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