SDL播放器实战
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1 SDL简介
SDL(Simple DirectMedia Layer)是一个跨平台开发库(Windows、macOS、Linux、ios 和 android等),旨在通过 OpenGL 和 Direct3D 提供对音频、键盘、鼠标、游戏杆和图形硬件的低级访问,开发者只需要编写一套代码既可以支持跨平台的运行。目前SDL多用于开发游戏、模拟器、媒体播放器等多媒体应用领域。本文主要用到的是SDL中音视频控制和基础事件部分。下图可以看出SDL主要是对于不同平台的硬件控制库进行支持,使得上层应用对于底层控制无感,降低了开发的门槛。
2 SDL音视频播放基础API
2.1 SDL基础组成
SDL将功能分成下列数个子系统,不同的子系统包含特定功能本文关注的几个模块包括音频、视频和事件等子系统:
- SDL_INIT_TIMER:定时器
- SDL_INIT_AUDIO:音频
- SDL_INIT_VIDEO:视频
- SDL_INIT_JOYSTICK:摇杆
- SDL_INIT_HAPTIC:触摸屏
- SDL_INIT_GAMECONTROLLER:游戏控制器
- SDL_INIT_EVENTS:事件
- SDL_INIT_EVERYTHING:包含上述所有选项
2.2 SDL视频模块
2.2.1 视频API
视频API三大控件窗口(window)、渲染器(renderer)、纹理(texture)。窗口作为所有界面的载体负责基础的窗口事件的捕获和响应;渲染器则是将图像数据渲染成图像;纹理主要是用来管理图像将图像数据加入到纹理,方便后续加载到渲染器。
- SDL_Init():初始化SDL系统
- SDL_CreateWindow():创建窗口SDL_Window
- SDL_CreateRenderer():创建渲染器SDL_Renderer
- SDL_CreateTexture():创建纹理SDL_Texture
- SDL_UpdateTexture():设置纹理的数据
- SDL_RenderCopy():将纹理的数据拷贝给渲染器
- SDL_RenderPresent():显示
- SDL_Delay():工具函数,用于延时
- SDL_Quit():退出SDL系统
2.2.2 视频结构体
视频基础:窗口、渲染器、纹理和矩形等对象。
- SDL_Window // 窗口
- SDL_Renderer // 渲染
- SDL_Texture // 纹理
- SDL_Rect // 矩形
2.2.2 音频API
音频API基础流程比较简单,首先是打开音频设备SDL_OpenAudio,并开启音频播放SDL_PauseAudio,利用音频回调函数SDL_AudioCallback将数据写入音频播放缓冲区播放SDL_MixAudio,最后关闭音频播放SDL_CloseAudio。
- SDL_Init():初始化SDL系统
- SDL_OpenAudio():打开音频设备
- SDL_AudioCallback():音频播放回调函数
- SDL_PauseAudio():开启或者暂停播放
- SDL_MixAudio():将音频数据写入播放缓冲区
- SDL_CloseAudio():关闭音频设备
- SDL_Quit():退出SDL系统
3 SDL开发环境构建
3.1 SDL源码下载与编译
本文介绍的是Linux下的环境搭建,主要通过源码进行编译获取SDL动态库。下载路径:https://www.libsdl.org/download-2.0.php
mkdir SDL
cd SDL
wget https://www.libsdl.org/release/SDL2-2.0.22.tar.gz
tar -xvf SDL2-2.0.22.tar.gz
cd SDL2-2.0.22
mkdir build
cmake ..
