通过OPENGLES播放视频帧

2020-08-24  本文已影响0人  HelloBinary

解压后的视频帧数据可以通OpenGLES渲染到屏幕上来实现视频播放。OpenGLES的渲染需要用到CAEAGLLayer这个图层,我们通过自定义一个类 SQLayer来继承CAEAGLLayer来实现对视频播放的封装。
定义pixelBuffer属性来接收解压后视频帧数据(在保证宽高比不变的前提下,得到一个尽可能大的矩形。)由于顶点坐标

@property CVPixelBufferRef pixelBuffer;
-(id)initWithFrame:(CGRect)frame;
-(void)resetRenderBuffer;

在使用OpenGLES的时候,主要是编写顶点着色器和片元着色器。我们要绘制的顶点,需要根据传入的需要渲染的图片的纵横比和自身的frame大小,计算出合适的显示区域。这个函数就是AVMakeRectWithAspectRatioInsideRect。我们写入的顶点坐标不是屏幕坐标,是对象坐标,其范围是(-1,1)所以要进行坐标转换,也就是归一化.

YUV

我们视频压缩是使用YUV进行编码的,

常见的格式(RGB8:8:8)

现在常用的是 YUV4:2:0,这里不是只有Y,Cb2个Cr0个,指的是每行扫描只有一种色度分量,用2:1的抽样率存储。
如果一行是4:2:0那么下一行是4:0:2;
片元着色器中通过SDTV或者HDTV的矩阵来还原出颜色

// BT.601, which is the standard for SDTV.
static const GLfloat kColorConversion601[] = {
    1.164,  1.164, 1.164,
    0.0, -0.392, 2.017,
    1.596, -0.813,   0.0,
};

// BT.709, which is the standard for HDTV.
static const GLfloat kColorConversion709[] = {
    1.164,  1.164, 1.164,
    0.0, -0.213, 2.112,
    1.793, -0.533,   0.0,
};

我们还需要注意的是YUV是解码的时候分为两个纹理。一个是Y纹理灰色的 一个是UV进行颜色填充
源码如下:

//
//  SQLayer.h
//  CPDemo
//
//  Created by Sem on 2020/8/12.
//  Copyright © 2020 SEM. All rights reserved.
//

#import <QuartzCore/QuartzCore.h>
#include <QuartzCore/QuartzCore.h>
#include <CoreVideo/CoreVideo.h>
#import <UIKit/UIKit.h>
NS_ASSUME_NONNULL_BEGIN

@interface SQLayer : CAEAGLLayer
@property CVPixelBufferRef pixelBuffer;
-(id)initWithFrame:(CGRect)frame;
-(void)resetRenderBuffer;
@end

NS_ASSUME_NONNULL_END

//
//  SQLayer.m
//  CPDemo
//
//  Created by Sem on 2020/8/12.
//  Copyright © 2020 SEM. All rights reserved.
//
#import <AVFoundation/AVFoundation.h>
#include <OpenGLES/EAGL.h>
#include <OpenGLES/ES2/gl.h>
#include <OpenGLES/ES2/glext.h>
#import "SQLayer.h"
// Uniform index.
enum
{
    UNIFORM_Y,
    UNIFORM_UV,
    UNIFORM_ROTATION_ANGLE,
    UNIFORM_COLOR_CONVERSION_MATRIX,
    NUM_UNIFORMS
};
GLint uniforms[NUM_UNIFORMS];
// Attribute index.
enum
{
    ATTRIB_VERTEX,
    ATTRIB_TEXCOORD,
    NUM_ATTRIBUTES
};
// BT.601, which is the standard for SDTV.
static const GLfloat kColorConversion601[] = {
    1.164,  1.164, 1.164,
    0.0, -0.392, 2.017,
    1.596, -0.813,   0.0,
};

// BT.709, which is the standard for HDTV.
static const GLfloat kColorConversion709[] = {
    1.164,  1.164, 1.164,
    0.0, -0.213, 2.112,
    1.793, -0.533,   0.0,
};
@interface SQLayer()
{
    GLint _backingWidth;
    GLint _backingHeight;
    EAGLContext *_context;
    CVOpenGLESTextureRef _lumaTexture;
    CVOpenGLESTextureRef _chromaTexture;
      
