#include "glwidget.h" #include "videodecoder.h" #include #include GLWidget::GLWidget(QWidget *parent) : QOpenGLWidget(parent) , m_videoDecoder(nullptr) , m_texY(0) , m_texUV(0) , m_vbo(0) , m_cudaResourceY(nullptr) , m_cudaResourceUV(nullptr) , m_allocatedWidth(0) , m_allocatedHeight(0) , m_crtEnabled(true) , m_curvature(2.0f) , m_scanlineDensity(400.0f) , m_scanlineOpacity(0.35f) , m_aberration(0.0015f) , m_vignette(0.20f) , m_brightness(1.10f) { m_localFrame = av_frame_alloc(); } GLWidget::~GLWidget() { makeCurrent(); cleanupCudaGL(); if (m_texY) { glDeleteTextures(1, &m_texY); } if (m_texUV) { glDeleteTextures(1, &m_texUV); } if (m_vbo) { glDeleteBuffers(1, &m_vbo); } if (m_localFrame) { av_frame_free(&m_localFrame); m_localFrame = nullptr; } } void GLWidget::setVideoDecoder(VideoDecoder *decoder) { m_videoDecoder = decoder; connect(m_videoDecoder, &VideoDecoder::frameReady, this, &GLWidget::onFrameReady); } void GLWidget::onFrameReady() { update(); } void GLWidget::setCrtEnabled(bool enabled) { m_crtEnabled = enabled; update(); } void GLWidget::setCurvature(float value) { m_curvature = value; update(); } void GLWidget::setScanlineDensity(float value) { m_scanlineDensity = value; update(); } void GLWidget::setScanlineOpacity(float value) { m_scanlineOpacity = value; update(); } void GLWidget::setAberration(float value) { m_aberration = value; update(); } void GLWidget::setVignette(float value) { m_vignette = value; update(); } void GLWidget::setBrightness(float value) { m_brightness = value; update(); } void GLWidget::clearVideo() { cleanupCudaGL(); update(); } void GLWidget::initializeGL() { initializeOpenGLFunctions(); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Compilar e inicializar shaders m_shaderProgram.addShaderFromSourceFile(QOpenGLShader::Vertex, "shader.vert"); m_shaderProgram.addShaderFromSourceFile(QOpenGLShader::Fragment, "shader.frag"); m_shaderProgram.link(); // Crear VBO para un quad de pantalla completa (espejado verticalmente para corregir la diferencia de origen OpenGL vs CUDA) float vertices[] = { // Posiciones // Coordenadas UV -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f }; glGenBuffers(1, &m_vbo); glBindBuffer(GL_ARRAY_BUFFER, m_vbo); glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); // Generar texturas de OpenGL glGenTextures(1, &m_texY); glBindTexture(GL_TEXTURE_2D, m_texY); 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); glGenTextures(1, &m_texUV); glBindTexture(GL_TEXTURE_2D, m_texUV); 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); } void GLWidget::resizeGL(int w, int h) { glViewport(0, 0, w, h); } void GLWidget::paintGL() { glClear(GL_COLOR_BUFFER_BIT); if (!m_videoDecoder) return; // Obtener la referencia segura del fotograma CUDA decodificado en GPU if (!m_videoDecoder->getCurrentFrameRef(m_localFrame)) { return; // No hay frame listo todavía } int w = m_localFrame->width; int h = m_localFrame->height; // Si la resolución del video cambió o no se ha asignado aún if (w != m_allocatedWidth || h != m_allocatedHeight) { cleanupCudaGL(); // 1. Reservar espacio en VRAM para la textura Y (Luminancia - 1 canal de 8 bits) glBindTexture(GL_TEXTURE_2D, m_texY); glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, w, h, 0, GL_RED, GL_UNSIGNED_BYTE, nullptr); // 2. Reservar espacio en VRAM para la textura UV (Crominancia entrelazada - 2 canales de 8 bits) glBindTexture(GL_TEXTURE_2D, m_texUV); glTexImage2D(GL_TEXTURE_2D, 0, GL_RG, w / 2, h / 2, 0, GL_RG, GL_UNSIGNED_BYTE, nullptr); // Registrar las texturas en la API de interoperabilidad de CUDA cudaError_t errY = cudaGraphicsGLRegisterImage(&m_cudaResourceY, m_texY, GL_TEXTURE_2D, cudaGraphicsRegisterFlagsWriteDiscard); cudaError_t