440 lines
12 KiB
C
440 lines
12 KiB
C
/*
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PL_MPEG Example - Video player using SDL2/OpenGL for rendering
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Dominic Szablewski - https://phoboslab.org
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-- LICENSE: The MIT License(MIT)
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Copyright(c) 2019 Dominic Szablewski
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files(the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and / or sell copies
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of the Software, and to permit persons to whom the Software is furnished to do
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so, subject to the following conditions :
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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-- Usage
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plmpeg-player <video-file.mpg>
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Use the arrow keys to seek forward/backward by 3 seconds. Click anywhere on the
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window to seek to seek through the whole file.
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-- About
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This program demonstrates a simple video/audio player using plmpeg for decoding
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and SDL2 with OpenGL for rendering and sound output. It was tested on Windows
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using Microsoft Visual Studio 2015 and on macOS using XCode 10.2
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This program can be configured to either convert the raw YCrCb data to RGB on
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the GPU (default), or to do it on CPU. Just pass APP_TEXTURE_MODE_RGB to
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app_create() to switch to do the conversion on the CPU.
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YCrCb->RGB conversion on the CPU is a very costly operation and should be
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avoided if possible. It easily takes as much time as all other mpeg1 decoding
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steps combined.
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*/
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#include <stdlib.h>
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#include <stdio.h>
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#if defined(__APPLE__) && defined(__MACH__)
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// OSX
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_opengl.h>
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#include <OpenGL/gl.h>
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#include <OpenGL/glext.h>
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void glCreateTextures(GLuint ignored, GLsizei n, GLuint *name) {
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glGenTextures(1, name);
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}
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#elif defined(__unix__)
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// Linux
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#include <SDL2/SDL.h>
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#include <GL/glew.h>
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#else
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// WINDOWS
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#include <windows.h>
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#define GL3_PROTOTYPES 1
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#include <GL/glew.h>
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#pragma comment(lib, "glew32.lib")
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#include <gl/GL.h>
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#pragma comment(lib, "opengl32.lib")
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#include <SDL.h>
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#include <SDL_opengl.h>
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#pragma comment(lib, "SDL2.lib")
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#pragma comment(lib, "SDL2main.lib")
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#endif
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#define PL_MPEG_IMPLEMENTATION
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#include "pl_mpeg.h"
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#define APP_SHADER_SOURCE(...) #__VA_ARGS__
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const char * const APP_VERTEX_SHADER = APP_SHADER_SOURCE(
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attribute vec2 vertex;
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varying vec2 tex_coord;
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void main() {
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tex_coord = vertex;
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gl_Position = vec4((vertex * 2.0 - 1.0) * vec2(1, -1), 0.0, 1.0);
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}
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);
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const char * const APP_FRAGMENT_SHADER_YCRCB = APP_SHADER_SOURCE(
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uniform sampler2D texture_y;
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uniform sampler2D texture_cb;
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uniform sampler2D texture_cr;
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varying vec2 tex_coord;
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mat4 rec601 = mat4(
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1.16438, 0.00000, 1.59603, -0.87079,
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1.16438, -0.39176, -0.81297, 0.52959,
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1.16438, 2.01723, 0.00000, -1.08139,
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0, 0, 0, 1
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);
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void main() {
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float y = texture2D(texture_y, tex_coord).r;
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float cb = texture2D(texture_cb, tex_coord).r;
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float cr = texture2D(texture_cr, tex_coord).r;
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gl_FragColor = vec4(y, cb, cr, 1.0) * rec601;
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}
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);
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const char * const APP_FRAGMENT_SHADER_RGB = APP_SHADER_SOURCE(
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uniform sampler2D texture_rgb;
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varying vec2 tex_coord;
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void main() {
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gl_FragColor = vec4(texture2D(texture_rgb, tex_coord).rgb, 1.0);
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}
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);
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#undef APP_SHADER_SOURCE
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#define APP_TEXTURE_MODE_YCRCB 1
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#define APP_TEXTURE_MODE_RGB 2
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typedef struct {
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plm_t *plm;
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double last_time;
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int wants_to_quit;
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SDL_Window *window;
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SDL_AudioDeviceID audio_device;
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SDL_GLContext gl;
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GLuint shader_program;
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GLuint vertex_shader;
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GLuint fragment_shader;
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int texture_mode;
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GLuint texture_y;
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GLuint texture_cb;
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GLuint texture_cr;
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GLuint texture_rgb;
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uint8_t *rgb_data;
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} app_t;
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app_t * app_create(const char *filename, int texture_mode);
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void app_update(app_t *self);
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void app_destroy(app_t *self);
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GLuint app_compile_shader(app_t *self, GLenum type, const char *source);
