通过GLSL将YV12转换为RGB的问题

时间:2012-01-23 19:34:10

标签: c++ c opengl glsl yuv

我正在尝试使用GLSL着色器完成 YV12到RGB转换提到in this post

我的应用程序从磁盘加载原始YV12帧并尝试使用GLSL着色器执行转换。但是,生成的图像会垂直翻转并出现一些颜色问题。我认为问题可能是图像被读取为char(1字节)的数组,然后转换为GLushort(2字节)的数组。你觉得怎么样?

这是原始YUV框架的样子:

enter image description here

and the raw frame loaded by the application can be downloaded from here

这是我得到的输出:

enter image description here

我正在分享以下应用程序的源代码:

#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#include <GL/glew.h>
#include <GL/glut.h>
#include <GL/glu.h>

#include <iostream>

#include <fstream>

#ifndef SEEK_SET
#  define SEEK_SET 0
#endif

static GLfloat Xrot = 0, Yrot = 0, Zrot = 0;
static GLint ImgWidth, ImgHeight;
static GLushort *ImageYUV = NULL;


static void DrawObject(void)
{
   glBegin(GL_QUADS);

   glTexCoord2f(0, 0);
   glVertex2f(-1.0, -1.0);

   glTexCoord2f(ImgWidth, 0);
   glVertex2f(1.0, -1.0);

   glTexCoord2f(ImgWidth, ImgHeight);
   glVertex2f(1.0, 1.0);

   glTexCoord2f(0, ImgHeight);
   glVertex2f(-1.0, 1.0);

   glEnd();
}

static void Display( void )
{
   glClear( GL_COLOR_BUFFER_BIT );

   glPushMatrix();
      glRotatef(Xrot, 1.0, 0.0, 0.0);
      glRotatef(Yrot, 0.0, 1.0, 0.0);
      glRotatef(Zrot, 0.0, 0.0, 1.0);
      DrawObject();
   glPopMatrix(); 

   glutSwapBuffers();
}

static void Reshape( int width, int height )
{
   glViewport( 0, 0, width, height );
   glMatrixMode( GL_PROJECTION );
   glLoadIdentity();

   // Vertical flip so texture appears right
   glFrustum( -1.0, 1.0, 1.0, -1.0, 10.0, 100.0 ); 
   //glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 );

   glMatrixMode( GL_MODELVIEW );
   glLoadIdentity();
   glTranslatef( 0.0, 0.0, -15.0 );
}

static void Key( unsigned char key, int x, int y )
{
   (void) x;
   (void) y;
   switch (key) {
      case 27:
         exit(0);
         break;
   }
   glutPostRedisplay();
}

static void SpecialKey( int key, int x, int y )
{
   float step = 3.0;
   (void) x;
   (void) y;

   switch (key) {
      case GLUT_KEY_UP:
         Xrot += step;
         break;
      case GLUT_KEY_DOWN:
         Xrot -= step;
         break;
      case GLUT_KEY_LEFT:
         Yrot += step;
         break;
      case GLUT_KEY_RIGHT:
         Yrot -= step;
         break;
   }
   glutPostRedisplay();
}        

bool CheckShader(int n_shader_object)
{
    int n_tmp;
    glGetShaderiv(n_shader_object, GL_COMPILE_STATUS, &n_tmp);
    bool b_compiled = n_tmp == GL_TRUE;
    int n_log_length;
    glGetShaderiv(n_shader_object, GL_INFO_LOG_LENGTH, &n_log_length);
    // query status ...

    if(n_log_length > 1) {
        char *p_s_temp_info_log;
        if(!(p_s_temp_info_log = (char*)malloc(n_log_length)))
            return false;
        int n_tmp;
        glGetShaderInfoLog(n_shader_object, n_log_length, &n_tmp,
            p_s_temp_info_log);
        assert(n_tmp <= n_log_length);

        fprintf(stderr, "%s\n", p_s_temp_info_log);
        free(p_s_temp_info_log);
    }
    // get/concat info-log

    return b_compiled;
}

static void Init( int argc, char *argv[] )
{
   GLuint texObj = 100;
   const char *file;

   printf("Checking GL_ARB_texture_rectangle\n");
   if (!glutExtensionSupported("GL_ARB_texture_rectangle")) {
      printf("Sorry, GL_ARB_texture_rectangle is required\n");
      exit(0);
   }

   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

   glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texObj);
#ifdef LINEAR_FILTER
   /* linear filtering looks much nicer but is much slower for Mesa */
   glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#else
   glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
   glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#endif

    std::ifstream yuv_file("data.yv12", std::ios::in | std::ios::binary | std::ios::ate);
    if (!yuv_file.is_open())
    {
        std::cout << "> GLWidget::GLWidget !!! Failed to load yuv file";
        return;
    }
    int yuv_file_sz = yuv_file.tellg();

