本文档将介绍iOS Camera回调的视频数据如何转换为后续OpenGL图像渲染所需要的texture,并介绍几种常用颜色存储的数据形式转换texture的方式。
1、Camera回调视频数据
camera的回调数据接口:
- (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection;
回调回来sampleBuffer数据:
CVPixelBufferRef pixelBuffer = (CVPixelBufferRef)CMSampleBufferGetImageBuffer(sampleBuffer);
OSType result = CVPixelBufferGetPixelFormatType(pixelBuffer);
通过CVPixelBufferGetPixelFormatType看到所获取视频数据类型,数据类型其实是在配置Camera时候设置的:
@property(nonatomic, copy) NSDictionary *videoSettings;
常用的3中类型为:
kCVPixelFormatType_32RGBA = 'RGBA', /* 32 bit RGBA */
kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange = '420v', /* Bi-Planar Component Y'CbCr 8-bit 4:2:0, video-range (luma=[16,235] chroma=[16,240]). baseAddr points to a big-endian CVPlanarPixelBufferInfo_YCbCrBiPlanar struct */
kCVPixelFormatType_420YpCbCr8BiPlanarFullRange = '420f', /* Bi-Planar Component Y'CbCr 8-bit 4:2:0, full-range (luma=[0,255] chroma=[1,255]). baseAddr points to a big-endian CVPlanarPixelBufferInfo_YCbCrBiPlanar struct */
后两种其实就是视频处理中的420sp,在ios中排列形式都是NV12,接下来我会对以上的三种形式和yuv420p进行texture的生成。
2、 BGRA8888形式的绑定
- (BOOL)setupOriginTextureWithPixelBuffer:(CVPixelBufferRef)pixelBuffer
{
CVReturn cvRet = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
_cvTextureCache,
pixelBuffer,
NULL,
GL_TEXTURE_2D,
GL_RGBA,
self.imageWidth,
self.imageHeight,
GL_BGRA,
GL_UNSIGNED_BYTE,
0,
&_cvTextureOrigin);
if (!_cvTextureOrigin || kCVReturnSuccess != cvRet) {
NSLog(@"CVOpenGLESTextureCacheCreateTextureFromImage %d" , cvRet);
return NO;
}
_textureOriginInput = CVOpenGLESTextureGetName(_cvTextureOrigin);
glBindTexture(GL_TEXTURE_2D , _textureOriginInput);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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);
glBindTexture(GL_TEXTURE_2D, 0);
return YES;
}
通过使用CVOpenGLESTextureCacheCreateTextureFromImage,将BGRA的数据转换到RGBA的纹理上。
3、对于420f或者420v形式的绑定
使用CVOpenGLESTextureCacheCreateTextureFromImage创建Y、UV两个纹理,并在fragment shader中转换为RGBA
- (BOOL)setupLumaTextureWithPixelBuffer:(CVPixelBufferRef)pixelBuffer
{
//Y-plane
glActiveTexture(GL_TEXTURE0);
CVReturn cvRet = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
_cvTextureCache,
pixelBuffer,
NULL,
GL_TEXTURE_2D,
GL_LUMINANCE,
self.imageWidth,
self.imageHeight,
GL_LUMINANCE,
GL_UNSIGNED_BYTE,
0,
&_cvlumaTexture);
if (!_cvlumaTexture || kCVReturnSuccess != cvRet) {
NSLog(@"CVOpenGLESTextureCacheCreateTextureFromImage %d" , cvRet);
return NO;
}
_textureLuma = CVOpenGLESTextureGetName(_cvlumaTexture);
glBindTexture(CVOpenGLESTextureGetTarget(_cvlumaTexture), _textureLuma);
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);
//glBindTexture(GL_TEXTURE_2D, 0);
// UV-plane.
