init
This commit is contained in:
commit
7be6ecc9a3
1
.gitignore
vendored
Normal file
1
.gitignore
vendored
Normal file
@ -0,0 +1 @@
|
||||
/build/*
|
34
.vscode/launch.json
vendored
Normal file
34
.vscode/launch.json
vendored
Normal file
@ -0,0 +1,34 @@
|
||||
{
|
||||
// 使用 IntelliSense 了解相关属性。
|
||||
// 悬停以查看现有属性的描述。
|
||||
// 欲了解更多信息,请访问: https://go.microsoft.com/fwlink/?linkid=830387
|
||||
"version": "0.2.0",
|
||||
"configurations": [
|
||||
{
|
||||
"name": "(gdb) 启动",
|
||||
"type": "cppdbg",
|
||||
"request": "launch",
|
||||
"program": "/home/jie/code/cc/sdl2/videoPlayer/videoPlayer",
|
||||
"args": [],
|
||||
"stopAtEntry": false,
|
||||
"cwd": "${fileDirname}",
|
||||
"environment": [],
|
||||
"externalConsole": false,
|
||||
"MIMode": "gdb",
|
||||
"setupCommands": [
|
||||
{
|
||||
"description": "为 gdb 启用整齐打印",
|
||||
"text": "-enable-pretty-printing",
|
||||
"ignoreFailures": true
|
||||
},
|
||||
{
|
||||
"description": "将反汇编风格设置为 Intel",
|
||||
"text": "-gdb-set disassembly-flavor intel",
|
||||
"ignoreFailures": true
|
||||
}
|
||||
],
|
||||
"preLaunchTask": "build"
|
||||
}
|
||||
|
||||
]
|
||||
}
|
8
.vscode/settings.json
vendored
Normal file
8
.vscode/settings.json
vendored
Normal file
@ -0,0 +1,8 @@
|
||||
{
|
||||
"files.associations": {
|
||||
"*.cpp": "cpp",
|
||||
"type_traits": "cpp",
|
||||
"filesystem": "cpp",
|
||||
"fstream": "cpp"
|
||||
}
|
||||
}
|
30
CMakeLists.txt
Normal file
30
CMakeLists.txt
Normal file
@ -0,0 +1,30 @@
|
||||
cmake_minimum_required(VERSION 3.26)
|
||||
set(PROJECT_N VideoPlayer)
|
||||
project(${PROJECT_N} VERSION 1.0)
|
||||
|
||||
set(CMAKE_CXX_STANDARD 20)
|
||||
set(CMAKE_CXX_STANDARD_REQUIRED ON)
|
||||
|
||||
|
||||
include_directories(/usr/include/x86_64-linux-gnu)
|
||||
set(GLAD_DIR /home/jie/documents/third/glad)
|
||||
set(GLM_DIR /home/jie/documents/third/glm)
|
||||
include_directories(${GLAD_DIR}/include)
|
||||
include_directories(${GLM_DIR})
|
||||
include_directories(${PROJECT_SOURCE_DIR}/include)
|
||||
find_package(SDL2 REQUIRED)
|
||||
file(GLOB_RECURSE srcs ${PROJECT_SOURCE_DIR}/src/*.cc)
|
||||
add_executable(${PROJECT_N}
|
||||
main.cc
|
||||
${GLAD_DIR}/src/glad.c
|
||||
${srcs}
|
||||
)
|
||||
target_link_libraries(${PROJECT_N}
|
||||
${SDL2_LIBRARIES}
|
||||
SDL2_image
|
||||
OpenGL
|
||||
avcodec
|
||||
avformat
|
||||
vorbis
|
||||
avutil
|
||||
)
|
25
include/decoder.h
Normal file
25
include/decoder.h
Normal file
@ -0,0 +1,25 @@
|
||||
#ifndef DECODER_H
|
||||
#define DECODER_H
|
||||
extern "C"{
|
||||
#include "libavcodec/avcodec.h"
|
||||
#include "libavformat/avformat.h"
|
||||
#include "libavutil/imgutils.h"
|
||||
}
|
||||
|
||||
struct DecoderParam{
|
||||
AVFormatContext* fmtCtx;
|
||||
AVCodecContext* codecCtx;
|
||||
int width;
|
||||
int height;
|
||||
int videoStreamIndex;
|
||||
};
|
||||
|
||||
extern "C"{
|
||||
#include "libavcodec/avcodec.h"
|
||||
#include "libavformat/avformat.h"
|
||||
#include "libavutil/imgutils.h"
|
||||
}
|
||||
|
||||
void InitDecoder(const char* filepath, DecoderParam& param);
|
||||
AVFrame* RequestFrame(DecoderParam& param);
|
||||
#endif
|
56
include/shaderService.h
Normal file
56
include/shaderService.h
Normal file
@ -0,0 +1,56 @@
|
||||
//
|
||||
// Created by jie on 2023/10/11.