make -j4
整个编译过程很顺利,最终会得到编译文件如下图,这里会用到其中libSDL2-2.0.so动态库文件和根目录下的include文件夹。
3.2 工程构建
得到SDL2动态库后,接下来就是进行工程构建,创建一个SDL_project工程目录,包含该标准bin、build、include、lib、src目录文件。并且将依赖库拷贝到工程目录下。基本框架就构建好了。
mkdir SDL_project
cd SDL_project
mkdir bin build include lib src
cp ../SDL2-2.0.22/build/libSDL2-2.0.so* ./lib/
cp ../SDL2-2.0.22/include/ ./src/ -rf
touch CMakeLists.txt
touch ./src/CMakeLists.txt
4 SDL简易视频播放器
这里截取部分源码进行描述;具体项目见yuv_player源码
第一初始化基础结构;
创建窗口:SDL_CreateWindow
创建渲染器:SDL_CreateRenderer
创建纹理:SDL_CreateTexture
创建刷新线程:SDL_CreateThread
第二是利用SDL_WaitEvent,响应不同SDL事件,包括视频显示流程:
读取yuv文件
将视频缓冲数据更新到纹理:SDL_UpdateTexture;
清理渲染器:SDL_RenderClear
纹理拷贝到渲染器:SDL_RenderCopy
显示视频画面:SDL_RenderPresent
//SDL_CreateWindow
window = SDL_CreateWindow("Simple YUV Player",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
video_width, video_height,
SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
if(!window)
fprintf(stderr, "SDL: could not create window, err:%s\\n",SDL_GetError());
goto _FAIL;
// SDL_CreateRenderer
renderer = SDL_CreateRenderer(window, -1, 0);
// SDL_CreateTexture
texture = SDL_CreateTexture(renderer,
pixformat,
SDL_TEXTUREACCESS_STREAMING,
video_width,
video_height);
video_buf = (uint8_t*)malloc(yuv_frame_len);
if(!video_buf)
fprintf(stderr, "Failed to alloce yuv frame space!\\n");
goto _FAIL;
// open yuv_path
video_fd = fopen(yuv_path, "rb");
if( !video_fd )
fprintf(stderr, "Failed to open yuv file:%s\\n", yuv_path);
goto _FAIL;
// SDL_CreateThread
timer_thread = SDL_CreateThread(refresh_video_timer,
NULL,
NULL);
while (1)
// SDL_WaitEvent
SDL_WaitEvent(&event);
if(event.type == SDL_REFRESH_EVENT) // update video frame
video_buff_len = fread(video_buf, 1, yuv_frame_len, video_fd);
if(video_buff_len <= 0)
fprintf(stderr, "Failed to read data from yuv file!\\n");
goto _FAIL;
// SDL_UpdateTexture
SDL_UpdateTexture(texture, NULL, video_buf, video_width);
// keep window scale
rect.x = 0;
rect.y = 0;
float w_ratio = win_width * 1.0 /video_width;
float h_ratio = win_height * 1.0 /video_height;
rect.w = video_width * w_ratio;
rect.h = video_height * h_ratio;
// SDL_RenderClear
SDL_RenderClear(renderer);
// SDL_RenderCopy
SDL_RenderCopy(renderer, texture, NULL, &rect);
// SDL_RenderPresent
SDL_RenderPresent(renderer);
else if(event.type == SDL_WINDOWEVENT)
//If Resize
SDL_GetWindowSize(window, &win_width, &win_height);
//printf("SDL_WINDOWEVENT win_width:%d, win_height:%d\\n",win_width,
// win_height );
else if(event.type == SDL_QUIT) //退出事件
g_thread_exit = 1;
else if(event.type == SDL_QUIT_EVENT)
break;
yuv播放器测试,播放一个yuv文件,可以正常播放画面,调节画面大小。
5 SDL简易音频播放器
SDL 音频播放相对视频播放器更为简单:
音频设备初始化并且读取音频数据:
打开音频设备:SDL_OpenAudio
开启音频设备播放
读取pcm文件,写入音频缓冲区
if(SDL_Init(SDL_INIT_AUDIO))
fprintf(stderr, "Could not initialize SDL - %s\\n", SDL_GetError());
return ret;
//open pcmfile
audio_fd = fopen(path, "rb");
if(!audio_fd)
fprintf(stderr, "Failed to open pcm file!\\n");
goto _FAIL;
g_audio_buf = (uint8_t *)malloc(PCM_BUFFER_SIZE);
// SDL_AudioSpec
spec.freq = 44100;
spec.format = AUDIO_S16SYS;
spec.channels = 2;
spec.silence = 0;
spec.samples = 1024;
spec.callback = fill_audio_pcm;
spec.userdata = NULL;
