTURE1);
  443. glBindTexture(GL_TEXTURE_2D, m_textureU);
  444. glPixelStorei(GL_UNPACK_ROW_LENGTH, frame->linesize[1]);
  445. glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, frame->width >> 1, frame->height >> 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, frame->data[1]);
  446. // V分量
  447. glActiveTexture(GL_TEXTURE2);
  448. glBindTexture(GL_TEXTURE_2D, m_textureV);
  449. glPixelStorei(GL_UNPACK_ROW_LENGTH, frame->linesize[2]);
  450. glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, frame->width >> 1, frame->height >> 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, frame->data[2]);
  451. }
  452. // 重置像素存储参数
  453. glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  454. // 检查OpenGL错误
  455. checkGLError("updateTextures");
  456. // 强制更新显示
  457. update();
  458. }
  459. QRectF OpenGLVideoRenderer::calculateDisplayRect() const
  460. {
  461. QSize widgetSize = size();
  462. QSize videoSize(m_videoWidth, m_videoHeight);
  463. if (!m_keepAspectRatio) {
  464. return QRectF(-1.0f, -1.0f, 2.0f, 2.0f);
  465. }
  466. // 计算保持宽高比的显示矩形
  467. float widgetAspect = static_cast<float>(widgetSize.width()) / widgetSize.height();
  468. float videoAspect = static_cast<float>(videoSize.width()) / videoSize.height();
  469. QRectF rect;
  470. if (widgetAspect > videoAspect) {
  471. // 控件更宽,以高度为准
  472. float width = 2.0f * videoAspect / widgetAspect;
  473. rect = QRectF(-width / 2.0f, -1.0f, width, 2.0f);
  474. } else {
  475. // 控件更高,以宽度为准
  476. float height = 2.0f * widgetAspect / videoAspect;
  477. rect = QRectF(-1.0f, -height / 2.0f, 2.0f, height);
  478. }
  479. return rect;
  480. }
  481. void OpenGLVideoRenderer::setupProjectionMatrix()
  482. {
  483. if (!m_shaderProgram) {
  484. return;
  485. }
  486. QRectF displayRect = calculateDisplayRect();
  487. // 创建投影矩阵
  488. QMatrix4x4 projection;
  489. projection.setToIdentity();
  490. projection.ortho(displayRect.left(), displayRect.right(),
  491. displayRect.bottom(), displayRect.top(), -1.0f, 1.0f);
  492. m_shaderProgram->bind();
  493. m_shaderProgram->setUniformValue("projection", projection);
  494. m_shaderProgram->release();
  495. }
  496. void OpenGLVideoRenderer::renderCurrentFrame()
  497. {
  498. if (!m_shaderProgram || !m_vao) {
  499. return;
  500. }
  501. m_shaderProgram->bind();
  502. m_vao->bind();
  503. // 参考yuvopenglwidget.cpp的纹理绑定和uniform设置
  504. glActiveTexture(GL_TEXTURE0);
  505. glBindTexture(GL_TEXTURE_2D, m_textureY);
  506. glUniform1i(m_shaderProgram->uniformLocation("yTexture"), 0);
  507. glActiveTexture(GL_TEXTURE1);
  508. glBindTexture(GL_TEXTURE_2D, m_textureU);
  509. glUniform1i(m_shaderProgram->uniformLocation("uTexture"), 1);
  510. glActiveTexture(GL_TEXTURE2);
  511. glBindTexture(GL_TEXTURE_2D, m_textureV);
  512. glUniform1i(m_shaderProgram->uniformLocation("vTexture"), 2);
  513. // 参考yuvopenglwidget.cpp使用GL_TRIANGLE_STRIP绘制
  514. glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
  515. m_vao->release();
  516. m_shaderProgram->release();
  517. }
  518. bool OpenGLVideoRenderer::checkGLError(const QString& operation)
  519. {
  520. GLenum error = glGetError();
  521. if (error != GL_NO_ERROR) {
  522. // av::Logger::instance().error("OpenGL error in " + operation.toStdString() + ": " + std::to_string(error));
  523. return false;
  524. }
  525. return true;
  526. }
  527. } // namespace player
  528. } // namespace av