|
||||
//
|
||||
|
||||
#ifndef LEARNOPENGL_SHADERHELPER_H
|
||||
#define LEARNOPENGL_SHADERHELPER_H
|
||||
|
||||
#include "glad/glad.h"
|
||||
#include <filesystem>
|
||||
#include <type_traits>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
class ShaderService
|
||||
{
|
||||
private:
|
||||
unsigned int programId;
|
||||
|
||||
public:
|
||||
ShaderService(const std::filesystem::path &vertexShaderPath, const std::filesystem::path &fragShaderPath);
|
||||
bool CheckShader(unsigned int shaderIndex, bool isProgram = false);
|
||||
void Use();
|
||||
inline unsigned int GetId() { return this->programId; }
|
||||
template <typename T>
|
||||
requires std::is_same_v<T, bool> || std::is_same_v<T, int> || std::is_same_v<T, float> ||
|
||||
std::is_same_v<T, glm::mat4> || std::is_same_v<T, glm::vec3>
|
||||
void SetUniform(std::string_view name, T value);
|
||||
};
|
||||
|
||||
template <typename T>
|
||||
requires std::is_same_v<T, bool> || std::is_same_v<T, int> || std::is_same_v<T, float> ||
|
||||
std::is_same_v<T, glm::mat4> || std::is_same_v<T, glm::vec3>
|
||||
void ShaderService::SetUniform(std::string_view name, T value)
|
||||
{
|
||||
if constexpr (std::is_same_v<T, bool>)
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(programId, name.data()), (int)value);
|
||||
}
|
||||
else if constexpr (std::is_same_v<T, int>)
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(programId, name.data()), value);
|
||||
}
|
||||
else if constexpr (std::is_same_v<T, float>)
|
||||
{
|
||||
glUniform1f(glGetUniformLocation(programId, name.data()), value);
|
||||
}
|
||||
else if constexpr (std::is_same_v<T, glm::mat4>)
|
||||
{
|
||||
const auto index = glGetUniformLocation(this->programId, name.data());
|
||||
glUniformMatrix4fv(index, 1, GL_FALSE, &value[0][0]);
|
||||
}
|
||||
else if constexpr (std::is_same_v<T, glm::vec3>){
|
||||
glUniform3fv(glGetUniformLocation(programId, name.data()), 1, &value[0]);
|
||||
}
|
||||
}
|
||||
|
||||
#endif // LEARNOPENGL_SHADERHELPER_H
|
164
main.cc
Normal file
164
main.cc
Normal file
@ -0,0 +1,164 @@
|
||||
#include <iostream>
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_image.h>
|
||||
#include <filesystem>
|
||||
#include "decoder.h"
|
||||
#include "shaderService.h"
|
||||
using namespace std::filesystem;
|
||||
using std::cout, std::endl;
|
||||
|
||||
int main(int argc, char **const argv)
|
||||
{
|
||||
if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
|
||||
{
|
||||
cout << SDL_GetError() << "\n";
|
||||
return -1;
|
||||
}
|
||||
DecoderParam param{};
|
||||
InitDecoder("/home/jie/code/cc/sdl2/videoPlayer/video/ocean.mp4", param);
|
||||
int client_width = param.width / 2;
|
||||
int client_height = param.height / 2;
|
||||
SDL_Window *window = SDL_CreateWindow(
|
||||
"SDL2Demo",
|
||||
SDL_WINDOWPOS_UNDEFINED,
|
||||
SDL_WINDOWPOS_UNDEFINED,
|
||||
client_width,
|
||||
client_height,
|
||||
SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
|
||||
|
||||
if (!window)
|
||||
{
|
||||
cout << SDL_GetError() << "\n";
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (SDL_Init(SDL_INIT_VIDEO) < 0)
|
||||
{
|
||||
std::cout << "Failed to initialize SDL2! \n"
|
||||
<< SDL_GetError() << std::endl;
