OpenGL ES的示例:
头文件:CPlayWidget.h
#ifndef CPLAYWIDGET_H
#define CPLAYWIDGET_H
#include <QOpenGLWidget>
#include <QOpenGLShaderProgram>
#include <QOpenGLFunctions>
#include <QOpenGLTexture>
#include <QFile>
#include <QTimer>
#define ATTRIB_VERTEX 3
#define ATTRIB_TEXTURE 4
class CPlayWidget : public QOpenGLWidget, protected QOpenGLFunctions
{
Q_OBJECT
public:
CPlayWidget(QWidget* parent);
~CPlayWidget();
protected:
void initializeGL() Q_DECL_OVERRIDE;
void resizeGL(int w, int h) Q_DECL_OVERRIDE;
void paintGL() Q_DECL_OVERRIDE;
private:
GLuint textureUniformY; //y纹理数据位置
GLuint textureUniformU; //u纹理数据位置
GLuint textureUniformV; //v纹理数据位置
GLuint id_y; //y纹理对象ID
GLuint id_u; //u纹理对象ID
GLuint id_v; //v纹理对象ID
QOpenGLTexture* m_pTextureY; //y纹理对象
QOpenGLTexture* m_pTextureU; //u纹理对象
QOpenGLTexture* m_pTextureV; //v纹理对象
QOpenGLShader *m_pVSHader; //顶点着色器程序对象
QOpenGLShader *m_pFSHader; //片段着色器对象
QOpenGLShaderProgram *m_pShaderProgram; //着色器程序容器
int m_nVideoW; //视频分辨率宽
int m_nVideoH; //视频分辨率高
unsigned char* m_pBufYuv420p;
QTimer timer;
FILE* m_pYuvFile;
protected slots:
void on_timeout();
};
#endif // CPLAYWIDGET_H
cpp文件:CPlayWidget.cpp
默认打开 ./test.yuv文件
#include "CPlayWidget.h"
#include <QOpenGLTexture>
#include <QOpenGLBuffer>
#include <QMouseEvent>
CPlayWidget::CPlayWidget(QWidget *parent) : QOpenGLWidget(parent)
{
textureUniformY = 0;
textureUniformU = 0;
textureUniformV = 0;
id_y = 0;
id_u = 0;
id_v = 0;
m_pBufYuv420p = NULL;
m_pVSHader = NULL;
m_pFSHader = NULL;
m_pShaderProgram = NULL;
m_pTextureY = NULL;
m_pTextureU = NULL;
m_pTextureV = NULL;
m_pYuvFile = NULL;
m_nVideoH = 0;
m_nVideoW = 0;
}
CPlayWidget::~CPlayWidget()
{ // fclose(m_pYuvFile);
delete [] m_pBufYuv420p;
}
void CPlayWidget::initializeGL()
{ if(NULL == m_pYuvFile)
{
// 打开yuv视频文件 注意修改文件路径
// m_pYuvFile = fopen("/home/enpht/Documents/test/176_144.yuv", "rb");
m_pYuvFile = fopen("./test.yuv", "rb");
// 根据yuv视频数据的分辨率设置宽高,demo当中是1080p,这个地方要注意跟实际数据分辨率对应上
// m_nVideoW = 176;
// m_nVideoH = 144;
m_nVideoW = 1920;
m_nVideoH = 1080;
}
//申请内存存一帧yuv图像数据,其大小为分辨率的1.5倍
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
//现代opengl渲染管线依赖着色器来处理传入的数据
//着色器:就是使用openGL着色语言(OpenGL Shading Language, GLSL)编写的一个小函数,
// GLSL是构成所有OpenGL着色器的语言,具体的GLSL语言的语法需要读者查找相关资料
//初始化顶点着色器 对象
m_pVSHader = new QOpenGLShader(QOpenGLShader::Vertex, this);
//顶点着色器源码
const char *vsrc = "#version 320 es\n\
in vec4 vertexIn;\n\
in vec2 textureIn;\n\
out vec2 textureOut;\n\
void main(void)\n\
{\n\
gl_Position = vertexIn;\n\
textureOut = textureIn;\n\
}";
//编译顶点着色器程序
bool bCompile = m_pVSHader->compileSourceCode(vsrc);
if(!bCompile)
{
}
//初始化片段着色器 功能gpu中yuv转换成rgb
m_pFSHader = new QOpenGLShader(QOpenGLShader::Fragment, this);
//片段着色器源码
const char *fsrc = "#version 320 es\n\
precision mediump float;\n\
in vec2 textureOut;\n\
uniform sampler2D tex_y;\n\