if(SDL_OpenAudio(&spec, NULL))
fprintf(stderr, "Failed to open audio device, %s\\n", SDL_GetError());
goto _FAIL;
//play audio
SDL_PauseAudio(0);
int data_count = 0;
while(1)
// read pcm
read_buffer_len = fread(g_audio_buf, 1, PCM_BUFFER_SIZE, audio_fd);
if(read_buffer_len == 0)
break;
data_count += read_buffer_len;
printf("now playing %10d bytes data.\\n",data_count);
g_audio_end = g_audio_buf + read_buffer_len;
g_audio_pos = g_audio_buf;
//the main thread wait for a moment
while(g_audio_pos < g_audio_end)
SDL_Delay(10);
printf("play PCM finish\\n");
// SDL_CloseAudio
SDL_CloseAudio();
回调函数将音频数据写入播放缓冲区:
void mix_audio_pcm(void *udata, Uint8 *stream, int len)
SDL_memset(stream, 0, len);
if(g_audio_pos >= g_audio_end)
return;
int remain_buffer_len = g_audio_end - g_audio_pos;
len = (len < remain_buffer_len) ? len : remain_buffer_len;
SDL_MixAudio(stream, g_audio_pos, len, SDL_MIX_MAXVOLUME/8);
printf("len = %d\\n", len);
g_audio_pos += len;
ffmpeg实战教程用SDL播放YUV,并结合ffmpeg实现简易播放器
我们先实现用SDL播放YUV数据
先来了解一下基本概念
SDL基本函数:
[初始化]
* SDL_Init(): 初始化SDL。
* SDL_CreateWindow(): 创建窗口(Window)。
* SDL_CreateRenderer(): 基于窗口创建渲染器(Render)。
* SDL_CreateTexture(): 创建纹理(Texture)。
[循环渲染数据]
* SDL_UpdateTexture(): 设置纹理的数据。
* SDL_RenderCopy(): 纹理复制给渲染器。
* SDL_RenderPresent(): 显示。
C中的fseek函数
int fseek( FILE *stream, long offset, int origin );
第一个参数stream为文件指针
第二个参数offset为偏移量,整数表示正向偏移,负数表示负向偏移
第三个参数origin设定从文件的哪里开始偏移,可能取值为:SEEK_CUR、 SEEK_END 或 SEEK_SET
SEEK_SET: 文件开头
SEEK_CUR: 当前位置
SEEK_END: 文件结尾
其中SEEK_SET,SEEK_CUR和SEEK_END和依次为0,1和2.
简言之:
fseek(fp,100L,0);把fp指针移动到离文件开头100字节处;
fseek(fp,100L,1);把fp指针移动到离文件当前位置100字节处;
fseek(fp,100L,2);把fp指针退回到离文件结尾100字节处。
下面看一下运行效果:
下面看源代码 注释很详细
#include <stdio.h>
extern "C"
{
#include "sdl/SDL.h"
};
const int bpp=12;
int screen_w=500,screen_h=500;
const int pixel_w=1920,pixel_h=1080;
unsigned char buffer[pixel_w*pixel_h*bpp/8];
//Refresh Event
#define REFRESH_EVENT (SDL_USEREVENT + 1)
#define BREAK_EVENT (SDL_USEREVENT + 2)
int thread_exit=0;
int refresh_video(void *opaque){
thread_exit=0;
while (!thread_exit) {
SDL_Event event;
event.type = REFRESH_EVENT;
SDL_PushEvent(&event); //发送事件 即handler
SDL_Delay(40);
}
thread_exit=0;
//Break
SDL_Event event;//代表一个事件 声明
event.type = BREAK_EVENT;
SDL_PushEvent(&event);
return 0;
}
int main(int argc, char* argv[])
{
if(SDL_Init(SDL_INIT_VIDEO)) { //初始化SDL系统
printf( "Could not initialize SDL - %s\\n", SDL_GetError());
return -1;
}
SDL_Window *screen;
//SDL 2.0 创建窗口(Window)。
screen = SDL_CreateWindow("WS Video Play SDL2", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
screen_w, screen_h,SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
if(!screen) {
printf("SDL: could not create window - exiting:%s\\n",SDL_GetError());
return -1;
}
//创建基于窗口创建渲染器(Render)
SDL_Renderer* sdlRenderer = SDL_CreateRenderer(screen, -1, 0);
Uint32 pixformat=0;
//IYUV: Y + U + V (3 planes)
//YV12: Y + V + U (3 planes)
pixformat= SDL_PIXELFORMAT_IYUV;
//创建纹理(Texture)
SDL_Texture* sdlTexture = SDL_CreateTexture(sdlRenderer,pixformat, SDL_TEXTUREACCESS_STREAMING,pixel_w,pixel_h);
FILE *fp=NULL;
//用我们上篇博客解码出来的yuv文件
fp=fopen("output.yuv","rb+");