    ImgWidth = 1280;
    ImgHeight = 720;
    ImageYUV = new GLushort[yuv_file_sz];

    char* memblock = new char[yuv_file_sz];
    if (!memblock)
    {
        std::cout << "> GLWidget::GLWidget !!! Failed to allocate memblock";
        return;
    }

    yuv_file.seekg(0, std::ios::beg);
    yuv_file.read(memblock, yuv_file_sz);
    yuv_file.close();

    // A simple "memcpy(ImageYUV, memblock, yuv_file_sz);" 
    // won't work because the data read is stored as char (1 byte) and GLushort is 2 bytes.
    // So, doing a manual copy:
    for (int i = 0; i < yuv_file_sz; i++)
    {
        ImageYUV[i] = (GLushort)memblock[i];
    }
    delete[] memblock;

   printf("Image: %dx%d\n", ImgWidth, ImgHeight);

   glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,
                GL_LUMINANCE_ALPHA, ImgWidth, ImgHeight, 0,
                GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, ImageYUV);

   assert(glGetError() == GL_NO_ERROR);

   glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,
                   0, 0, ImgWidth, ImgHeight,
                   GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, ImageYUV);

   assert(glGetError() == GL_NO_ERROR);

   delete[] ImageYUV;

   glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

   glEnable(GL_TEXTURE_RECTANGLE_ARB);

   glShadeModel(GL_FLAT);
   glClearColor(0.3, 0.3, 0.4, 1.0);

    static const char *p_s_vertex_shader =
        "varying vec2 t;"
        "void main()"
        "{"
        "    t = gl_MultiTexCoord0.xy;"
        "    gl_Position = ftransform();"
        "}";
    static const char *p_s_fragment_shader =
        "#extension GL_ARB_texture_rectangle : enable\n"
        "varying vec2 t;"
        "uniform sampler2DRect tex;"
        "void main()"
        "{"
        "    vec2 tcEven = vec2(floor(t.x * .5) * 2.0, t.y);"
        "    vec2 tcOdd = vec2(tcEven.x + 1.0, t.y);"
        "    float Cb = texture2DRect(tex, tcEven).x - .5;"
        "    float Cr = texture2DRect(tex, tcOdd).x - .5;"
        "    float y = texture2DRect(tex, t).w;" // redundant texture read optimized away by texture cache
        "    float r = y + 1.28033 * Cr;"
        "    float g = y - .21482 * Cb - .38059 * Cr;"
        "    float b = y + 2.12798 * Cb;"
        "    gl_FragColor = vec4(r, g, b, 1.0);"
        "}";

    int v = glCreateShader(GL_VERTEX_SHADER);
    int f = glCreateShader(GL_FRAGMENT_SHADER);
    int p = glCreateProgram();
    glShaderSource(v, 1, &p_s_vertex_shader, 0);
    glShaderSource(f, 1, &p_s_fragment_shader, 0);
    glCompileShader(v);
    CheckShader(v);
    glCompileShader(f);
    CheckShader(f);
    glAttachShader(p, v);
    glAttachShader(p, f);
    glLinkProgram(p);
    glUseProgram(p);
    glUniform1i(glGetUniformLocation(p, "tex"), 0);

   if (argc > 1 && strcmp(argv[1], "-info")==0) {
      printf("GL_RENDERER   = %s\n", (char *) glGetString(GL_RENDERER));
      printf("GL_VERSION    = %s\n", (char *) glGetString(GL_VERSION));
      printf("GL_VENDOR     = %s\n", (char *) glGetString(GL_VENDOR));
      printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
   }
}


int main( int argc, char *argv[] )
{
   glutInit( &argc, argv );
   glutInitWindowSize( 1280, 720 );
   glutInitWindowPosition( 0, 0 );
   glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE);
   glutCreateWindow(argv[0] );
   glewInit();

   Init( argc, argv );

   glutReshapeFunc( Reshape );
   glutKeyboardFunc( Key );
   glutSpecialFunc( SpecialKey );
   glutDisplayFunc( Display );

   glutMainLoop();
   return 0;
}

1 个答案:

答案 0 :(得分:11)

这里的问题是图像实际上不是YV12,色度和亮度平面不是交错的,而是以块的形式排列。这可以通过两种方式解决,或者在将平面加载到纹理之前交错,并按原样使用其余代码,或者可以在着色器中完成。我删除了iostream并用stdio替换它(我使用相当旧的编译器)。这是我加载图像和交错的代码:

GLubyte *memblock;
{
    FILE *p_fr = fopen("data.yv12", "rb");
    if(!p_fr) {
        fprintf(stderr, "!!! Failed to load yuv file\n");
        return;
    }
    fseek(p_fr, 0, SEEK_END);
    int yuv_file_sz = ftell(p_fr);
    fseek(p_fr, 0, SEEK_SET);
    memblock = new GLubyte[yuv_file_sz];
    if(!memblock) {
        fprintf(stderr, "!!! Failed to allocate memblock\n");
        return;
    }
    fread(memblock, yuv_file_sz, 1, p_fr);
    fclose(p_fr);
}
// load .raw file

ImgWidth = 1280;
ImgHeight = 720;
ImageYUV = new GLushort[ImgWidth * ImgHeight];
// allocate an image

int chromaWidth = ImgWidth / 2;
int chromaHeight = ImgHeight / 2; // 2x2 luminance subsampling
const GLubyte *pCb = memblock + ImgWidth * ImgHeight; // Cb block after Y
const GLubyte *pCr = pCb + chromaWidth * chromaHeight; // Cr block after Cb
// get pointers to smaller Cb and Cr blocks (the image is *not* interleaved)

for(int i = 0; i < ImgWidth * ImgHeight; ++ i) {
    int x = i % ImgWidth;
    int y = i / ImgWidth;
    GLubyte cb = pCb[(x / 2) + (y / 2) * chromaWidth];
    GLubyte cr = pCr[(x / 2) + (y / 2) * chromaWidth];
    ImageYUV[i] = (memblock[i] << 8) | ((x & 1)? cr : cb);
}
// convert (interleave) the data to YV12

这非常简单,可以与上面的着色器一起使用。

现在如果我们想跳过交错怎么办?首先,我将弄清楚这里的寻址是如何工作的(我们将像图像一样高一点的单色图像,色度平面占据亮度平面之上的空间):

for(int y = 0; y < ImgHeight; ++ y) {
    for(int x = 0; x < ImgWidth; ++ x) {
        int CbY = ImgHeight + (y / 4);
        int CrY = ImgHeight + chromaHeight / 2 + (y / 4);
        int CbCrX = (x / 2) + chromaWidth * ((y / 2) & 1);
        // calculate x, y of cr and cb pixels in the grayscale image
        // where the Y, Cb anc Cr blocks are next to each other

        assert(&memblock[CbCrX + CbY * ImgWidth] == &pCb[(x / 2) + (y / 2) * chromaWidth]);
        assert(&memblock[CbCrX + CrY * ImgWidth] == &pCr[(x / 2) + (y / 2) * chromaWidth]);
        // make sure the addresses are correct (and they are)

        GLubyte cb = memblock[CbCrX + CbY * ImgWidth];
        GLubyte cr = memblock[CbCrX + CrY * ImgWidth];
        GLubyte Y = memblock[x + y * ImgWidth];

        ImageYUV[x + y * ImgWidth] = (Y << 8) | ((x & 1)? cr : cb);
    }
}
// convert (interleave) the data to YV12 (a little bit different way, use physical layout in memory)

这几乎有同样的效果。现在我们可以获取计算位置的代码并将其放入着色器中。

static const char *p_s_fragment_shader =
    "#extension GL_ARB_texture_rectangle : enable\n"
    "uniform sampler2DRect tex;"
    "uniform float ImgHeight, chromaHeight_Half, chromaWidth;"
    "void main()"
    "{"
    "    vec2 t = gl_TexCoord[0].xy;" // get texcoord from fixed-function pipeline
    "    float CbY = ImgHeight + floor(t.y / 4.0);"
    "    float CrY = ImgHeight + chromaHeight_Half + floor(t.y / 4.0);"
    "    float CbCrX = floor(t.x / 2.0) + chromaWidth * floor(mod(t.y, 2.0));"
    "    float Cb = texture2DRect(tex, vec2(CbCrX, CbY)).x - .5;"
    "    float Cr = texture2DRect(tex, vec2(CbCrX, CrY)).x - .5;"
    "    float y = texture2DRect(tex, t).x;" // redundant texture read optimized away by texture cache
    "    float r = y + 1.28033 * Cr;"
    "    float g = y - .21482 * Cb - .38059 * Cr;"
    "    float b = y + 2.12798 * Cb;"
    "    gl_FragColor = vec4(r, g, b, 1.0);"
    "}";

通过使用这个着色器,我们可以直接将原始数据上传到纹理,除了它稍微高一点,只有GL_LUMINANCE:

glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,
                GL_LUMINANCE, ImgWidth, ImgHeight + ImgHeight / 2, 0, // !!
                GL_LUMINANCE, GL_UNSIGNED_BYTE, memblock); // !!

我会离开它。以下是完整的源代码:

interleaving in shader (faster, preferrable)
manual interleaving in "C"

对不起快速结束,如果我不尽快离开我的工作场所,我会遇到问题:)。