    GLuint _frameBufferHandle;
    GLuint _colorBufferHandle;
      
    const GLfloat *_preferredConversion;
}
@property GLuint program;

@end
@implementation SQLayer
@synthesize pixelBuffer = _pixelBuffer;

-(CVPixelBufferRef) pixelBuffer
{
    return _pixelBuffer;
}
- (void)setPixelBuffer:(CVPixelBufferRef)pixelBuffer{
    if(_pixelBuffer){
        CVPixelBufferRelease(_pixelBuffer);
    }
    _pixelBuffer = CVPixelBufferRetain(pixelBuffer);
    int frameWidth = (int)CVPixelBufferGetWidth(_pixelBuffer);
    int frameHeight = (int)CVPixelBufferGetHeight(_pixelBuffer);
    [self displayPixelBuffer:_pixelBuffer width:frameWidth height:frameHeight];
}
- (void)displayPixelBuffer:(CVPixelBufferRef)pixelBuffer width:(uint32_t)frameWidth height:(uint32_t)frameHeight{
    if (!_context || ![EAGLContext setCurrentContext:_context]) {
        return;
    }
    
    if(pixelBuffer == NULL) {
        NSLog(@"Pixel buffer is null");
        return;
    }
    CVReturn err;
    size_t planeCount = CVPixelBufferGetPlaneCount(pixelBuffer);
    CFTypeRef colorAttachments = CVBufferGetAttachment(pixelBuffer, kCVImageBufferYCbCrMatrixKey, NULL);
    if (CFStringCompare(colorAttachments, kCVImageBufferYCbCrMatrix_ITU_R_601_4, 0) == kCFCompareEqualTo) {
        _preferredConversion = kColorConversion601;
    }
    else {
        _preferredConversion = kColorConversion709;
    }
    /*
     CVOpenGLESTextureCacheCreateTextureFromImage will create GLES texture optimally from CVPixelBufferRef.
     */
    
    /*
     Create Y and UV textures from the pixel buffer. These textures will be drawn on the frame buffer Y-plane.
     */
    CVOpenGLESTextureCacheRef _videoTextureCache;
    err = CVOpenGLESTextureCacheCreate(kCFAllocatorDefault, NULL, _context,NULL,  &_videoTextureCache);
    if (err != noErr) {
        NSLog(@"Error at CVOpenGLESTextureCacheCreate %d", err);
        return;
    }
    
    glActiveTexture(GL_TEXTURE0);
    err = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault, _videoTextureCache, pixelBuffer, NULL, GL_TEXTURE_2D, GL_RED_EXT, frameWidth, frameHeight, GL_RED_EXT, GL_UNSIGNED_BYTE, 0, &_lumaTexture);
    glBindTexture(CVOpenGLESTextureGetTarget(_lumaTexture), CVOpenGLESTextureGetName(_lumaTexture));
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    if(planeCount == 2) {
         glActiveTexture(GL_TEXTURE1);
               err = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
                                                                  _videoTextureCache,
                                                                  pixelBuffer,
                                                                  NULL,
                                                                  GL_TEXTURE_2D,
                                                                  GL_RG_EXT,
                                                                  frameWidth / 2,
                                                                  frameHeight / 2,
                                                                  GL_RG_EXT,
                                                                  GL_UNSIGNED_BYTE,
                                                                  1,
                                                                  &_chromaTexture);
               if (err) {
                   NSLog(@"Error at CVOpenGLESTextureCacheCreateTextureFromImage %d", err);
               }
               
               glBindTexture(CVOpenGLESTextureGetTarget(_chromaTexture), CVOpenGLESTextureGetName(_chromaTexture));
               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
               glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
    }
    glBindFramebuffer(GL_FRAMEBUFFER, _frameBufferHandle);
    glViewport(0, 0, _backingWidth, _backingHeight);
    glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    glClear(GL_COLOR_BUFFER_BIT);
    
    // Use shader program.
    glUseProgram(self.program);
    //    glUniform1f(uniforms[UNIFORM_LUMA_THRESHOLD], 1);
       //    glUniform1f(uniforms[UNIFORM_CHROMA_THRESHOLD], 1);
    glUniform1f(uniforms[UNIFORM_ROTATION_ANGLE], 0);
    glUniformMatrix3fv(uniforms[UNIFORM_COLOR_CONVERSION_MATRIX], 1, GL_FALSE, _preferredConversion);
    
