move init opengl and render opengl logic into sub function, add filetype switch
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parent
fdd5467208
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199
main.cc
199
main.cc
@ -2,55 +2,41 @@
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#include <SDL2/SDL.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_image.h>
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#include <filesystem>
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#include <filesystem>
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#include "util.h"
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#include "decoder.h"
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#include "decoder.h"
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#include "shaderService.h"
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#include "shaderService.h"
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#include "shader.h"
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#include "shader.h"
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using std::cout, std::endl;
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using std::cout, std::endl;
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int main(int argc, char **const argv)
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struct OpenglVideoParam{
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{
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SDL_GLContext glContext;
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if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
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unsigned int VAO, VBO, EBO;
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{
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unsigned int texs[3];
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cout << SDL_GetError() << "\n";
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};
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return -1;
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}
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const char* targetFilepath = argv[1];
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if(targetFilepath == nullptr || !std::filesystem::exists(targetFilepath)){
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cout<<"File Not Exist\n";
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return 0;
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}
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DecoderParam param{};
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InitDecoder(targetFilepath, param);
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int client_width = param.width / 2;
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int client_height = param.height / 2;
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SDL_Window *window = SDL_CreateWindow(
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"SDL2Demo",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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client_width,
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client_height,
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SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
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int InitVideo(SDL_Window*& window, const char* targetFilepath, DecoderParam& decoderParam, OpenglVideoParam& openglVideoParam, ShaderService*& shaderService){
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InitDecoder(targetFilepath, decoderParam);
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int client_width = decoderParam.width / 2;
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int client_height = decoderParam.height / 2;
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window = SDL_CreateWindow(
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"MP",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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client_width,
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client_height,
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SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
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if (!window)
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if (!window)
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{
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{
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cout << SDL_GetError() << "\n";
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cout << SDL_GetError() << "\n";
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return -1;
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return -1;
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}
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}
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if (SDL_Init(SDL_INIT_VIDEO) < 0)
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{
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std::cout << "Failed to initialize SDL2! \n"
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<< SDL_GetError() << std::endl;
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return -1;
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}
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GLContext glContext = SDL_GL_CreateContext(window);
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openglVideoParam.glContext = SDL_GL_CreateContext(window);
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if (!glContext)
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if (!openglVideoParam.glContext)
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{
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{
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cout << SDL_GetError() << "\n";
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cout << SDL_GetError() << "\n";
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return -1;
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return -1;
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@ -76,39 +62,104 @@ int main(int argc, char **const argv)
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3,
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3,
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};
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};
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unsigned int VAO, VBO, EBO;
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glGenVertexArrays(1, &openglVideoParam.VAO);
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &openglVideoParam.VBO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &openglVideoParam.EBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(openglVideoParam.VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, openglVideoParam.VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, openglVideoParam.EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
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glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(1);
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unsigned int texs[3];
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glGenTextures(3, openglVideoParam.texs);
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glGenTextures(3, texs);
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for (int i = 0; i < 3; i++)
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for (int i = 0; i < 3; i++)
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{
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{
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glBindTexture(GL_TEXTURE_2D, texs[i]);
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glBindTexture(GL_TEXTURE_2D, openglVideoParam.texs[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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}
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/* ShaderService shaderService{
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std::filesystem::path("/home/jie/project/mp/shaders/vertexShader.vert"),
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std::filesystem::path("/home/jie/project/mp/shaders/fragShader.frag")};
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*/
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shaderService = new ShaderService{vSource.data(), fSource.data()};
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ShaderService shaderService{vSource.data(), fSource.data()};
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shaderService->Use();
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shaderService.Use();
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shaderService->SetUniform<int>("textureY", 0);
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shaderService.SetUniform<int>("textureY", 0);
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shaderService->SetUniform<int>("textureU", 1);
