SDL显示YUV数据和文件
使用SDL播放随机yuv数据
#include <stdio.h>
#include <Windows.h>extern "C"
{
#include <SDL.h>
}#pragma comment(lib, "SDL2.lib")/* 填充随机颜色 */
static void FillYuvImage(BYTE* pYuv, int nWidth, int nHeight, int nIndex)
{int x, y, i;i = nIndex;BYTE* pY = pYuv; // 数组开始位置BYTE* pU = pYuv + nWidth * nHeight; // 数组开始位置 + Y数据后的位置BYTE* pV = pYuv + nWidth * nHeight * 5 / 4; // 数组开始位置 + YU数据后的位置/* Y */for (y = 0; y < nHeight; y++){for (x = 0; x < nWidth; x++){pY[y * nWidth + x] = x + y + i * 2;}}/* Cb and Cr */for (y = 0; y < nHeight / 2; y++){for (x = 0; x < nWidth / 2; x++){pU[y * (nWidth / 2) + x] = 64 + y + i * 2;pV[y * (nWidth / 2) + x] = 64 + x + i * 5;}}
}#undef main
int main()
{// 初始化SDLif (SDL_Init(SDL_INIT_VIDEO)){printf("Could not initialize SDL - %s\n", SDL_GetError());return -1;}// 提升图像质量,否则默认缩放质量会有毛剌(设置反锯齿)SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1");// 创建窗口(获取控制台窗口),基于窗口创建渲染器SDL_Window* window = SDL_CreateWindowFrom(::GetConsoleWindow());SDL_Renderer* render = SDL_CreateRenderer(window, -1, 0);// 窗口宽高const int W = 1920;const int H = 1080;// 创建渲染器SDL_Texture* texture = SDL_CreateTexture(render, SDL_PIXELFORMAT_YV12, SDL_TEXTUREACCESS_STREAMING, W, H);/// yuv 420P : planer W * H * 1.5 (y: 1 uv: 0.5)static BYTE Yuv[W * H * 2];BYTE* pY = Yuv;BYTE* pU = Yuv + W * H;BYTE* pV = Yuv + W * H * 5 / 4;int index = 0;while (true){FillYuvImage(Yuv, W, H, index++); // 填充随机颜色到YUV数组中// 更新纹理数据int e = SDL_UpdateYUVTexture(texture, NULL,pY, W,pU, W / 2,pV, W / 2);/// 刷新渲染器:三部曲: clear, copy, presentSDL_RenderClear(render);SDL_RenderCopy(render, texture, NULL, NULL);SDL_RenderPresent(render);Sleep(40);}// 释放资源,退出SDL_DestroyTexture(texture);SDL_DestroyRenderer(render);SDL_Quit();return 0;
}
SDL播放YUV文件
#define _CRT_SECURE_NO_WARNINGS
#include <iostream>
#include <stdlib.h>
#include <string.h>extern "C"
{
#include <SDL.h>
}
using namespace std;const int width = 640;
const int height = 480;static SDL_Window *window = nullptr;
SDL_Renderer *ren = nullptr;#undef main
int main(int argc, char **argv)
{SDL_Event event;SDL_bool done = SDL_FALSE;Uint32 pixel_format = SDL_PIXELFORMAT_IYUV; // yuv420pint frame_number = 0;// 如果去掉“b”,文本模式读取,遇到“\0”,就会自动退出FILE *fp = fopen("5s_yuv420p_640x480.yuv", "rb"); // 设置SDL日志优先级(日志分类,优先级)SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);// 1. 初始化SDLif (SDL_Init(SDL_INIT_VIDEO) != 0) {SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s\n", SDL_GetError());return 3;}// 2. 创建窗口SDL_Window *win = SDL_CreateWindow("Hello", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, SDL_WINDOW_SHOWN);if (win == nullptr){SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set create window: %s\n", SDL_GetError());return 1;}// 3. 基于窗口创建渲染器ren = SDL_CreateRenderer(win, 0, 0); if (ren == nullptr){SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set create renderer: %s\n", SDL_GetError());return 1;}// 4. 基于yuv格式创建纹理SDL_Texture *tex = SDL_CreateTexture(ren, pixel_format, SDL_TEXTUREACCESS_STREAMING, width, height);int len = height * width;Uint8* buf = (Uint8*)malloc(len * 2); // 1.5倍w * h// SDL_BYTESPERPIXEL(pixel_format) 根据像素格式获取每个像素占用的字节数int iPitch = width * SDL_BYTESPERPIXEL(pixel_format);printf("IPath %d\n", iPitch); // 640 一行像素数据字节数SDL_Rect rec;rec.x = 0;rec.y = 0;rec.w = width;rec.h = height;int nRets = 0;while (!done){while (SDL_PollEvent(&event)) {switch (event.type) {case SDL_KEYDOWN:if (event.key.keysym.sym == SDLK_ESCAPE) {done = SDL_TRUE;}break;case SDL_QUIT:done = SDL_TRUE;break;}}/// 注意:每次需要的字节数: width*height*1.5/// Y: width * height Bytes/// cb: width * height / 4/// cr: width * height / 4nRets = fread(buf, 1, height * width * 3 / 2, fp);if (nRets < 0) {break;}// 用buf缓冲区数据 更新 纹理SDL_UpdateTexture(tex, NULL, buf, iPitch);/* 刷新渲染器:三部曲:clear, copy, present */SDL_RenderClear(ren);SDL_RenderCopy(ren, tex, NULL, &rec);SDL_RenderPresent(ren);frame_number++;/// 音视频同步实现原理: 休眠SDL_Delay(40); // 1000 / 40 = 25fps(帧率:每秒25帧)}/// 退出:清理资源SDL_Delay(2000);SDL_DestroyTexture(tex);SDL_DestroyRenderer(ren);SDL_DestroyWindow(win);SDL_Quit();fclose(fp);return 0;
