我已经使用从 CCD 相机捕获的 YUV 帧完成了这项工作。不幸的是,有许多不同的 YUV 格式。我相信 Apple 使用的GL_YCBCR_422_APPLE
纹理格式在技术上是 2VUY422。要将图像从 IIDC Firewire 相机生成的 YUV422 帧转换为 2VUY422,我使用了以下内容:
void yuv422_2vuy422(const unsigned char *theYUVFrame, unsigned char *the422Frame, const unsigned int width, const unsigned int height)
{
int i =0, j=0;
unsigned int numPixels = width * height;
unsigned int totalNumberOfPasses = numPixels * 2;
register unsigned int y0, y1, y2, y3, u0, u2, v0, v2;
while (i < (totalNumberOfPasses) )
{
u0 = theYUVFrame[i++]-128;
y0 = theYUVFrame[i++];
v0 = theYUVFrame[i++]-128;
y1 = theYUVFrame[i++];
u2 = theYUVFrame[i++]-128;
y2 = theYUVFrame[i++];
v2 = theYUVFrame[i++]-128;
y3 = theYUVFrame[i++];
// U0 Y0 V0 Y1 U2 Y2 V2 Y3
// Remap the values to 2VUY (YUYS?) (Y422) colorspace for OpenGL
// Y0 U Y1 V Y2 U Y3 V
// IIDC cameras are full-range y=[0..255], u,v=[-127..+127], where display is "video range" (y=[16..240], u,v=[16..236])
the422Frame[j++] = ((y0 * 240) / 255 + 16);
the422Frame[j++] = ((u0 * 236) / 255 + 128);
the422Frame[j++] = ((y1 * 240) / 255 + 16);
the422Frame[j++] = ((v0 * 236) / 255 + 128);
the422Frame[j++] = ((y2 * 240) / 255 + 16);
the422Frame[j++] = ((u2 * 236) / 255 + 128);
the422Frame[j++] = ((y3 * 240) / 255 + 16);
the422Frame[j++] = ((v2 * 236) / 255 + 128);
}
}
为了有效地显示 YUV 视频源,您可能希望使用Apple 的客户端存储扩展,您可以使用以下内容进行设置:
glEnable(GL_TEXTURE_RECTANGLE_EXT);
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 1);
glTextureRangeAPPLE(GL_TEXTURE_RECTANGLE_EXT, videoImageWidth * videoImageHeight * 2, videoTexture);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_STORAGE_HINT_APPLE , GL_STORAGE_SHARED_APPLE);
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_EXT, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glTexImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, GL_RGBA, videoImageWidth, videoImageHeight, 0, GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, videoTexture);
这使您可以在屏幕上显示每一帧之前快速更改存储在客户端视频纹理中的数据。
要绘制,您可以使用如下代码:
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_TEXTURE_2D);
glViewport(0, 0, [self frame].size.width, [self frame].size.height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
NSRect bounds = NSRectFromCGRect([self bounds]);
glOrtho( (GLfloat)NSMinX(bounds), (GLfloat)NSMaxX(bounds), (GLfloat)NSMinY(bounds), (GLfloat)NSMaxY(bounds), -1.0, 1.0);
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, 1);
glTexSubImage2D (GL_TEXTURE_RECTANGLE_EXT, 0, 0, 0, videoImageWidth, videoImageHeight, GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, videoTexture);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(0.0f, videoImageHeight);
glTexCoord2f(0.0f, videoImageHeight);
glVertex2f(0.0f, 0.0f);
glTexCoord2f(videoImageWidth, videoImageHeight);
glVertex2f(videoImageWidth, 0.0f);
glTexCoord2f(videoImageWidth, 0.0f);
glVertex2f(videoImageWidth, videoImageHeight);
glEnd();