    // Set up the quad vertices with respect to the orientation and aspect ratio of the video.
    CGRect viewBounds = self.bounds;
    CGSize contentSize = CGSizeMake(frameWidth, frameHeight);
    //在保证宽高比不变的前提下,得到一个尽可能大的矩形。
    CGRect vertexSamplingRect = AVMakeRectWithAspectRatioInsideRect(contentSize, viewBounds);
    // Compute normalized quad coordinates to draw the frame into.
    CGSize normalizedSamplingSize = CGSizeMake(0.0, 0.0);
    CGSize cropScaleAmount = CGSizeMake(vertexSamplingRect.size.width/viewBounds.size.width,
                                          vertexSamplingRect.size.height/viewBounds.size.height);
    // Normalize the quad vertices.
       if (cropScaleAmount.width > cropScaleAmount.height) {
           normalizedSamplingSize.width = 1.0;
           normalizedSamplingSize.height = cropScaleAmount.height/cropScaleAmount.width;
       }
       else {
           normalizedSamplingSize.width = cropScaleAmount.width/cropScaleAmount.height;
           normalizedSamplingSize.height = 1.0;;
       }
       
    GLfloat quadVertexData [] = {
        -1 * normalizedSamplingSize.width, -1 * normalizedSamplingSize.height,
        normalizedSamplingSize.width, -1 * normalizedSamplingSize.height,
        -1 * normalizedSamplingSize.width, normalizedSamplingSize.height,
        normalizedSamplingSize.width, normalizedSamplingSize.height,
    };
    glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, quadVertexData);
    glEnableVertexAttribArray(ATTRIB_VERTEX);
     CGRect textureSamplingRect = CGRectMake(0, 0, 1, 1);
    GLfloat quadTextureData[] =  {
           CGRectGetMinX(textureSamplingRect), CGRectGetMaxY(textureSamplingRect),
           CGRectGetMaxX(textureSamplingRect), CGRectGetMaxY(textureSamplingRect),
           CGRectGetMinX(textureSamplingRect), CGRectGetMinY(textureSamplingRect),
           CGRectGetMaxX(textureSamplingRect), CGRectGetMinY(textureSamplingRect)
       };
       
       glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, 0, 0, quadTextureData);
       glEnableVertexAttribArray(ATTRIB_TEXCOORD);
    
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    glBindRenderbuffer(GL_RENDERBUFFER, _colorBufferHandle);
    [_context presentRenderbuffer:GL_RENDERBUFFER];
    
    [self cleanUpTextures];
    CVOpenGLESTextureCacheFlush(_videoTextureCache, 0);
    if(_videoTextureCache) {
           CFRelease(_videoTextureCache);
       }
    
}
-(instancetype)initWithFrame:(CGRect)frame{
    self = [super init];
    if (self) {
        CGFloat scale = [[UIScreen mainScreen] scale];
        self.contentsScale = scale;
        //一个布尔值,指示层是否包含完全不透明的内容.默认为NO
        self.opaque = TRUE;
        /*
         kEAGLDrawablePropertyRetainedBacking指定可绘制表面在显示后是否保留其内容的键.默认为NO.
         */
        self.drawableProperties = @{ kEAGLDrawablePropertyRetainedBacking :[NSNumber numberWithBool:YES]};
        //设置layer图层frame
        [self setFrame:frame];
        
        // 设置绘制框架的上下文.
        _context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
        
        if (!_context) {
            return nil;
        }
        
        // 将默认转换设置为BT.709,这是HDTV的标准
        _preferredConversion = kColorConversion709;
        
        [self setupGL];
    }
    return self;
}
//OpenGL 相关设置
-(void)setupGL{
    if(!_context || ![EAGLContext setCurrentContext:_context]){
        return;
    }
    [self setupBuffers];
    [self loadShaders];
    glUseProgram(self.program);
    glUniform1i(uniforms[UNIFORM_Y], 0);
    glUniform1i(uniforms[UNIFORM_UV], 1);
    glUniform1i(uniforms[UNIFORM_ROTATION_ANGLE], 0);
    glUniformMatrix3fv(uniforms[UNIFORM_COLOR_CONVERSION_MATRIX], 1, GL_FALSE, _preferredConversion);
    
