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    Unsolved Qt5.8.0 QOpenGLWidget display video on ubuntu 16.04

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    • A
      Alex_wang last edited by Alex_wang

      Hi,
      My question is :
      when I use QOpenGLWidget to display a yuv video file on ubuntu 16.04, the screen has only one frame image and the image has many black holes.
      The image is similar :

      ***************************
      **O**O**O**O**O**O**O**O***
      **O**O**O**O**O**O**O**O***
      **O**O**O**O**O**O**O**O***
      **O**O**O**O**O**O**O**O***
      **O**O**O**O**O**O**O**O***
      ***************************
      

      Environment:
      Qt version : 5.8.0
      Ubuntu : 16.04
      OpenGl :
      OpenGL vendor string: NVIDIA Corporation
      OpenGL renderer string: NVIDIA Tegra X1 (nvgpu)/integrated
      OpenGL core profile version string: 4.5.0 NVIDIA 24.2.1
      OpenGL core profile shading language version string: 4.50 NVIDIA
      OpenGL core profile context flags: (none)
      OpenGL core profile profile mask: core profile
      OpenGL core profile extensions:
      OpenGL version string: 4.5.0 NVIDIA 24.2.1
      OpenGL shading language version string: 4.50 NVIDIA
      OpenGL context flags: (none)
      OpenGL profile mask: (none)
      OpenGL extensions:
      OpenGL ES profile version string: OpenGL ES 3.2 NVIDIA 24.2.1
      OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.20

      1 Reply Last reply Reply Quote 0
      • A
        Alex_wang last edited by

        My code :

        void CQOpenGLDisplay::initializeGL()
        {
            initializeOpenGLFunctions();
        
            glEnable(GL_DEPTH_TEST);
        
            //现代opengl渲染管线依赖着色器来处理传入的数据
            //着色器:就是使用openGL着色语言(OpenGL Shading Language, GLSL)编写的一个小函数,
            //       GLSL是构成所有OpenGL着色器的语言,具体的GLSL语言的语法需要读者查找相关资料
            //初始化顶点着色器 对象
            m_pVSHader = new QOpenGLShader(QOpenGLShader::Vertex, this);
            //顶点着色器源码
            const char *vsrc = "attribute vec4 vertexIn; \
            attribute vec2 textureIn; \
            varying vec2 textureOut;  \
            void main(void)           \
            {                         \
                gl_Position = vertexIn; \
                textureOut = textureIn; \
            }";
            //编译顶点着色器程序
            bool bCompile = m_pVSHader->compileSourceCode(vsrc);
            if(!bCompile)
            {
            }
        
