mp/main.cc
2024-02-20 11:16:08 +08:00

165 lines
5.1 KiB
C++

#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;
}