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shaderService.SetUniform<int>("textureU", 1);
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shaderService->SetUniform<int>("textureV", 2);
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shaderService.SetUniform<int>("textureV", 2);
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return 0;
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}
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void OpenglRender(DecoderParam& decoderParam, OpenglVideoParam& openglVideoParam, ShaderService* shaderService){
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auto frame = RequestFrame(decoderParam);
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int64_t pts = frame->pts;
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static bool first_frame = true;
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// TODO: TIMER
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SDL_Delay(100);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, openglVideoParam.texs[0]);
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glPixelStoref(GL_UNPACK_ROW_LENGTH, frame->linesize[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frame->width, frame->height, 0, GL_RED, GL_UNSIGNED_BYTE, frame->data[0]);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, openglVideoParam.texs[1]);
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glPixelStoref(GL_UNPACK_ROW_LENGTH, frame->linesize[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frame->width / 2, frame->height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, frame->data[1]);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, openglVideoParam.texs[2]);
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glPixelStoref(GL_UNPACK_ROW_LENGTH, frame->linesize[2]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frame->width / 2, frame->height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, frame->data[2]);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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shaderService->Use();
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glBindVertexArray(openglVideoParam.VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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}
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int main(int argc, char **const argv)
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{
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//Check File
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const char* targetFilepath = argv[1];
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if(targetFilepath == nullptr || !std::filesystem::exists(targetFilepath)){
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cout<<"File Not Exist\n";
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return 0;
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}
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const FileType fileType = Util::GetFileType(targetFilepath);
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if(fileType == FileType::ERRORTYPE){
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cout<<"unsupport file type\n";
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return 0;
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}
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//INIT
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int client_width, client_height;
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SDL_Window* window = nullptr;
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DecoderParam decoderParam{};
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OpenglVideoParam openglVideoParam{};
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ShaderService* shaderService = nullptr;
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if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
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{
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cout << SDL_GetError() << "\n";
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return -1;
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}
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switch(fileType){
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case FileType::VIDEO:{
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InitVideo(window, targetFilepath, decoderParam, openglVideoParam, shaderService);
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break;
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}
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case FileType::IMG:{
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break;
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}
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case FileType::MUSIC:{
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break;
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}
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default:
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return -1;
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}
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bool quit = false;
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bool quit = false;
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SDL_Event event;
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SDL_Event event;
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@ -135,39 +186,21 @@ int main(int argc, char **const argv)
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}
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}
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// Render
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// Render
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switch (fileType)
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{
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case FileType::VIDEO:
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OpenglRender(decoderParam, openglVideoParam, shaderService);
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SDL_GL_SwapWindow(window);
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break;
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auto frame = RequestFrame(param);
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default:
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int64_t pts = frame->pts;
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break;
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static bool first_frame = true;
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}
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// TODO: TIMER
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SDL_Delay(100);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texs[0]);
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glPixelStoref(GL_UNPACK_ROW_LENGTH, frame->linesize[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frame->width, frame->height, 0, GL_RED, GL_UNSIGNED_BYTE, frame->data[0]);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texs[1]);
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glPixelStoref(GL_UNPACK_ROW_LENGTH, frame->linesize[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frame->width / 2, frame->height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, frame->data[1]);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, texs[2]);
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glPixelStoref(GL_UNPACK_ROW_LENGTH, frame->linesize[2]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frame->width / 2, frame->height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, frame->data[2]);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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shaderService.Use();
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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SDL_GL_SwapWindow(window);
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}
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}
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avcodec_close(param.codecCtx);
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avcodec_close(decoderParam.codecCtx);
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avformat_close_input(&(param.fmtCtx));
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avformat_close_input(&(decoderParam.fmtCtx));
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SDL_GL_DeleteContext(glContext);
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SDL_GL_DeleteContext(openglVideoParam.glContext);
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SDL_DestroyWindow(window);
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SDL_DestroyWindow(window);
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SDL_Quit();
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SDL_Quit();
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return 0;
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return 0;
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