            //初始化片段着色器 功能gpu中yuv转换成rgb
            m_pFSHader = new QOpenGLShader(QOpenGLShader::Fragment, this);
            //片段着色器源码
            const char *fsrc = "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); \
            }";
            //将glsl源码送入编译器编译着色器程序
            bCompile = m_pFSHader->compileSourceCode(fsrc);
            if(!bCompile)
            {
            }
        #define PROGRAM_VERTEX_ATTRIBUTE 0
        #define PROGRAM_TEXCOORD_ATTRIBUTE 1
            //创建着色器程序容器
            m_pShaderProgram = new QOpenGLShaderProgram;
            //将片段着色器添加到程序容器
            m_pShaderProgram->addShader(m_pFSHader);
            //将顶点着色器添加到程序容器
            m_pShaderProgram->addShader(m_pVSHader);
            //绑定属性vertexIn到指定位置ATTRIB_VERTEX,该属性在顶点着色源码其中有声明
            m_pShaderProgram->bindAttributeLocation("vertexIn", ATTRIB_VERTEX);
            //绑定属性textureIn到指定位置ATTRIB_TEXTURE,该属性在顶点着色源码其中有声明
            m_pShaderProgram->bindAttributeLocation("textureIn", ATTRIB_TEXTURE);
            //链接所有所有添入到的着色器程序
            m_pShaderProgram->link();
            //激活所有链接
            m_pShaderProgram->bind();
            //读取着色器中的数据变量tex_y, tex_u, tex_v的位置,这些变量的声明可以在
            //片段着色器源码中可以看到
            textureUniformY = m_pShaderProgram->uniformLocation("tex_y");
            textureUniformU =  m_pShaderProgram->uniformLocation("tex_u");
            textureUniformV =  m_pShaderProgram->uniformLocation("tex_v");
            // 顶点矩阵
            static const GLfloat vertexVertices[] = {
                -1.0f, -1.0f,
                 1.0f, -1.0f,
                 -1.0f, 1.0f,
                 1.0f, 1.0f,
            };
            //纹理矩阵
            static const GLfloat textureVertices[] = {
                0.0f,  1.0f,
                1.0f,  1.0f,
                0.0f,  0.0f,
                1.0f,  0.0f,
            };
            //设置属性ATTRIB_VERTEX的顶点矩阵值以及格式
            glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertexVertices);
            //设置属性ATTRIB_TEXTURE的纹理矩阵值以及格式
            glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, textureVertices);
            //启用ATTRIB_VERTEX属性的数据,默认是关闭的
            glEnableVertexAttribArray(ATTRIB_VERTEX);
            //启用ATTRIB_TEXTURE属性的数据,默认是关闭的
            glEnableVertexAttribArray(ATTRIB_TEXTURE);
            //分别创建y,u,v纹理对象
            m_pTextureY = new QOpenGLTexture(QOpenGLTexture::Target2D);
            m_pTextureU = new QOpenGLTexture(QOpenGLTexture::Target2D);
            m_pTextureV = new QOpenGLTexture(QOpenGLTexture::Target2D);
            m_pTextureY->create();
            m_pTextureU->create();
            m_pTextureV->create();
            //获取返回y分量的纹理索引值
            id_y = m_pTextureY->textureId();
            //获取返回u分量的纹理索引值
            id_u = m_pTextureU->textureId();
            //获取返回v分量的纹理索引值
            id_v = m_pTextureV->textureId();
            glClearColor(0.3,0.3,0.3,0.0);//设置背景色
            //qDebug("addr=%x id_y = %d id_u=%d id_v=%d\n", this, id_y, id_u, id_v);
        }
        void CQOpenGLDisplay::resizeGL(int w, int h)
        {
            if(h == 0)// 防止被零除
            {
                h = 1;// 将高设为1
            }
            //设置视口
            glViewport(0,0, w,h);
        }
        void CQOpenGLDisplay::paintGL()
        {
            //加载y数据纹理
            //激活纹理单元GL_TEXTURE0
            glActiveTexture(GL_TEXTURE0);
            //使用来自y数据生成纹理
            glBindTexture(GL_TEXTURE_2D, id_y);
            //使用内存中m_pBufYuv数据创建真正的y数据纹理
            glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, m_nVideoW, m_nVideoH, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, m_pBufYuv);
            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);
            //加载u数据纹理
            glActiveTexture(GL_TEXTURE1);//激活纹理单元GL_TEXTURE1
            glBindTexture(GL_TEXTURE_2D, id_u);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, m_nVideoW/2, m_nVideoH/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (char*)m_pBufYuv+m_nVideoW*m_nVideoH);
            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);
            //加载v数据纹理
            glActiveTexture(GL_TEXTURE2);//激活纹理单元GL_TEXTURE2
            glBindTexture(GL_TEXTURE_2D, id_v);
            glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, m_nVideoW/2, m_nVideoH/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, (char*)m_pBufYuv+m_nVideoW*m_nVideoH*5/4);
            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);
            //指定y纹理要使用新值 只能用0,1,2等表示纹理单元的索引,这是opengl不人性化的地方
            //0对应纹理单元GL_TEXTURE0 1对应纹理单元GL_TEXTURE1 2对应纹理的单元GL_TEXTURE2
            glUniform1i(textureUniformY, 0);
            //指定u纹理要使用新值
            glUniform1i(textureUniformU, 1);
            //指定v纹理要使用新值
            glUniform1i(textureUniformV, 2);
            //使用顶点数组方式绘制图形
            glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
            //return;
         }
        int CQOpenGLDisplay::DisplayOneFrame()
        {
            //函数功能读取一张yuv图像数据进行显示,每单击一次,就显示一张图片
            if(NULL == m_pYuvFile)
            {
                //打开yuv视频文件 注意修改文件路径
                m_pYuvFile = fopen(YUV_FILE_PATH, "rb");
        
                //根据yuv视频数据的分辨率设置宽高,demo当中是1080p,这个地方要注意跟实际数据分辨率对应上
                m_nVideoW = 1920;
                m_nVideoH = 1080;
                //resizeGL(m_nVideoW,m_nVideoH);
            }
        
            //申请内存存一帧yuv图像数据,其大小为分辨率的1.5倍
            int nLen = m_nVideoW*m_nVideoH*3/2;
            if(NULL == m_pBufYuv)
            {
                m_pBufYuv = new unsigned char[nLen];
                qDebug("CPlayWidget::PlayOneFrame new data memory. BufferLen=%d width=%d height=%d\n",
                       nLen, m_nVideoW, m_nVideoW);
            }
            //将一帧yuv图像读到内存中
            if(NULL == m_pYuvFile)
            {
                qFatal("read yuv file err.may be path is wrong!\n");
                return -1;
            }
        
            int readSize = 0;
            readSize  = fread(m_pBufYuv, 1, nLen, m_pYuvFile);
        
            if (readSize < nLen && ferror(m_pYuvFile))
            {
                qDebug()<<"YUV文件读取出错readSize: "<<readSize;
                return -1;
            }
            //刷新界面,触发paintGL接口
            update();
        
            return 0;
        }
        
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        • A
          Alex_wang last edited by

          the same code is ok when running on windows

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          • SGaist
            SGaist Lifetime Qt Champion last edited by

            Hi,

            IIRC, Qt 5.8 has support for uyvy and yuyv image format.

            Interested in AI ? www.idiap.ch
            Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

            1 Reply Last reply Reply Quote 1
            • A
              Alex_wang last edited by

              Hi.
              How to do?

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              • SGaist
                SGaist Lifetime Qt Champion last edited by

                IIRC, it's only available thought QML. Can you use that for that part ?

                Interested in AI ? www.idiap.ch
                Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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