}

-(void)setupBuffers{
    glDisable(GL_DEPTH_TEST);
    glEnableVertexAttribArray(ATTRIB_VERTEX);
    glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, GL_FALSE, 2* sizeof(GLfloat), 0);
    glEnableVertexAttribArray(ATTRIB_TEXCOORD);
    glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
       
    [self createBuffers];
    
}
- (void) createBuffers{
    glGenFramebuffers(1, &_frameBufferHandle);
    glBindFramebuffer(GL_FRAMEBUFFER, _frameBufferHandle);
    glGenRenderbuffers(1, &_colorBufferHandle);
    glBindRenderbuffer(GL_RENDERBUFFER, _colorBufferHandle);
    
    [_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:self];
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &_backingWidth);
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &_backingHeight);
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _colorBufferHandle);
    if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
        NSLog(@"Failed to make complete framebuffer object %x", glCheckFramebufferStatus(GL_FRAMEBUFFER));
    }
    
}
#pragma mark -  OpenGL ES 2 shader compilation

//片元着色器代码
const GLchar *shader_fsh = (const GLchar*)"varying highp vec2 texCoordVarying;"
"precision mediump float;"
"uniform sampler2D SamplerY;"
"uniform sampler2D SamplerUV;"
"uniform mat3 colorConversionMatrix;"
"void main()"
"{"
"    mediump vec3 yuv;"
"    lowp vec3 rgb;"
//   Subtract constants to map the video range start at 0
"    yuv.x = (texture2D(SamplerY, texCoordVarying).r - (16.0/255.0));"
"    yuv.yz = (texture2D(SamplerUV, texCoordVarying).rg - vec2(0.5, 0.5));"
"    rgb = colorConversionMatrix * yuv;"
"    gl_FragColor = vec4(rgb, 1);"
"}";

//顶点着色器代码
const GLchar *shader_vsh = (const GLchar*)"attribute vec4 position;"
"attribute vec2 texCoord;"
"uniform float preferredRotation;"
"varying vec2 texCoordVarying;"
"void main()"
"{"
"    mat4 rotationMatrix = mat4(cos(preferredRotation), -sin(preferredRotation), 0.0, 0.0,"
"                               sin(preferredRotation),  cos(preferredRotation), 0.0, 0.0,"
"                               0.0,                        0.0, 1.0, 0.0,"
"                               0.0,                        0.0, 0.0, 1.0);"
"    gl_Position = position * rotationMatrix;"
"    texCoordVarying = texCoord;"
"}";
-(BOOL)loadShaders{
    GLuint vertShader = 0, fragShader = 0;
    self.program = glCreateProgram();
     if(![self compileShaderString:&vertShader type:GL_VERTEX_SHADER shaderString:shader_vsh]) {
           NSLog(@"Failed to compile vertex shader");
           return NO;
       }
       
       if(![self compileShaderString:&fragShader type:GL_FRAGMENT_SHADER shaderString:shader_fsh]) {
           NSLog(@"Failed to compile fragment shader");
           return NO;
       }
    glAttachShader(self.program, vertShader);
    glAttachShader(self.program, fragShader);
    glBindAttribLocation(self.program, ATTRIB_VERTEX, "position");
    glBindAttribLocation(self.program, ATTRIB_TEXCOORD, "texCoord");
    // Link the program.
      if (![self linkProgram:self.program]) {
          NSLog(@"Failed to link program: %d", self.program);
          
          if (vertShader) {
              glDeleteShader(vertShader);
              vertShader = 0;
          }
          if (fragShader) {
              glDeleteShader(fragShader);
              fragShader = 0;
          }
          if (self.program) {
              glDeleteProgram(self.program);
              self.program = 0;
          }
          