|
||||
return -1;
|
||||
}
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
|
||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||
|
||||
SDL_GLContext glContext = SDL_GL_CreateContext(window);
|
||||
if (!glContext)
|
||||
{
|
||||
cout << SDL_GetError() << "\n";
|
||||
return -1;
|
||||
}
|
||||
|
||||
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
|
||||
{
|
||||
auto error = glad_glGetError();
|
||||
return static_cast<int>(error);
|
||||
}
|
||||
|
||||
float vertices[] = {
|
||||
1.f, 1.f, 0.0, 1.0, 0.0,
|
||||
1.f, -1.f, 0.0, 1.0, 1.0,
|
||||
-1.f, -1.f, 0.0, 0.0, 1.0,
|
||||
-1.f, 1.f, 0.0, 0.0, 0.0};
|
||||
unsigned int indices[]{
|
||||
0,
|
||||
1,
|
||||
3,
|
||||
1,
|
||||
2,
|
||||
3,
|
||||
};
|
||||
|
||||
unsigned int VAO, VBO, EBO;
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
||||
glGenBuffers(1, &EBO);
|
||||
glBindVertexArray(VAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
unsigned int texs[3];
|
||||
glGenTextures(3, texs);
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, texs[i]);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
}
|
||||
ShaderService shaderService{
|
||||
"/home/jie/code/cc/sdl2/videoPlayer/shaders/vertexShader.vert",
|
||||
"/home/jie/code/cc/sdl2/videoPlayer/shaders/fragShader.frag"};
|
||||
shaderService.Use();
|
||||
shaderService.SetUniform<int>("textureY", 0);
|
||||
shaderService.SetUniform<int>("textureU", 1);
|
||||
shaderService.SetUniform<int>("textureV", 2);
|
||||
|
||||
bool quit = false;
|
||||
SDL_Event event;
|
||||
while (!quit)
|
||||
{
|
||||
while (SDL_PollEvent(&event))
|
||||
{
|
||||
switch (event.type)
|
||||
{
|
||||
case SDL_KEYDOWN:
|
||||
switch (event.key.keysym.scancode)
|
||||
{
|
||||
case SDL_SCANCODE_ESCAPE:
|
||||
return -1;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case SDL_QUIT:
|
||||
return -1;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Render
|
||||
|
||||
auto frame = RequestFrame(param);
|
||||
int64_t pts = frame->pts;
|
||||
static bool first_frame = true;
|
||||
// TODO: TIMER
|
||||
SDL_Delay(100);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, texs[0]);
|
||||
glPixelStoref(GL_UNPACK_ROW_LENGTH, frame->linesize[0]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frame->width, frame->height, 0, GL_RED, GL_UNSIGNED_BYTE, frame->data[0]);
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, texs[1]);
|
||||
glPixelStoref(GL_UNPACK_ROW_LENGTH, frame->linesize[1]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frame->width / 2, frame->height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, frame->data[1]);
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, texs[2]);
|
||||
glPixelStoref(GL_UNPACK_ROW_LENGTH, frame->linesize[2]);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frame->width / 2, frame->height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, frame->data[2]);
|
||||
|
||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||
|
||||
shaderService.Use();
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
||||
SDL_GL_SwapWindow(window);
|
||||
}
|
||||
|
||||
avcodec_close(param.codecCtx);
|
||||
avformat_close_input(&(param.fmtCtx));
|
||||
