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YUV to RGB conversion and display using opengl es 2.0 from android ndk using shaders

I am currently working on a rtsp player on android using ffmpeg to connect and decode the video stream. I would like to use OpenGL es 2.0 to convert the YUV frame to RGB frame and display it but i am blocked (it's the first time i use opengl).

I will try to explain clearly what is my problem.

From the NDK android i initialize an opengl context (from the thread i want to use to display images) using this method :

    //
EGLint attribs[] = {
        EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
        EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
        EGL_BLUE_SIZE, 8,
        EGL_GREEN_SIZE, 8,
        EGL_RED_SIZE, 8,
        EGL_ALPHA_SIZE, 8,
        EGL_NONE
};
EGLint contextAttrs[] = {
        EGL_CONTEXT_CLIENT_VERSION, 2,
        EGL_NONE
};

LOGI("Initializing context");

if((display = eglGetDisplay(EGL_DEFAULT_DISPLAY)) == EGL_NO_DISPLAY)
{
    closeContext();
    return;
}

if(!eglInitialize(display, 0, 0))
{
    closeContext();
    return;
}

if(!eglChooseConfig(display, attribs, &config, 1, &numConfigs))
{
    closeContext();
    return;
}

if(!eglGetConfigAttrib(display, config, EGL_NATIVE_VISUAL_ID, &format))
{
    closeContext();
    return;
}

ANativeWindow_setBuffersGeometry(window, 0, 0, format);

if(!(surface = eglCreateWindowSurface(display, config, window, 0)))
{
    closeContext();
    return;
}

if(!(context = eglCreateContext(display, config, 0, contextAttrs)))
{
    closeContext();
    return;
}

if(!eglMakeCurrent(display, surface, surface, context))
{
    closeContext();
    return;
}

if(!eglQuerySurface(display, surface, EGL_WIDTH, &width) || !eglQuerySurface(display, surface, EGL_HEIGHT, &height))
{
    closeContext();
    return;
}

LOGI("EGLWIDTH : %d EGLHEIGHT : %d ", (int)width, (int)height);

isInitEGLContext = 1;

Then i setup the graphics using this method :

    //
//Load Vertex and Fragment Shader, attach shader and link program
 programId = createProgram(kVertexShader, kFragmentShader);
 LOGI("Program id : %d error :  %d",(int) programId, glGetError());


if(!programId)
{
    LOGI("Could not create program");
    return;
}
// get index of the generic vertex attribute bound to vPosition
positionObject = (int) glGetAttribLocation(programId, "vPosition");

 // get index of the generic vertex attribute bound to vTexCoord
texturePosition = (int) glGetAttribLocation(programId, "vTexCoord");

// get the location of yTexture within the program (corresponding to   program id)
yuv_texture_object[0] = glGetUniformLocation(programId, "yTexture");

// get the location of uTexture within the program
yuv_texture_object[1] = glGetUniformLocation(programId, "uTexture");

// get the location of vTexture within the program
yuv_texture_object[2] = glGetUniformLocation(programId, "vTexture");

// Setup width of each planes (display size)
stream_yuv_width[0] = 800;
stream_yuv_width[1] = 400;
stream_yuv_width[2] = 400;

// Setup height of each planes (display size)
stream_yuv_height[0] = 600;
stream_yuv_height[1] = 300;
stream_yuv_height[2] = 300;

//set the view port
glViewport(0,0,stream_yuv_width[0],stream_yuv_height[0]);
LOGI("glViewPort() %d ", glGetError());

I have hardcoded the display size (for now) until i get something that work.

The createProgram method, load the shaders, create the program, compile and link the shaders successfully.

Here are my shaders :

const char kVertexShader[] =
"attribute vec4 vPosition;\n"
"attribute vec2 vTexCoord;\n"
"varying vec2 v_vTexCoord;\n"
"void main() {\n"
"gl_Position = vPosition;\n"
"v_vTexCoord = vTexCoord;\n"
"}\n";

const char kFragmentShader[] =
"precision mediump float; \n"
"varying vec2 v_vTexCoord;\n"
"uniform sampler2D yTexture;\n"
"uniform sampler2D uTexture;\n"
"uniform sampler2D vTexture;\n"
"void main() {\n"
"float nx, ny; \n"
"nx = v_vTexCoord.x; \n"
"ny = v_vTexCoord.y; \n"
"float y=texture2D(yTexture, v_vTexCoord).r;\n"
"float u=texture2D(uTexture, vec2(nx / 2.0, ny / 2.0)).r;\n"
"float v=texture2D(vTexture, vec2(nx / 2.0, ny / 2.0)).r;\n"
"y = 1.1643 * (y - 0.0625);\n"
"u = u - 0.5; \n"
"v = v - 0.5; \n"
"float r=y + 1.5958 * v;\n"
"float g=y - 0.39173 * u - 0.81290 * v;\n"
"float b=y + 2.017 * u;\n"
"gl_FragColor = vec4(r, g, b, 1.0);\n"
"}\n";

const GLfloat kVertexInformation[] = {
    -1.0f, 1.0f,           // TexCoord 0 top left
    -1.0f,-1.0f,           // TexCoord 1 bottom left
    1.0f,-1.0f,           // TexCoord 2 bottom right
    1.0f, 1.0f            // TexCoord 3 top right
};
const GLshort kTextureCoordinateInformation[] = {
    0, 0,         // TexCoord 0 top left
    0, 1,         // TexCoord 1 bottom left
    1, 1,         // TexCoord 2 bottom right
    1, 0          // TexCoord 3 top right  
};
const GLuint kStride = 0;//COORDS_PER_VERTEX * 4;
const GLshort kIndicesInformation[] = {
    0, 1, 2,
    0, 2, 3
};

