ref: 866f8f4086e4de41a793eb1961c3d6af69a02850
dir: /ios/src/H264bsdRendererGl.m/
// // YuvDataRenderer.m // h264bsd // // Created by Sam Leitch on 2014-03-30. // Copyright (c) 2014 h264bsd. All rights reserved. // #import "H264bsdRendererGl.h" @interface H264bsdRendererGl () { GLuint _programRef; GLuint _positionRef; GLuint _positionBufferRef; GLuint _texcoordRef; GLuint _texcoordBufferRef; GLuint _samplerRef[3]; GLuint _textureRef[3]; } @end #define STRINGIZE(x) #x #define STRINGIZE2(x) STRINGIZE(x) #define SHADER_STRING(text) @ STRINGIZE2(text) NSString *const vertexShaderString; NSString *const fragmentShaderString; static GLuint compileShader(GLenum type, NSString *shaderString); static const GLfloat positionVertices[] = { -1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, }; static const GLfloat texcoordVertices[] = { 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, }; @implementation H264bsdRendererGl - (id)initWithContext:(EAGLContext *)context { self = [super init]; if(self) { _context = context; if(![EAGLContext setCurrentContext:context]) { NSLog(@"failed to setup context"); return nil; } [self initProgram]; [self initBuffers]; [self initTextures]; } return self; } - (void)initProgram { GLuint vertexShader = compileShader(GL_VERTEX_SHADER, vertexShaderString); if (!vertexShader) return; GLuint fragmentShader = compileShader(GL_FRAGMENT_SHADER, fragmentShaderString); if (!fragmentShader) return; _programRef = glCreateProgram(); glAttachShader(_programRef, vertexShader); glAttachShader(_programRef, fragmentShader); glLinkProgram(_programRef); GLint status; glGetProgramiv(_programRef, GL_LINK_STATUS, &status); if (status == GL_FALSE) { NSLog(@"Failed to link program %d", _programRef); return; } _positionRef = glGetAttribLocation(_programRef, "position"); _texcoordRef = glGetAttribLocation(_programRef, "texcoord_a"); _samplerRef[0] = glGetUniformLocation(_programRef, "ySampler"); _samplerRef[1] = glGetUniformLocation(_programRef, "uSampler"); _samplerRef[2] = glGetUniformLocation(_programRef, "vSampler"); } - (void)initBuffers { glGenBuffers(1, &_positionBufferRef); glBindBuffer(GL_ARRAY_BUFFER, _positionBufferRef); glBufferData(GL_ARRAY_BUFFER, 2 * 4 * sizeof(float), positionVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(_positionRef); glVertexAttribPointer(_positionRef, 2, GL_FLOAT, GL_FALSE, 0, 0); glGenBuffers(1, &_texcoordBufferRef); glBindBuffer(GL_ARRAY_BUFFER, _texcoordBufferRef); glBufferData(GL_ARRAY_BUFFER, 2 * 4 * sizeof(float), texcoordVertices, GL_STATIC_DRAW); glEnableVertexAttribArray(_texcoordRef); glVertexAttribPointer(_texcoordRef, 2, GL_FLOAT, GL_FALSE, 0, 0); } - (void)initTextures { glGenTextures(3, _textureRef); for(int i = 0; i < 3; ++i) { glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_2D, _textureRef[i]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } } - (void)dealloc { if(![EAGLContext setCurrentContext:_context]) { NSLog(@"failed to setup context"); return; } glDeleteProgram(_programRef); glDeleteTextures(3, _textureRef); glDeleteBuffers(1, &_positionBufferRef); glDeleteBuffers(1, &_texcoordBufferRef); } - (void)renderNextOutputPictureWithDecoder:(H264bsdDecoder *)decoder { if(![EAGLContext setCurrentContext:self.context]) { NSLog(@"failed to setup context"); return; } NSData *yuvData = [decoder nextOutputPicture]; if(!yuvData) return; NSInteger width = decoder.outputWidth; NSInteger height = decoder.outputHeight; NSInteger uvWidth = width/2; NSInteger uvHeight = height/2; UInt8* yBuf = (UInt8*)yuvData.bytes; UInt8* uBuf = yBuf + (width * height); UInt8* vBuf = uBuf + (uvWidth * uvHeight); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); glUseProgram(_programRef); GLsizei textureWidth[] = { width, uvWidth, uvWidth }; GLsizei textureHeight[] = { height, uvHeight, uvHeight }; GLvoid* textureBuf[] = { yBuf, uBuf, vBuf }; for(int i = 0; i < 3; ++i) { glUniform1i(_samplerRef[i], i); glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_2D, _textureRef[i]); glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, textureWidth[i], textureHeight[i], 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, textureBuf[i]); } glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); bool glError = false; GLenum glStatus = glGetError(); while (glStatus != GL_NO_ERROR) { NSLog(@"GL error: %x", glStatus); glError = true; glStatus = glGetError(); } } @end NSString *const vertexShaderString = SHADER_STRING ( attribute vec4 position; attribute vec4 texcoord_a; varying vec2 texcoord; void main() { gl_Position = position; texcoord = texcoord_a.xy; } ); NSString *const fragmentShaderString = SHADER_STRING ( varying highp vec2 texcoord; uniform sampler2D ySampler; uniform sampler2D uSampler; uniform sampler2D vSampler; const mediump mat4 yuv2rgb = mat4(1.1643828125, 0, 1.59602734375, -.87078515625, 1.1643828125, -.39176171875, -.81296875, .52959375, 1.1643828125, 2.017234375, 0, -1.081390625, 0, 0, 0, 1); void main() { mediump vec4 yuv = vec4(0.0, 0.0, 0.0, 1.0); yuv.r = texture2D(ySampler, texcoord).r; yuv.g = texture2D(uSampler, texcoord).r; yuv.b = texture2D(vSampler, texcoord).r; mediump vec4 rgb = yuv * yuv2rgb; gl_FragColor = rgb; } ); static GLuint compileShader(GLenum type, NSString *shaderString) { GLint status; const GLchar *sources = (GLchar *)shaderString.UTF8String; GLuint shader = glCreateShader(type); if (shader == 0 || shader == GL_INVALID_ENUM) { NSLog(@"Failed to create shader %d", type); return 0; } glShaderSource(shader, 1, &sources, NULL); glCompileShader(shader); #ifdef 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 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { glDeleteShader(shader); NSLog(@"Failed to compile shader:\n"); return 0; } return shader; }