SDL_GL_DeleteContext(glContext);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
return 0;
|
||||
}
|
25
shaders/fragShader.frag
Normal file
25
shaders/fragShader.frag
Normal file
@ -0,0 +1,25 @@
|
||||
#version 330 core
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
in vec2 TexCoord;
|
||||
|
||||
uniform sampler2D textureY;
|
||||
uniform sampler2D textureU;
|
||||
uniform sampler2D textureV;
|
||||
|
||||
void main(){
|
||||
vec3 yuv, rgb;
|
||||
vec3 yuv2r = vec3(1.164, 0.0, 1.596);
|
||||
vec3 yuv2g = vec3(1.164, -0.391, -0.813);
|
||||
vec3 yuv2b = vec3(1.164, 2.018, 0.0);
|
||||
yuv.x = texture(textureY, TexCoord).r - 0.0625;
|
||||
yuv.y = texture(textureU, TexCoord).r - 0.5;
|
||||
yuv.z = texture(textureV, TexCoord).r - 0.5;
|
||||
|
||||
rgb.x = dot(yuv, yuv2r);
|
||||
rgb.y = dot(yuv, yuv2g);
|
||||
rgb.z = dot(yuv, yuv2b);
|
||||
|
||||
FragColor = vec4(rgb, 1.0);
|
||||
}
|
12
shaders/vertexShader.vert
Normal file
12
shaders/vertexShader.vert
Normal file
@ -0,0 +1,12 @@
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoord;
|
||||
|
||||
out vec2 TexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(aPos, 1.0);
|
||||
TexCoord = vec2(aTexCoord.x, aTexCoord.y);
|
||||
}
|
53
src/decoder.cc
Normal file
53
src/decoder.cc
Normal file
@ -0,0 +1,53 @@
|
||||
#include "decoder.h"
|
||||
#include <filesystem>
|
||||
|
||||
void InitDecoder(const char* filepath, DecoderParam& param){
|
||||
if(!std::filesystem::exists(filepath)) return;
|
||||
AVFormatContext* fmtCtx = nullptr;
|
||||
AVCodecContext* codecFmt = nullptr;
|
||||
auto ret = avformat_open_input(&fmtCtx, filepath, NULL, NULL);
|
||||
|
||||
avformat_find_stream_info(fmtCtx, nullptr);
|
||||
|
||||
for(int i=0; i<fmtCtx->nb_streams; i++){
|
||||
auto stream = fmtCtx->streams[i];
|
||||
auto codec = avcodec_find_decoder(stream->codecpar->codec_id);
|
||||
if(codec->type == AVMEDIA_TYPE_VIDEO){
|
||||
param.videoStreamIndex = i;
|
||||
codecFmt = avcodec_alloc_context3(codec);
|
||||
avcodec_parameters_to_context(codecFmt, stream->codecpar);
|
||||
avcodec_open2(codecFmt, codec, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
param.codecCtx = codecFmt;
|
||||
param.fmtCtx = fmtCtx;
|
||||
param.width = codecFmt->width;
|
||||
param.height = codecFmt->height;
|
||||
}
|
||||
|
||||
AVFrame* RequestFrame(DecoderParam& param){
|
||||
auto& fmtCtx = param.fmtCtx;
|
||||
auto& codecCtx = param.codecCtx;
|
||||
auto& videoStreamIndex = param.videoStreamIndex;
|
||||
|
||||
while(true){
|
||||
AVPacket* packet = av_packet_alloc();
|
||||
int ret = av_read_frame(fmtCtx, packet);
|
||||
if(ret == 0 && packet->stream_index == videoStreamIndex){
|
||||
ret = avcodec_send_packet(codecCtx, packet);
|
||||
if(ret == 0){
|
||||
AVFrame* frame = av_frame_alloc();
|
||||
ret = avcodec_receive_frame(codecCtx, frame);
|
||||
if(ret == 0){
|
||||
av_packet_unref(packet);
|
||||
return frame;
|
||||
}else if(ret == AVERROR(EAGAIN)){
|
||||
av_frame_unref(frame);
|
||||
}
|
||||
}
|
||||
}
|
||||
av_packet_unref(packet);
|
||||
}
|
||||
return nullptr;
|
||||
}
|
74
src/shaderService.cc
Normal file
74
src/shaderService.cc
Normal file
@ -0,0 +1,74 @@
|
||||
//
|
||||
// Created by jie on 2023/10/11.