Then i setup the yuv textures and the render to textures, at this moment yuv_width[i] and yuv_height[i] are set to correct value:

void setupYUVTexture()
{
//Setup the pixel alignement
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
LOGI("glPixelStorei() : %d ", glGetError());
int i = 0;

for(i = 0 ; i < 3 ; ++i)
{
    //Check if the texture already setup
    if(yuv_texture_id[i] != 0)
    {
        glDeleteTextures(1, &yuv_texture_id[i]);
        yuv_texture_id[i] = 0;
    }
    // Active the i texture
    glActiveTexture(GL_TEXTURE0 + i);

    //Generate the texture name
    glGenTextures(1, &yuv_texture_id[i]);

    // Bind the texture
    glBindTexture(GL_TEXTURE_2D, yuv_texture_id[i]);

   // Setup the texture parameters
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);  
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);   
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);


    //Define the texture image
    glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, yuv_width[i], yuv_height[i], 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
    LOGI("glTexImage2D() %d ", glGetError());
}
}

void renderToTexture()
{
 // Generate framebuffer object name
    glGenFramebuffers(1, &frameBufferObject);
    //Bind the framebuffer
    glBindFramebuffer(GL_FRAMEBUFFER, frameBufferObject);


    //Generate render buffer object name
    glGenRenderbuffers(1, &renderBufferObject);

    //Bind render buffer
    glBindRenderbuffer(GL_RENDERBUFFER, renderBufferObject);

   //Create and initialize render buffer for display RGBA with the same size of the viewport
    glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, 800, 600);

    //Attach render buffer to frame buffer object
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, renderBufferObject);

    //Attach y plane to frame buffer object
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, yuv_texture_id[0], 0);

   //Attach u plane to frame buffer object
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, yuv_texture_id[1], 0);

     //Attach v plane to frame buffer object
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, yuv_texture_id[2], 0);

    // Bind the framebuffer
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    //Check if the framebuffer is correctly setup
    GLint status = glCheckFramebufferStatus(GL_FRAMEBUFFER);

    if(status != GL_FRAMEBUFFER_COMPLETE)
    {
        LOGI(" FBO setting fault : %d ", status);
        return;
    }
}

To finish, my draw frame method :

void drawFrame()
{
LOGI("DrawFrame");
glBindFramebuffer(GL_FRAMEBUFFER, frameBufferObject);
printGLError("glBindFramebuffer");
glUseProgram(programId);
printGLError("glUseProgram");
int i = 0;
for(i = 0 ; i < 3 ; ++i)
{
    glActiveTexture(GL_TEXTURE0 + i);
    printGLError("glActiveTexture");

    glBindTexture(GL_TEXTURE_2D, yuv_texture_object[i]);
    printGLError("glBindTexture");

    glUniform1i(yuv_texture_object[i], i);
    printGLError("glUniform1i");            
    LOGI("Plan : %d Largeur : %d Hauteur : %d ", i, yuv_width[i], yuv_height[i]);
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,yuv_width[i], yuv_height[i], GL_LUMINANCE, GL_UNSIGNED_BYTE, yuv_planes[i]);
            printGLError("glTexSubImage2D");

    }

    glVertexAttribPointer(positionObject, 2, GL_FLOAT, GL_FALSE, kStride, kVertexInformation);
    printGLError("glVertexAttribPointer");

    glVertexAttribPointer(texturePosition, 2, GL_SHORT, GL_FALSE, kStride, kTextureCoordinateInformation);
    printGLError("glVertexAttribPointer");

    glEnableVertexAttribArray(positionObject);      
    printGLError("glVertexAttribArray");

    glEnableVertexAttribArray(texturePosition);
    printGLError("glVertexAttribArray");

    glBindFramebuffer(GL_FRAMEBUFFER, 0);
    printGLError("glBindFramebuffer");

    glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, kIndicesInformation);
    printGLError("glDrawElements");

    eglSwapBuffers(display, surface);
    printGLError("eglSwapBuffers");

}

I initialize once the opengl textures and other attributes which are necessary, then when a frame is decode i recopy y buffer into yuv_planes[0], u buffer in yuv_planes[ 1] and v buffer in yuv_planes[2].

Once a frame is correctly decoded using ffmpeg i call in this order :
- initContext()
- setupGraphics()
- setupYUVTexture()
- renderToTexture()

then i call drawFrame. Of course, when everything is initialize i call directly drawFrame after each decoded frame.

There is the output i have now.

Video display by opengl

The size of the image is correct, but now i am block here. I don't understand why the image display is green ! Any ideas

like image 895
Lionel B. Avatar asked Jan 13 '16 10:01

Lionel B.


1 Answers

That's a lot of code to go through and a lot of things that can go wrong ;). To debug these kind of issues, I would go step by step.

  1. just output red (gl_FragColor = vec4(1.0, 0.5, 0.5, 1.0)) to make sure your configuration is working properly.
  2. try to output every texture in grayscale. (gl_FragColor = vec4(y, y, y, 1.0))
  3. If all that is working then it most likely means your yuv => rgb conversion is wrong somewhere.
  4. If that's not working, then I would suspect something in the texture mapping. Double check your glTexSubImage2D call. You might need to pass a different stride or use a different coordinate system.
like image 84
mbonnin Avatar answered Oct 24 '22 11:10

mbonnin