if(fp==NULL){
printf("cannot open this file\\n");
return -1;
}
//window 视频显示框
SDL_Rect sdlRect;
SDL_Thread *refresh_thread = SDL_CreateThread(refresh_video,NULL,NULL);//创建线程
SDL_Event event;
while(1){
//Wait等待事件 即监听
SDL_WaitEvent(&event);
if(event.type==REFRESH_EVENT){
if (fread(buffer, 1, pixel_w*pixel_h*bpp/8, fp) != pixel_w*pixel_h*bpp/8){
// Loop
fseek(fp, 0, SEEK_SET);
fread(buffer, 1, pixel_w*pixel_h*bpp/8, fp);
}
//设置纹理的数据
SDL_UpdateTexture( sdlTexture, NULL, buffer, pixel_w);
//FIX: If window is resize
sdlRect.x = 0;
sdlRect.y = 0;
sdlRect.w = screen_w;
sdlRect.h = screen_h;
SDL_RenderClear( sdlRenderer );
//将纹理的数据拷贝给渲染器
SDL_RenderCopy( sdlRenderer, sdlTexture, NULL, &sdlRect);
//显示
SDL_RenderPresent( sdlRenderer );
}else if(event.type==SDL_WINDOWEVENT){
//If Resize SDL_WINDOWEVENT事件 可以拉伸播放器界面
SDL_GetWindowSize(screen,&screen_w,&screen_h);
}else if(event.type==SDL_QUIT){
thread_exit=1;
}else if(event.type==BREAK_EVENT){
break;
}
}
SDL_Quit();//退出系统
return 0;
}
我们把上篇博客解码出来的YUV数据拷贝到项目跟目录,然后编译运行即可
配置环境以及编译运行部分看 此系列的实战(一)
http://blog.csdn.net/king1425/article/details/71160339
下面我们结合上篇博客 把MP4解码为YUV,然后在SDL上播放。这样一个简易版的视频播放器就出现了
我们把一个MP4文件拷贝到项目跟目录 命名为ws.mp4
然后运行源码文件
看效果图:
#include <stdio.h>
#define __STDC_CONSTANT_MACROS
#ifdef _WIN32
//Windows
extern "C"
{
#include "libavcodec/avcodec.h"
#include "libavformat/avformat.h"
#include "libswscale/swscale.h"
#include "SDL2/SDL.h"
};
#else
//Linux...
#ifdef __cplusplus
extern "C"
{
#endif
#include <libavcodec/avcodec.h>
#include <libavformat/avformat.h>
#include <libswscale/swscale.h>
#include <SDL2/SDL.h>
#ifdef __cplusplus
};
#endif
#endif
//Refresh Event
#define SFM_REFRESH_EVENT (SDL_USEREVENT + 1)
#define SFM_BREAK_EVENT (SDL_USEREVENT + 2)
int thread_exit=0;
int thread_pause=0;
int sfp_refresh_thread(void *opaque){
thread_exit=0;
thread_pause=0;
while (!thread_exit) {
if(!thread_pause){
SDL_Event event;
event.type = SFM_REFRESH_EVENT;
SDL_PushEvent(&event);
}
SDL_Delay(40);
}
thread_exit=0;
thread_pause=0;
//Break
SDL_Event event;
event.type = SFM_BREAK_EVENT;
SDL_PushEvent(&event);
return 0;
}
int main(int argc, char* argv[])
{
AVFormatContext *pFormatCtx;
int i, videoindex;
AVCodecContext *pCodecCtx;
AVCodec *pCodec;
AVFrame *pFrame,*pFrameYUV;
uint8_t *out_buffer;
AVPacket *packet;
int ret, got_picture;
//------------SDL----------------
int screen_w,screen_h;
SDL_Window *screen;
SDL_Renderer* sdlRenderer;
SDL_Texture* sdlTexture;
SDL_Rect sdlRect;
SDL_Thread *video_tid;
SDL_Event event;
struct SwsContext *img_convert_ctx;
char filepath[]="ws.mp4";
av_register_all();
avformat_network_init();
pFormatCtx = avformat_alloc_context();
if(avformat_open_input(&pFormatCtx,filepath,NULL,NULL)!=0){
printf("Couldn't open input stream.\\n");
return -1;
}
if(avformat_find_stream_info(pFormatCtx,NULL)<0){
printf("Couldn't find stream information.\\n");
return -1;
}
videoindex=-1;
for(i=0; i<pFormatCtx->nb_streams; i++)
if(pFormatCtx->streams[i]->codec->codec_type==AVMEDIA_TYPE_VIDEO){
videoindex=i;
break;
}
if(videoindex==-1){
printf("Didn't find a video stream.\\n");
return -1;
}
pCodecCtx=pFormatCtx->streams[videoindex]->codec;