          return NO;
      }
    uniforms[UNIFORM_Y] = glGetUniformLocation(self.program, "SamplerY");
    uniforms[UNIFORM_UV] = glGetUniformLocation(self.program, "SamplerUV");
    //    uniforms[UNIFORM_LUMA_THRESHOLD] = glGetUniformLocation(self.program, "lumaThreshold");
    //    uniforms[UNIFORM_CHROMA_THRESHOLD] = glGetUniformLocation(self.program, "chromaThreshold");
    uniforms[UNIFORM_ROTATION_ANGLE] = glGetUniformLocation(self.program, "preferredRotation");
    uniforms[UNIFORM_COLOR_CONVERSION_MATRIX] = glGetUniformLocation(self.program, "colorConversionMatrix");
    // Release vertex and fragment shaders.
       if (vertShader) {
           glDetachShader(self.program, vertShader);
           glDeleteShader(vertShader);
       }
       if (fragShader) {
           glDetachShader(self.program, fragShader);
           glDeleteShader(fragShader);
       }
    return YES;
}
- (BOOL)compileShaderString:(GLuint *)shader type:(GLenum)type shaderString:(const GLchar*)shaderString
{
    *shader = glCreateShader(type);
    glShaderSource(*shader, 1, &shaderString, NULL);
    glCompileShader(*shader);
    
#if defined(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
    
    GLint status = 0;
    glGetShaderiv(*shader, GL_COMPILE_STATUS, &status);
    if (status == 0) {
        glDeleteShader(*shader);
        return NO;
    }
    
    return YES;
}

- (BOOL)compileShader:(GLuint *)shader type:(GLenum)type URL:(NSURL *)URL
{
    NSError *error;
    NSString *sourceString = [[NSString alloc] initWithContentsOfURL:URL encoding:NSUTF8StringEncoding error:&error];
    if (sourceString == nil) {
        NSLog(@"Failed to load vertex shader: %@", [error localizedDescription]);
        return NO;
    }
    
    const GLchar *source = (GLchar *)[sourceString UTF8String];
    
    return [self compileShaderString:shader type:type shaderString:source];
}
- (BOOL)linkProgram:(GLuint)prog
{
    GLint status;
    glLinkProgram(prog);
    
#if defined(DEBUG)
    GLint logLength;
    glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
    if (logLength > 0) {
        GLchar *log = (GLchar *)malloc(logLength);
        glGetProgramInfoLog(prog, logLength, &logLength, log);
        NSLog(@"Program link log:\n%s", log);
        free(log);
    }
#endif
    
    glGetProgramiv(prog, GL_LINK_STATUS, &status);
    if (status == 0) {
        return NO;
    }
    
    return YES;
}

- (BOOL)validateProgram:(GLuint)prog
{
    GLint logLength, status;
    
    glValidateProgram(prog);
    glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &logLength);
    if (logLength > 0) {
        GLchar *log = (GLchar *)malloc(logLength);
        glGetProgramInfoLog(prog, logLength, &logLength, log);
        NSLog(@"Program validate log:\n%s", log);
        free(log);
    }
    
    glGetProgramiv(prog, GL_VALIDATE_STATUS, &status);
    if (status == 0) {
        return NO;
    }
    
    return YES;
}

- (void)dealloc
{
    if (!_context || ![EAGLContext setCurrentContext:_context]) {
        return;
    }
    
    [self cleanUpTextures];
    
    if(_pixelBuffer) {
        CVPixelBufferRelease(_pixelBuffer);
    }
    
    if (self.program) {
        glDeleteProgram(self.program);
        self.program = 0;
    }
    if(_context) {
        //[_context release];
        _context = nil;
    }
    //[super dealloc];
}
- (void) cleanUpTextures
{
    if (_lumaTexture) {
        CFRelease(_lumaTexture);
        _lumaTexture = NULL;
    }
    
    if (_chromaTexture) {
        CFRelease(_chromaTexture);
        _chromaTexture = NULL;
    }
}
- (void) resetRenderBuffer
{
    if (!_context || ![EAGLContext setCurrentContext:_context]) {
        return;
    }
    
    [self releaseBuffers];
    [self createBuffers];
}
- (void) releaseBuffers
{
    if(_frameBufferHandle) {
        glDeleteFramebuffers(1, &_frameBufferHandle);
        _frameBufferHandle = 0;
    }
    
    if(_colorBufferHandle) {
        glDeleteRenderbuffers(1, &_colorBufferHandle);
        _colorBufferHandle = 0;
    }
}
@end

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