uniform sampler2D tex_u;\n\
uniform sampler2D tex_v;\n\
out vec4 fragColor;\n\
void main(void)\n\
{\n\
vec3 yuv;\n\
vec3 rgb;\n\
yuv.x = texture(tex_y, textureOut).r;\n\
yuv.y = texture(tex_u, textureOut).r - 0.5;\n\
yuv.z = texture(tex_v, textureOut).r - 0.5;\n\
rgb = mat3(1.0, 1.0, 1.0,\n\
0.0, -0.39465, 2.03211,\n\
1.13983, -0.58060, 0.0) * yuv;\n\
fragColor = vec4(rgb, 1.0);\n\
}";
//将glsl源码送入编译器编译着色器程序
bCompile = m_pFSHader->compileSourceCode(fsrc);
if(!bCompile)
{
}
#define PROGRAM_VERTEX_ATTRIBUTE 0
#define PROGRAM_TEXCOORD_ATTRIBUTE 1
//创建着色器程序容器
m_pShaderProgram = new QOpenGLShaderProgram;
//将片段着色器添加到程序容器
m_pShaderProgram->addShader(m_pFSHader);
//将顶点着色器添加到程序容器
m_pShaderProgram->addShader(m_pVSHader);
//绑定属性vertexIn到指定位置ATTRIB_VERTEX,该属性在顶点着色源码其中有声明
m_pShaderProgram->bindAttributeLocation("vertexIn", ATTRIB_VERTEX);
//绑定属性textureIn到指定位置ATTRIB_TEXTURE,该属性在顶点着色源码其中有声明
m_pShaderProgram->bindAttributeLocation("textureIn", ATTRIB_TEXTURE);
//链接所有所有添入到的着色器程序
m_pShaderProgram->link();
//激活所有链接
m_pShaderProgram->bind();
//读取着色器中的数据变量tex_y, tex_u, tex_v的位置,这些变量的声明可以在
//片段着色器源码中可以看到
textureUniformY = m_pShaderProgram->uniformLocation("tex_y");
textureUniformU = m_pShaderProgram->uniformLocation("tex_u");
textureUniformV = m_pShaderProgram->uniformLocation("tex_v");
// 顶点矩阵
static const GLfloat vertexVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
//纹理矩阵
static const GLfloat textureVertices[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
//设置属性ATTRIB_VERTEX的顶点矩阵值以及格式
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertexVertices);
//设置属性ATTRIB_TEXTURE的纹理矩阵值以及格式
glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, textureVertices);
//启用ATTRIB_VERTEX属性的数据,默认是关闭的
glEnableVertexAttribArray(ATTRIB_VERTEX);
//启用ATTRIB_TEXTURE属性的数据,默认是关闭的
glEnableVertexAttribArray(ATTRIB_TEXTURE);
//分别创建y,u,v纹理对象
m_pTextureY = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_pTextureU = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_pTextureV = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_pTextureY->create();
m_pTextureU->create();
m_pTextureV->create();
//获取返回y分量的纹理索引值
id_y = m_pTextureY->textureId();
//获取返回u分量的纹理索引值
id_u = m_pTextureU->textureId();
//获取返回v分量的纹理索引值
id_v = m_pTextureV->textureId();
glClearColor(0.3,0.3,0.3,0.0);//设置背景色
//qDebug("addr=%x id_y = %d id_u=%d id_v=%d\n", this, id_y, id_u, id_v);
connect(&timer, SIGNAL(timeout()), this, SLOT(on_timeout()));
timer.setInterval(25);
timer.start();
}
void CPlayWidget::resizeGL(int w, int h)
{
if(h == 0)// 防止被零除
{
h = 1;// 将高设为1
}
//设置视口
glViewport(0,0, w,h);
}
void CPlayWidget::paintGL()
{
int nLen = m_nVideoW*m_nVideoH*3/2;
if(NULL == m_pBufYuv420p)
{
m_pBufYuv420p = new unsigned char[nLen];
qDebug(" Len=%d width=%d height=%d\n",
nLen, m_nVideoW, m_nVideoH);
}
//将一帧yuv图像读到内存中