|
||||
//
|
||||
|
||||
#include "shaderService.h"
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
|
||||
ShaderService::ShaderService(const std::filesystem::path &vertexShaderPath,
|
||||
const std::filesystem::path &fragShaderPath) {
|
||||
if(!(exists(vertexShaderPath) && exists(fragShaderPath))){
|
||||
std::cout<<"file not exist"<<std::endl;
|
||||
std::cout<<"Current WorkSpace is: "<<std::filesystem::current_path()<<std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
std::stringstream ss, sss;
|
||||
std::ifstream verIn{};
|
||||
std::ifstream fragIn{};
|
||||
verIn.open(vertexShaderPath);
|
||||
fragIn.open(fragShaderPath);
|
||||
ss << verIn.rdbuf();
|
||||
const auto vertexSource = ss.str();
|
||||
sss << fragIn.rdbuf();
|
||||
const auto fragmentSource = sss.str();
|
||||
verIn.close();fragIn.close();
|
||||
|
||||
const char* vSource = vertexSource.c_str();
|
||||
const char* fSource = fragmentSource.c_str();
|
||||
|
||||
unsigned int frag, vertex;
|
||||
frag = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
vertex = glCreateShader(GL_VERTEX_SHADER);
|
||||
glShaderSource(vertex, 1, &vSource, nullptr);
|
||||
glShaderSource(frag, 1, &fSource, nullptr);
|
||||
glCompileShader(vertex);
|
||||
glCompileShader(frag);
|
||||
if(const auto res = (CheckShader(vertex) && CheckShader(frag));!res){
|
||||
return;
|
||||
}
|
||||
programId = glCreateProgram();
|
||||
glAttachShader(programId, vertex);
|
||||
glAttachShader(programId, frag);
|
||||
glLinkProgram(programId);
|
||||
CheckShader(programId, true);
|
||||
|
||||
glDeleteShader(vertex);
|
||||
glDeleteShader(frag);
|
||||
}
|
||||
|
||||
void ShaderService::Use() {
|
||||
glUseProgram(programId);
|
||||
}
|
||||
|
||||
bool ShaderService::CheckShader(const unsigned int shaderIndex, bool isProgram) {
|
||||
int successful;
|
||||
char logInfo[512];
|
||||
if (isProgram) {
|
||||
glad_glGetProgramiv(shaderIndex, GL_LINK_STATUS, &successful);
|
||||
} else {
|
||||
glad_glGetShaderiv(shaderIndex, GL_COMPILE_STATUS, &successful);
|
||||
}
|
||||
if (!successful) {
|
||||
if (isProgram) {
|
||||
glad_glGetProgramInfoLog(shaderIndex, 512, nullptr, logInfo);
|
||||
std::cout<<logInfo<<std::endl;
|
||||
} else {
|
||||
glad_glGetShaderInfoLog(shaderIndex, 512, nullptr, logInfo);
|
||||
std::cout<<logInfo<<std::endl;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
BIN
video/ocean.mp4
Executable file
BIN
video/ocean.mp4
Executable file
Binary file not shown.
BIN
videoPlayer
Executable file
BIN
videoPlayer
Executable file
Binary file not shown.
Loading…
Reference in New Issue
Block a user