pCodec=avcodec_find_decoder(pCodecCtx->codec_id);
if(pCodec==NULL){
printf("Codec not found.\\n");
return -1;
}
if(avcodec_open2(pCodecCtx, pCodec,NULL)<0){
printf("Could not open codec.\\n");
return -1;
}
pFrame=av_frame_alloc();
pFrameYUV=av_frame_alloc();
out_buffer=(uint8_t *)av_malloc(avpicture_get_size(PIX_FMT_YUV420P, pCodecCtx->width, pCodecCtx->height));
avpicture_fill((AVPicture *)pFrameYUV, out_buffer, PIX_FMT_YUV420P, pCodecCtx->width, pCodecCtx->height);
//Output Info-----------------------------
printf("---------------- File Information ---------------\\n");
av_dump_format(pFormatCtx,0,filepath,0);
printf("-------------------------------------------------\\n");
img_convert_ctx = sws_getContext(pCodecCtx->width, pCodecCtx->height, pCodecCtx->pix_fmt,
pCodecCtx->width, pCodecCtx->height, PIX_FMT_YUV420P, SWS_BICUBIC, NULL, NULL, NULL);
if(SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER)) {
printf( "Could not initialize SDL - %s\\n", SDL_GetError());
return -1;
}
//SDL 2.0 Support for multiple windows
screen_w = pCodecCtx->width;
screen_h = pCodecCtx->height;
screen = SDL_CreateWindow("WS ffmpeg player", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
500, 500,SDL_WINDOW_OPENGL);
if(!screen) {
printf("SDL: could not create window - exiting:%s\\n",SDL_GetError());
return -1;
}
sdlRenderer = SDL_CreateRenderer(screen, -1, 0);
//IYUV: Y + U + V (3 planes)
//YV12: Y + V + U (3 planes)
sdlTexture = SDL_CreateTexture(sdlRenderer, SDL_PIXELFORMAT_IYUV, SDL_TEXTUREACCESS_STREAMING,pCodecCtx->width,pCodecCtx->height);
sdlRect.x=0;
sdlRect.y=0;
sdlRect.w=screen_w;
sdlRect.h=screen_h;
packet=(AVPacket *)av_malloc(sizeof(AVPacket));
video_tid = SDL_CreateThread(sfp_refresh_thread,NULL,NULL);
//------------SDL End------------
//Event Loop
for (;;) {
//Wait
SDL_WaitEvent(&event);
if(event.type==SFM_REFRESH_EVENT){
//------------------------------
if(av_read_frame(pFormatCtx, packet)>=0){
if(packet->stream_index==videoindex){
ret = avcodec_decode_video2(pCodecCtx, pFrame, &got_picture, packet);
if(ret < 0){
printf("Decode Error.\\n");
return -1;
}
if(got_picture){
sws_scale(img_convert_ctx, (const uint8_t* const*)pFrame->data, pFrame->linesize, 0, pCodecCtx->height, pFrameYUV->data, pFrameYUV->linesize);
//SDL---------------------------
SDL_UpdateTexture( sdlTexture, NULL, pFrameYUV->data[0], pFrameYUV->linesize[0] );
SDL_RenderClear( sdlRenderer );
//SDL_RenderCopy( sdlRenderer, sdlTexture, &sdlRect, &sdlRect );
SDL_RenderCopy( sdlRenderer, sdlTexture, NULL, NULL);
SDL_RenderPresent( sdlRenderer );
//SDL End-----------------------
}
}
av_free_packet(packet);
}else{
//Exit Thread
thread_exit=1;
}
}else if(event.type==SDL_KEYDOWN){
//Pause
if(event.key.keysym.sym==SDLK_SPACE)
thread_pause=!thread_pause;
}else if(event.type==SDL_QUIT){
thread_exit=1;
}else if(event.type==SFM_BREAK_EVENT){
break;
}
}
sws_freeContext(img_convert_ctx);
SDL_Quit();
//--------------
av_frame_free(&pFrameYUV);
av_frame_free(&pFrame);
avcodec_close(pCodecCtx);
avformat_close_input(&pFormatCtx);
return 0;
}
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