glActiveTexture(GL_TEXTURE0);
cvRet = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
_cvTextureCache,
pixelBuffer,
NULL,
GL_TEXTURE_2D,
GL_LUMINANCE_ALPHA,
self.imageWidth / 2,
self.imageHeight / 2,
GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE,
1,
&_cvchromaTexture);
if (!_cvchromaTexture || kCVReturnSuccess != cvRet) {
NSLog(@"CVOpenGLESTextureCacheCreateTextureFromImage %d" , cvRet);
return NO;
}
_textureChroma = CVOpenGLESTextureGetName(_cvchromaTexture);
glBindTexture(CVOpenGLESTextureGetTarget(_cvchromaTexture), _textureChroma);
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);
//glBindTexture(GL_TEXTURE_2D, 0);
return YES;
}
internalFormat、format参数设置:GL_LUMINANCE 、GL_LUMINANCE_ALPHA
可以尝试GL_RED_EXT、GL_RG_EXT,应该会有颜色上的变化。
对应的fragment shader
kCVPixelFormatType_420YpCbCr8BiPlanarFullRange:
//yuv420f/v
char fsh1[] = "varying highp vec2 textureCoordinate;\
precision mediump float;\
uniform sampler2D SamplerY;\
uniform sampler2D SamplerUV;\
uniform mat3 colorConversionMatrix;\
void main()\
{\
mediump vec3 yuv;\
lowp vec3 rgb;\
yuv.x = (texture2D(SamplerY, textureCoordinate).r);\
yuv.yz = (texture2D(SamplerUV, textureCoordinate).ra - vec2(0.5, 0.5));\
rgb = colorConversionMatrix * yuv;\
gl_FragColor = vec4(rgb,1);\
}";
kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange:
//yuv420f/v
char fsh4[] = "varying highp vec2 textureCoordinate;\
precision mediump float;\
uniform sampler2D SamplerY;\
uniform sampler2D SamplerUV;\
uniform mat3 colorConversionMatrix;\
void main()\
{\
mediump vec3 yuv;\
lowp vec3 rgb;\
yuv.x = (texture2D(SamplerY, textureCoordinate).r - (16.0 / 255.0));\
yuv.yz = (texture2D(SamplerUV, textureCoordinate).ra - vec2(0.5, 0.5));\
rgb = colorConversionMatrix * yuv;\
gl_FragColor = vec4(rgb,1);\
}";
4、yuv420p
//glGenTextures(1, &(_textureY));
glBindTexture(GL_TEXTURE_2D, _textureY);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, self.imageWidth, self.imageHeight, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, yuv_Y);
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);
//glGenTextures(1, &(_textureU));
glBindTexture(GL_TEXTURE_2D, _textureU);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, self.imageWidth/2, self.imageHeight/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, yuv_U);
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);
//glGenTextures(1, &(_textureV));
glBindTexture(GL_TEXTURE_2D, _textureV);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, self.imageWidth/2, self.imageHeight/2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, yuv_V);
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);
对应的fragment shader:
char fsh3[] = "varying highp vec2 textureCoordinate;\
precision mediump float;\
uniform sampler2D SamplerY;\
uniform sampler2D SamplerU;\
uniform sampler2D SamplerV;\
uniform mat3 colorConversionMatrix;\
void main()\
{\
mediump vec3 yuv;\
lowp vec3 rgb;\
yuv.x = (texture2D(SamplerY, textureCoordinate).r - (16.0 / 255.0));\
yuv.y = (texture2D(SamplerU, textureCoordinate).r - 0.5);\
yuv.z = (texture2D(SamplerV, textureCoordinate).r - 0.5);\
rgb = colorConversionMatrix * yuv;\
gl_FragColor = vec4(rgb,1);\
}";
5、调试
首先可以通过Debug/Capture GPU Frame来抓取一帧画面
这样可以看到Y、UV纹理有没有创建成功,并且给出类RenderBuffer的渲染情况。
每一帧数据都需要flush
if (_cvchromaTexture) {
CFRelease(_cvchromaTexture);
_cvchromaTexture = NULL;
}
if (_cvlumaTexture) {
CFRelease(_cvlumaTexture);
_cvlumaTexture = NULL;
}