#include #include #include #include #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(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("textureY", 0); shaderService.SetUniform("textureU", 1); shaderService.SetUniform("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; }