if(NULL == m_pYuvFile)
{
qFatal("read yuv file err.may be path is wrong!\n");
return;
}
// m_pBufYuv420p+=position;
// position += nLen;
// fread(m_pBufYuv420p, 1, nLen, m_pYuvFile);
fread(m_pBufYuv420p, 1, nLen, m_pYuvFile);
//加载y数据纹理
//激活纹理单元GL_TEXTURE0
glActiveTexture(GL_TEXTURE0);
//使用来自y数据生成纹理
glBindTexture(GL_TEXTURE_2D, id_y);
//使用内存中m_pBufYuv420p数据创建真正的y数据纹理
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_nVideoW, m_nVideoH, 0, GL_RED, GL_UNSIGNED_BYTE, m_pBufYuv420p);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_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);
//加载u数据纹理
glActiveTexture(GL_TEXTURE1);//激活纹理单元GL_TEXTURE1
glBindTexture(GL_TEXTURE_2D, id_u);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_nVideoW/2, m_nVideoH/2, 0, GL_RED, GL_UNSIGNED_BYTE, (char*)m_pBufYuv420p+m_nVideoW*m_nVideoH);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_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);
//加载v数据纹理
glActiveTexture(GL_TEXTURE2);//激活纹理单元GL_TEXTURE2
glBindTexture(GL_TEXTURE_2D, id_v);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_nVideoW/2, m_nVideoH/2, 0, GL_RED, GL_UNSIGNED_BYTE, (char*)m_pBufYuv420p+m_nVideoW*m_nVideoH*5/4);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_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);
//指定y纹理要使用新值 只能用0,1,2等表示纹理单元的索引,这是opengl不人性化的地方
//0对应纹理单元GL_TEXTURE0 1对应纹理单元GL_TEXTURE1 2对应纹理的单元
glUniform1i(textureUniformY, 0);
//指定u纹理要使用新值
glUniform1i(textureUniformU, 1);
//指定v纹理要使用新值
glUniform1i(textureUniformV, 2);
//使用顶点数组方式绘制图形
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
return;
}
void CPlayWidget::on_timeout()
{ update();
}
OpenGL 示例:
头文件:CPlayWidget.h 与上面没有差别
cpp文件:只替换了着色器代码:
#include "CPlayWidget.h"
#include <QOpenGLTexture>
#include <QOpenGLBuffer>
#include <QMouseEvent>
CPlayWidget::CPlayWidget(QWidget *parent) : QOpenGLWidget(parent)
{
textureUniformY = 0;
textureUniformU = 0;
textureUniformV = 0;
id_y = 0;
id_u = 0;
id_v = 0;
m_pBufYuv420p = NULL;
m_pVSHader = NULL;
m_pFSHader = NULL;
m_pShaderProgram = NULL;
m_pTextureY = NULL;
m_pTextureU = NULL;
m_pTextureV = NULL;
m_pYuvFile = NULL;
m_nVideoH = 0;
m_nVideoW = 0;
}
CPlayWidget::~CPlayWidget()
{ // fclose(m_pYuvFile);
delete [] m_pBufYuv420p;
}
void CPlayWidget::initializeGL()
{ if(NULL == m_pYuvFile)
{
// 打开yuv视频文件 注意修改文件路径
// m_pYuvFile = fopen("/home/enpht/Documents/test/176_144.yuv", "rb");
m_pYuvFile = fopen("./test.yuv", "rb");
// 根据yuv视频数据的分辨率设置宽高,demo当中是1080p,这个地方要注意跟实际数据分辨率对应上
// m_nVideoW = 176;
// m_nVideoH = 144;
m_nVideoW = 1920;
m_nVideoH = 1080;
}
//申请内存存一帧yuv图像数据,其大小为分辨率的1.5倍
initializeOpenGLFunctions();
glEnable(GL_DEPTH_TEST);
//现代opengl渲染管线依赖着色器来处理传入的数据
//着色器:就是使用openGL着色语言(OpenGL Shading Language, GLSL)编写的一个小函数,
// GLSL是构成所有OpenGL着色器的语言,具体的GLSL语言的语法需要读者查找相关资料
//初始化顶点着色器 对象