errUV = cudaGraphicsGLRegisterImage(&m_cudaResourceUV, m_texUV, GL_TEXTURE_2D, cudaGraphicsRegisterFlagsWriteDiscard); if (errY != cudaSuccess || errUV != cudaSuccess) { qWarning() << "Error registrando texturas en CUDA:" << cudaGetErrorString(errY) << "/" << cudaGetErrorString(errUV); cleanupCudaGL(); av_frame_unref(m_localFrame); return; } m_allocatedWidth = w; m_allocatedHeight = h; } // 3. Mapear las texturas de OpenGL hacia CUDA, realizar la copia VRAM-to-VRAM, y desmapear if (m_cudaResourceY && m_cudaResourceUV) { cudaError_t mapY = cudaGraphicsMapResources(1, &m_cudaResourceY, 0); cudaError_t mapUV = cudaGraphicsMapResources(1, &m_cudaResourceUV, 0); if (mapY == cudaSuccess && mapUV == cudaSuccess) { cudaArray_t arrayY = nullptr; cudaArray_t arrayUV = nullptr; cudaGraphicsSubResourceGetMappedArray(&arrayY, m_cudaResourceY, 0, 0); cudaGraphicsSubResourceGetMappedArray(&arrayUV, m_cudaResourceUV, 0, 0); // Copia Directa en GPU de la textura Y (Luminancia) cudaError_t cpyY = cudaMemcpy2DToArray( arrayY, 0, 0, (void*)m_localFrame->data[0], m_localFrame->linesize[0], w, h, cudaMemcpyDeviceToDevice ); // Copia Directa en GPU de la textura UV (Crominancia entrelazada) cudaError_t cpyUV = cudaMemcpy2DToArray( arrayUV, 0, 0, (void*)m_localFrame->data[1], m_localFrame->linesize[1], w, h / 2, cudaMemcpyDeviceToDevice ); if (cpyY != cudaSuccess || cpyUV != cudaSuccess) { qWarning() << "Fallo en copias CUDA Memcpy2DToArray:" << cudaGetErrorString(cpyY) << "/" << cudaGetErrorString(cpyUV); } } else { qWarning() << "Fallo al mapear texturas en CUDA:" << cudaGetErrorString(mapY) << "/" << cudaGetErrorString(mapUV); } // Importante: desmapear para que OpenGL recupere el control de renderizado cudaGraphicsUnmapResources(1, &m_cudaResourceY, 0); cudaGraphicsUnmapResources(1, &m_cudaResourceUV, 0); } // 4. Dibujar la escena en pantalla usando el Shader CRT m_shaderProgram.bind(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_texY); m_shaderProgram.setUniformValue("u_texY", 0); glActiveTexture(GL_TEXTURE1); glBindTexture(GL_TEXTURE_2D, m_texUV); m_shaderProgram.setUniformValue("u_texUV", 1); m_shaderProgram.setUniformValue("u_crtEnabled", m_crtEnabled); m_shaderProgram.setUniformValue("u_curvature", m_curvature); m_shaderProgram.setUniformValue("u_scanlineDensity", m_scanlineDensity); m_shaderProgram.setUniformValue("u_scanlineOpacity", m_scanlineOpacity); m_shaderProgram.setUniformValue("u_aberration", m_aberration); m_shaderProgram.setUniformValue("u_vignette", m_vignette); m_shaderProgram.setUniformValue("u_brightness", m_brightness); glBindBuffer(GL_ARRAY_BUFFER, m_vbo); int posLocation = m_shaderProgram.attributeLocation("a_position"); m_shaderProgram.enableAttributeArray(posLocation); glVertexAttribPointer(posLocation, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), nullptr); int texLocation = m_shaderProgram.attributeLocation("a_texCoord"); m_shaderProgram.enableAttributeArray(texLocation); glVertexAttribPointer(texLocation, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), reinterpret_cast(2 * sizeof(float))); glDrawArrays(GL_TRIANGLES, 0, 6); m_shaderProgram.disableAttributeArray(posLocation); m_shaderProgram.disableAttributeArray(texLocation); m_shaderProgram.release(); // Liberar la referencia local del fotograma av_frame_unref(m_localFrame); } void GLWidget::cleanupCudaGL() { makeCurrent(); if (m_cudaResourceY) { cudaGraphicsUnregisterResource(m_cudaResourceY); m_cudaResourceY = nullptr; } if (m_cudaResourceUV) { cudaGraphicsUnregisterResource(m_cudaResourceUV); m_cudaResourceUV = nullptr; } m_allocatedWidth = 0; m_allocatedHeight = 0; }