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GLuint app_create_texture(app_t *self, GLuint index, const char *name);
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void app_update_texture(app_t *self, GLuint unit, GLuint texture, plm_plane_t *plane);
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void app_on_video(plm_t *player, plm_frame_t *frame, void *user);
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void app_on_audio(plm_t *player, plm_samples_t *samples, void *user);
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app_t * app_create(const char *filename, int texture_mode) {
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app_t *self = (app_t *)malloc(sizeof(app_t));
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memset(self, 0, sizeof(app_t));
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self->texture_mode = texture_mode;
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// Initialize plmpeg, load the video file, install decode callbacks
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self->plm = plm_create_with_filename(filename);
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if (!self->plm) {
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SDL_Log("Couldn't open %s", filename);
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exit(1);
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}
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int samplerate = plm_get_samplerate(self->plm);
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SDL_Log(
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"Opened %s - framerate: %f, samplerate: %d, duration: %f",
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filename,
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plm_get_framerate(self->plm),
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plm_get_samplerate(self->plm),
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plm_get_duration(self->plm)
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);
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plm_set_video_decode_callback(self->plm, app_on_video, self);
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plm_set_audio_decode_callback(self->plm, app_on_audio, self);
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plm_set_loop(self->plm, TRUE);
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plm_set_audio_enabled(self->plm, TRUE);
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plm_set_audio_stream(self->plm, 0);
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if (plm_get_num_audio_streams(self->plm) > 0) {
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// Initialize SDL Audio
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SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO);
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SDL_AudioSpec audio_spec;
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SDL_memset(&audio_spec, 0, sizeof(audio_spec));
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audio_spec.freq = samplerate;
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audio_spec.format = AUDIO_F32;
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audio_spec.channels = 2;
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audio_spec.samples = 4096;
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self->audio_device = SDL_OpenAudioDevice(NULL, 0, &audio_spec, NULL, 0);
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if (self->audio_device == 0) {
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SDL_Log("Failed to open audio device: %s", SDL_GetError());
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}
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SDL_PauseAudioDevice(self->audio_device, 0);
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// Adjust the audio lead time according to the audio_spec buffer size
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plm_set_audio_lead_time(self->plm, (double)audio_spec.samples / (double)samplerate);
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}
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// Create SDL Window
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self->window = SDL_CreateWindow(
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"pl_mpeg",
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SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
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plm_get_width(self->plm), plm_get_height(self->plm),
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SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE
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);
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self->gl = SDL_GL_CreateContext(self->window);
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SDL_GL_SetSwapInterval(1);
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#if defined(__APPLE__) && defined(__MACH__)
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// OSX
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// (nothing to do here)
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#else
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// Windows, Linux
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glewExperimental = GL_TRUE;
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glewInit();
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#endif
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// Setup OpenGL shaders and textures
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const char * fsh = self->texture_mode == APP_TEXTURE_MODE_YCRCB
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? APP_FRAGMENT_SHADER_YCRCB
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: APP_FRAGMENT_SHADER_RGB;
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self->fragment_shader = app_compile_shader(self, GL_FRAGMENT_SHADER, fsh);
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self->vertex_shader = app_compile_shader(self, GL_VERTEX_SHADER, APP_VERTEX_SHADER);
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self->shader_program = glCreateProgram();
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glAttachShader(self->shader_program, self->vertex_shader);
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glAttachShader(self->shader_program, self->fragment_shader);
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glLinkProgram(self->shader_program);
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glUseProgram(self->shader_program);
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// Create textures for YCrCb or RGB rendering
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if (self->texture_mode == APP_TEXTURE_MODE_YCRCB) {
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self->texture_y = app_create_texture(self, 0, "texture_y");
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self->texture_cb = app_create_texture(self, 1, "texture_cb");
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self->texture_cr = app_create_texture(self, 2, "texture_cr");
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}
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else {
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self->texture_rgb = app_create_texture(self, 0, "texture_rgb");
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int num_pixels = plm_get_width(self->plm) * plm_get_height(self->plm);
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self->rgb_data = (uint8_t*)malloc(num_pixels * 3);
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}
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return self;
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}
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void app_destroy(app_t *self) {
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plm_destroy(self->plm);
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if (self->texture_mode == APP_TEXTURE_MODE_RGB) {
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free(self->rgb_data);
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}
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if (self->audio_device) {
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SDL_CloseAudioDevice(self->audio_device);
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}
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SDL_GL_DeleteContext(self->gl);
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SDL_Quit();
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free(self);
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}
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void app_update(app_t *self) {
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double seek_to = -1;
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SDL_Event ev;
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while (SDL_PollEvent(&ev)) {
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if (
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ev.type == SDL_QUIT ||
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(ev.type == SDL_KEYUP && ev.key.keysym.sym == SDLK_ESCAPE)
