I'm trying to render a camera nv12 buffer to OpenGL ES surface in C++ and here is the output.
Let's look to my shaders:
const char gVertexShader[] =
"#version 320 es\n"
"layout (location = 0) in vec4 vertex;\n"
"out vec2 TexCoords;\n"
"uniform mat4 projection;\n"
"void main() {\n"
" gl_Position = projection * vec4(vertex.xy, 1.0, 1.0);\n"
" TexCoords = vertex.zw;\n"
"}\n";
const char gFragmentNV12ToRGB[] =
"#version 320 es\n"
"precision highp float;\n"
"in vec2 TexCoords;\n"
"out vec4 color;\n"
"uniform sampler2D text;\n"
"uniform sampler2D textUV;\n"
"void main (void) {\n"
"float r, g, b, y, u, v;\n"
"y = texture(text, TexCoords).r;\n"
"u = texture(textUV, TexCoords).r - 0.5;\n"
"v = texture(textUV, TexCoords).a - 0.5;\n"
"r = y + 1.13983*v;\n"
"g = y - 0.39465*u - 0.58060*v;\n"
"b = y + 2.03211*u;\n"
"color = vec4(r, g, b, 1.0);\n"
"}\n";
And here is the code, first of all I create a cameraTexture with NULL data then every 10ms I refresh the display
void Camera::createCameraTexture(const int width, const int height)
{
if (cameraTexId == 0)
{
GLuint idTex;
glGenTextures(1, &idTex);
glBindTexture(GL_TEXTURE_2D, idTex);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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);
glTexImage2D(GL_TEXTURE_2D, GL_ZERO, GL_BGRA_EXT, width, height, GL_ZERO, GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, GL_ZERO);
cameraTexId = idTex;
}
}
void Camera::refreshCamera()
{
GLfloat xpos = 0;
GLfloat ypos = 0;
GLfloat w = mSurfaceWidth;
GLfloat h = mSurfaceHeight;
GLfloat vertices[6][4] = {
{xpos, ypos + h, 0.0, 0.0},
{xpos, ypos, 0.0, 1.0},
{xpos + w, ypos, 1.0, 1.0},
{xpos, ypos + h, 0.0, 0.0},
{xpos + w, ypos, 1.0, 1.0},
{xpos + w, ypos + h, 1.0, 0.0}};
glBindTexture(GL_TEXTURE_2D, cameraTexId);
glUniform1i(mTextShaderHandle, GL_ZERO);
glBindVertexArray(VAO);
glActiveTexture(GL_TEXTURE0);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glTexSubImage2D(GL_TEXTURE_2D, GL_ZERO, GL_ZERO, GL_ZERO, mVideoCapture.getWidth(),
mVideoCapture.getHeight(), GL_BGRA_EXT, GL_UNSIGNED_BYTE, mVideoCapture.getRawBufferCamera());
glBufferSubData(GL_ARRAY_BUFFER, GL_ZERO, sizeof(vertices), vertices);
glDrawArrays(GL_TRIANGLES, GL_ZERO, 6);
//end
glBindTexture(GL_TEXTURE_2D, GL_ZERO);
glBindBuffer(GL_ARRAY_BUFFER, GL_ZERO);
}
I think that I have to pass an other buffer with UV buffer but I know that buffer Y and UV are the same.
Please can someone tell me what's the right way to achieve that ?
Thanks for your help.
You need to repack yuv color buffer to rgb structure:
Look here:
Convert YV12 to NV21 (YUV YCrCb 4:2:0)