Allan's Blog

OpenGL ES On iOS

在视频开发的过程中,从Buffer出来再渲染到GL 上面的这个过程是必不可少的,下面是我工作中的一些记录。

YUV To RGB and Return UIImage

#define clamp(a) (a>255?255:(a<0?0:a))


- (UIImage *)imageFromSampleBuffer:(CMSampleBufferRef)sampleBuffer {
    CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
    CVPixelBufferLockBaseAddress(imageBuffer,0);
    
    size_t width = CVPixelBufferGetWidth(imageBuffer);
    size_t height = CVPixelBufferGetHeight(imageBuffer);
    uint8_t *yBuffer = CVPixelBufferGetBaseAddressOfPlane(imageBuffer, 0);
    size_t yPitch = CVPixelBufferGetBytesPerRowOfPlane(imageBuffer, 0);
    uint8_t *cbCrBuffer = CVPixelBufferGetBaseAddressOfPlane(imageBuffer, 1);
    size_t cbCrPitch = CVPixelBufferGetBytesPerRowOfPlane(imageBuffer, 1);
    
    int bytesPerPixel = 4;
    uint8_t *rgbBuffer = malloc(width * height * bytesPerPixel);
    
    //convert the fucking yuv to fucking rgb format !!!!!
    for(int y = 0; y < height; y++) {
        uint8_t *rgbBufferLine = &rgbBuffer[y * width * bytesPerPixel];
        uint8_t *yBufferLine = &yBuffer[y * yPitch];
        uint8_t *cbCrBufferLine = &cbCrBuffer[(y >> 1) * cbCrPitch];
        
        for(int x = 0; x < width; x++) {
            int16_t y = yBufferLine[x];
            int16_t cb = cbCrBufferLine[x & ~1] - 128;
            int16_t cr = cbCrBufferLine[x | 1] - 128;
            
            uint8_t *rgbOutput = &rgbBufferLine[x*bytesPerPixel];
            
            int16_t r = (int16_t)roundf( y + cr *  1.4 );
            int16_t g = (int16_t)roundf( y + cb * -0.343 + cr * -0.711 );
            int16_t b = (int16_t)roundf( y + cb *  1.765);
            
            rgbOutput[0] = 0xff;
            rgbOutput[1] = clamp(b);
            rgbOutput[2] = clamp(g);
            rgbOutput[3] = clamp(r);
        }
    }
    
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
    CGContextRef context = CGBitmapContextCreate(rgbBuffer, width, height, 8, width * bytesPerPixel, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaNoneSkipLast);
    CGImageRef quartzImage = CGBitmapContextCreateImage(context);
    UIImage *image = [UIImage imageWithCGImage:quartzImage];
    
    CGContextRelease(context);
    CGColorSpaceRelease(colorSpace);
    CGImageRelease(quartzImage);
    free(rgbBuffer);
    
    CVPixelBufferUnlockBaseAddress(imageBuffer, 0);
    
    return image;
}
Allan Chan