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) {
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self->wants_to_quit = TRUE;
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}
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if (
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ev.type == SDL_WINDOWEVENT &&
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ev.window.event == SDL_WINDOWEVENT_SIZE_CHANGED
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) {
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glViewport(0, 0, ev.window.data1, ev.window.data2);
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}
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// Seek 3sec forward/backward using arrow keys
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if (ev.type == SDL_KEYDOWN && ev.key.keysym.sym == SDLK_RIGHT) {
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seek_to = plm_get_time(self->plm) + 3;
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}
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else if (ev.type == SDL_KEYDOWN && ev.key.keysym.sym == SDLK_LEFT) {
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seek_to = plm_get_time(self->plm) - 3;
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}
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}
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// Compute the delta time since the last app_update(), limit max step to
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// 1/30th of a second
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double current_time = (double)SDL_GetTicks() / 1000.0;
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double elapsed_time = current_time - self->last_time;
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if (elapsed_time > 1.0 / 30.0) {
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elapsed_time = 1.0 / 30.0;
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}
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self->last_time = current_time;
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// Seek using mouse position
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int mouse_x, mouse_y;
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if (SDL_GetMouseState(&mouse_x, &mouse_y) & SDL_BUTTON(SDL_BUTTON_LEFT)) {
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int sx, sy;
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SDL_GetWindowSize(self->window, &sx, &sy);
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seek_to = plm_get_duration(self->plm) * ((float)mouse_x / (float)sx);
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}
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// Seek or advance decode
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if (seek_to != -1) {
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SDL_ClearQueuedAudio(self->audio_device);
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plm_seek(self->plm, seek_to, FALSE);
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}
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else {
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plm_decode(self->plm, elapsed_time);
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}
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if (plm_has_ended(self->plm)) {
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self->wants_to_quit = TRUE;
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}
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glClear(GL_COLOR_BUFFER_BIT);
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glRectf(0.0, 0.0, 1.0, 1.0);
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SDL_GL_SwapWindow(self->window);
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}
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GLuint app_compile_shader(app_t *self, GLenum type, const char *source) {
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GLuint shader = glCreateShader(type);
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glShaderSource(shader, 1, &source, NULL);
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glCompileShader(shader);
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GLint success;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &success);
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if (!success) {
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int log_written;
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char log[256];
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glGetShaderInfoLog(shader, 256, &log_written, log);
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SDL_Log("Error compiling shader: %s.\n", log);
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}
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return shader;
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}
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GLuint app_create_texture(app_t *self, GLuint index, const char *name) {
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GLuint texture;
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glCreateTextures(GL_TEXTURE_2D, 1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_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_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glUniform1i(glGetUniformLocation(self->shader_program, name), index);
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return texture;
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}
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void app_update_texture(app_t *self, GLuint unit, GLuint texture, plm_plane_t *plane) {
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glActiveTexture(unit);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_LUMINANCE, plane->width, plane->height, 0,
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GL_LUMINANCE, GL_UNSIGNED_BYTE, plane->data
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);
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}
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void app_on_video(plm_t *mpeg, plm_frame_t *frame, void *user) {
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app_t *self = (app_t *)user;
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// Hand the decoded data over to OpenGL. For the RGB texture mode, the
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// YCrCb->RGB conversion is done on the CPU.
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if (self->texture_mode == APP_TEXTURE_MODE_YCRCB) {
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app_update_texture(self, GL_TEXTURE0, self->texture_y, &frame->y);
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app_update_texture(self, GL_TEXTURE1, self->texture_cb, &frame->cb);
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app_update_texture(self, GL_TEXTURE2, self->texture_cr, &frame->cr);
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}
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else {
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plm_frame_to_rgb(frame, self->rgb_data, frame->width * 3);
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glBindTexture(GL_TEXTURE_2D, self->texture_rgb);
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glTexImage2D(
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GL_TEXTURE_2D, 0, GL_RGB, frame->width, frame->height, 0,
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GL_RGB, GL_UNSIGNED_BYTE, self->rgb_data
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);
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}
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}
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void app_on_audio(plm_t *mpeg, plm_samples_t *samples, void *user) {
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app_t *self = (app_t *)user;
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// Hand the decoded samples over to SDL
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int size = sizeof(float) * samples->count * 2;
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SDL_QueueAudio(self->audio_device, samples->interleaved, size);
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}
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int main(int argc, char *argv[]) {
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if (argc < 2) {
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SDL_Log("Usage: pl_mpeg_player <file.mpg>");
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exit(1);
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}
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app_t *app = app_create(argv[1], APP_TEXTURE_MODE_YCRCB);
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while (!app->wants_to_quit) {
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app_update(app);
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}
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app_destroy(app);
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return EXIT_SUCCESS;
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}
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