m_pVSHader = new QOpenGLShader(QOpenGLShader::Vertex, this);
//顶点着色器源码
#if 0
// opengles
const char *vsrc = "#version 320 es\n\
in vec4 vertexIn;\n\
in vec2 textureIn;\n\
out vec2 textureOut;\n\
void main(void)\n\
{\n\
gl_Position = vertexIn;\n\
textureOut = textureIn;\n\
}";
#else
// opengl
const char *vsrc = "attribute vec4 vertexIn; \
attribute vec2 textureIn; \
varying vec2 textureOut; \
void main(void) \
{ \
gl_Position = vertexIn; \
textureOut = textureIn; \
}";
#endif
//编译顶点着色器程序
bool bCompile = m_pVSHader->compileSourceCode(vsrc);
if(!bCompile)
{
}
//初始化片段着色器 功能gpu中yuv转换成rgb
m_pFSHader = new QOpenGLShader(QOpenGLShader::Fragment, this);
//片段着色器源码
#if 0
// opengl es:
const char *fsrc = "#version 320 es\
varying vec2 textureOut; \
uniform sampler2D tex_y; \
uniform sampler2D tex_u; \
uniform sampler2D tex_v; \
void main(void) \
{ \
vec3 yuv; \
vec3 rgb; \
yuv.x = texture2D(tex_y, textureOut).r; \
yuv.y = texture2D(tex_u, textureOut).r - 0.5; \
yuv.z = texture2D(tex_v, textureOut).r - 0.5; \
rgb = mat3( 1, 1, 1, \
0, -0.39465, 2.03211, \
1.13983, -0.58060, 0) * yuv; \
gl_FragColor = vec4(rgb, 1); \
}";
#else
// opengl
const char *fsrc = "varying vec2 textureOut; \
uniform sampler2D tex_y; \
uniform sampler2D tex_u; \
uniform sampler2D tex_v; \
void main(void) \
{ \
vec3 yuv; \
vec3 rgb; \
yuv.x = texture2D(tex_y, textureOut).r; \
yuv.y = texture2D(tex_u, textureOut).r - 0.5; \
yuv.z = texture2D(tex_v, textureOut).r - 0.5; \
rgb = mat3( 1, 1, 1, \
0, -0.39465, 2.03211, \
1.13983, -0.58060, 0) * yuv; \
gl_FragColor = vec4(rgb, 1); \
}";
#endif
//将glsl源码送入编译器编译着色器程序
bCompile = m_pFSHader->compileSourceCode(fsrc);
if(!bCompile)
{
}
#define PROGRAM_VERTEX_ATTRIBUTE 0
#define PROGRAM_TEXCOORD_ATTRIBUTE 1
//创建着色器程序容器
m_pShaderProgram = new QOpenGLShaderProgram;
//将片段着色器添加到程序容器
m_pShaderProgram->addShader(m_pFSHader);
//将顶点着色器添加到程序容器
m_pShaderProgram->addShader(m_pVSHader);
//绑定属性vertexIn到指定位置ATTRIB_VERTEX,该属性在顶点着色源码其中有声明
m_pShaderProgram->bindAttributeLocation("vertexIn", ATTRIB_VERTEX);
//绑定属性textureIn到指定位置ATTRIB_TEXTURE,该属性在顶点着色源码其中有声明
m_pShaderProgram->bindAttributeLocation("textureIn", ATTRIB_TEXTURE);
//链接所有所有添入到的着色器程序
m_pShaderProgram->link();
//激活所有链接
m_pShaderProgram->bind();
//读取着色器中的数据变量tex_y, tex_u, tex_v的位置,这些变量的声明可以在
//片段着色器源码中可以看到
textureUniformY = m_pShaderProgram->uniformLocation("tex_y");
textureUniformU = m_pShaderProgram->uniformLocation("tex_u");
textureUniformV = m_pShaderProgram->uniformLocation("tex_v");
// 顶点矩阵
static const GLfloat vertexVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
//纹理矩阵
static const GLfloat textureVertices[] = {
0.0f, 1.0f,
1.0f, 1.0f,
0.0f, 0.0f,
1.0f, 0.0f,
};
//设置属性ATTRIB_VERTEX的顶点矩阵值以及格式
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertexVertices);
//设置属性ATTRIB_TEXTURE的纹理矩阵值以及格式
glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, textureVertices);
//启用ATTRIB_VERTEX属性的数据,默认是关闭的
glEnableVertexAttribArray(ATTRIB_VERTEX);
//启用ATTRIB_TEXTURE属性的数据,默认是关闭的
glEnableVertexAttribArray(ATTRIB_TEXTURE);
//分别创建y,u,v纹理对象
m_pTextureY = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_pTextureU = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_pTextureV = new QOpenGLTexture(QOpenGLTexture::Target2D);
m_pTextureY->create();
m_pTextureU->create();
m_pTextureV->create();
//获取返回y分量的纹理索引值
id_y = m_pTextureY->textureId();
//获取返回u分量的纹理索引值
id_u = m_pTextureU->textureId();
//获取返回v分量的纹理索引值
id_v = m_pTextureV->textureId();
glClearColor(0.3,0.3,0.3,0.0);//设置背景色
//qDebug("addr=%x id_y = %d id_u=%d id_v=%d\n", this, id_y, id_u, id_v);
connect(&timer, SIGNAL(timeout()), this, SLOT(on_timeout()));
timer.setInterval(25);
timer.start();
}
void CPlayWidget::resizeGL(int w, int h)
{
if(h == 0)// 防止被零除
{
h = 1;// 将高设为1
}
//设置视口
glViewport(0,0, w,h);
}
void CPlayWidget::paintGL()
{
int nLen = m_nVideoW*m_nVideoH*3/2;
if(NULL == m_pBufYuv420p)
{
m_pBufYuv420p = new unsigned char[nLen];
qDebug(" Len=%d width=%d height=%d\n",
nLen, m_nVideoW, m_nVideoH);
}
//将一帧yuv图像读到内存中
if(NULL == m_pYuvFile)
{
qFatal("read yuv file err.may be path is wrong!\n");
return;
}
// m_pBufYuv420p+=position;
// position += nLen;
// fread(m_pBufYuv420p, 1, nLen, m_pYuvFile);
fread(m_pBufYuv420p, 1, nLen, m_pYuvFile);
//加载y数据纹理
//激活纹理单元GL_TEXTURE0
glActiveTexture(GL_TEXTURE0);
//使用来自y数据生成纹理
glBindTexture(GL_TEXTURE_2D, id_y);
//使用内存中m_pBufYuv420p数据创建真正的y数据纹理
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_nVideoW, m_nVideoH, 0, GL_RED, GL_UNSIGNED_BYTE, m_pBufYuv420p);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_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);
//加载u数据纹理
glActiveTexture(GL_TEXTURE1);//激活纹理单元GL_TEXTURE1
glBindTexture(GL_TEXTURE_2D, id_u);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_nVideoW/2, m_nVideoH/2, 0, GL_RED, GL_UNSIGNED_BYTE, (char*)m_pBufYuv420p+m_nVideoW*m_nVideoH);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_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);
//加载v数据纹理
glActiveTexture(GL_TEXTURE2);//激活纹理单元GL_TEXTURE2
glBindTexture(GL_TEXTURE_2D, id_v);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, m_nVideoW/2, m_nVideoH/2, 0, GL_RED, GL_UNSIGNED_BYTE, (char*)m_pBufYuv420p+m_nVideoW*m_nVideoH*5/4);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_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);
//指定y纹理要使用新值 只能用0,1,2等表示纹理单元的索引,这是opengl不人性化的地方
//0对应纹理单元GL_TEXTURE0 1对应纹理单元GL_TEXTURE1 2对应纹理的单元
glUniform1i(textureUniformY, 0);
//指定u纹理要使用新值
glUniform1i(textureUniformU, 1);
//指定v纹理要使用新值
glUniform1i(textureUniformV, 2);
//使用顶点数组方式绘制图形
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
return;
}
void CPlayWidget::on_timeout()
{ update();
}