}
SDL播放YUV文件(带缩放)
#include <stdio.h>
#include <string.h>
#include <math.h>extern "C"
{
#include <SDL.h>
}// 自定义事件
#define REFRESH_EVENT (SDL_USEREVENT + 1) // 请求画面刷新事件
#define QUIT_EVENT (SDL_USEREVENT + 2) // 退出事件// 定义YUV像素分辨率 5s_yuv420p_640x480.yuv
#define YUV_WIDTH 640
#define YUV_HEIGHT 480// 定义YUV格式
#define YUV_FORMAT SDL_PIXELFORMAT_IYUV // 实际为YUV420Pint s_thread_exit = 0; // 线程退出标志 1 退出// 线程函数
int refresh_video_timer(void *data)
{(void)data;while (!s_thread_exit){// 每隔40ms发送一次刷新事件SDL_Event event;event.type = REFRESH_EVENT;SDL_PushEvent(&event);SDL_Delay(40);}s_thread_exit = 0;// 发送退出事件SDL_Event event;event.type = QUIT_EVENT;SDL_PushEvent(&event);return 0;
}#undef main
int main()
{// 1. 初始化 SDLif (SDL_Init(SDL_INIT_VIDEO)){fprintf(stderr, "Could not initialize SDL - %s\n", SDL_GetError());return -1;}uint32_t pixformat = YUV_FORMAT; // YUV420P,即是SDL_PIXELFORMAT_IYUV// YUV的分辨率640x480int video_width = YUV_WIDTH;int video_height = YUV_HEIGHT;// 显示窗口分辨率640x480int win_width = YUV_WIDTH;int win_height = YUV_WIDTH;FILE *video_fd = NULL;const char *yuv_path = "5s_yuv420p_640x480.yuv";// 我们测试的文件是YUV420P格式 640x480uint32_t y_frame_len = video_width * video_height; uint32_t u_frame_len = video_width * video_height / 4;uint32_t v_frame_len = video_width * video_height / 4;// 一帧YUV数据的长度uint32_t yuv_frame_len = y_frame_len + u_frame_len + v_frame_len;// 2. 创建窗口SDL_Window* window = SDL_CreateWindow("Simplest YUV Player",SDL_WINDOWPOS_UNDEFINED,SDL_WINDOWPOS_UNDEFINED,video_width, video_height, // 320 240SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);if (!window){fprintf(stderr, "SDL: could not create window, err:%s\n", SDL_GetError());goto _FAIL;}// 2. 基于窗口创建渲染器SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, 0);// 3. 基于渲染器创建纹理SDL_Texture* texture = SDL_CreateTexture(renderer,pixformat, // 像素格式 yuv420pSDL_TEXTUREACCESS_STREAMING, // 改变是否频繁video_width,video_height);// 分配一帧数据长度的空间uint8_t *video_buf = (uint8_t*)malloc(yuv_frame_len);if (!video_buf){fprintf(stderr, "Failed to alloce yuv frame space!\n");goto _FAIL;}// 4. 打开YUV文件(二进制方式打开)video_fd = fopen(yuv_path, "rb");if (!video_fd){fprintf(stderr, "Failed to open yuv file\n");goto _FAIL;}else{printf("open file success!\n");}// 创建刷新线程SDL_Thread* timer_thread = SDL_CreateThread(refresh_video_timer, NULL, NULL);SDL_Event event;SDL_Rect rect;size_t video_buff_len; // 获取读取数据后buff的数据长度while (1){// 收取SDL系统里面的事件SDL_WaitEvent(&event);if (event.type == REFRESH_EVENT) // 自定义画面刷新事件{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;}// 设置纹理的数据 SDL_UpdateTexture(texture, NULL, video_buf, video_width); // 参数四,一行像素数据字节数// 显示区域,可以通过修改w和h进行缩放rect.x = 0;rect.y = 0;float w_ratio = win_width * 1.0 / video_width; // 宽高缩放比例(倍数) 2 * 640 / 640 = 2float h_ratio = win_height * 1.0 / video_height;// 1280x960rect.w = video_width * w_ratio;rect.h = video_height * h_ratio;// 保持原视频的宽高比例(显示到窗口中间)// rect.x = fabs(video_width * w_ratio - video_width) / 2.0;// rect.y = fabs(video_height * h_ratio - video_height) / 2.0;// rect.w = video_width;// rect.h = video_height;// 渲染三部曲SDL_RenderClear(renderer);SDL_RenderCopy(renderer, texture, NULL, &rect);SDL_RenderPresent(renderer);}else if (event.type == SDL_WINDOWEVENT) {// 如果窗口大小改变(会触发该事件获取到窗口的高度和宽度)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(点击关闭窗口){s_thread_exit = 1;}else if (event.type == QUIT_EVENT) // 自定义的退出事件{break;}}_FAIL:s_thread_exit = 1; // 保证线程能够退出// 释放资源, 退出if (timer_thread)SDL_WaitThread(timer_thread, NULL); // 等待线程退出if (video_buf)free(video_buf);if (video_fd)fclose(video_fd);if (texture)SDL_DestroyTexture(texture);if (renderer)SDL_DestroyRenderer(renderer);if (window)SDL_DestroyWindow(window);SDL_Quit();return 0;
}