SDL视频显示的流程
实现流程
准备视频文件
准备一个格式为yuv420p
,分辨率为320x240
的yuv
数据,并且将视频文件放入项目构建的目录下:
初始化SDL
初始化SDL
的视频模块
//初始化 SDL
if(SDL_Init(SDL_INIT_VIDEO))
{fprintf( stderr, "Could not initialize SDL - %s\n", SDL_GetError());return -1;
}
创建一个窗口
- 创建一个SDL窗口,用于纹理渲染
- 初始时窗口大小为
YUV视频
分辨率大小
#define YUV_WIDTH 320
#define YUV_HEIGHT 240SDL_Window *window = NULL;
int win_width = YUV_WIDTH;
int win_height = YUV_WIDTH;
window = SDL_CreateWindow("Simplest 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;
}
设置YUV
缓存
设置每次读取视频帧的缓存大小,这里每次就读取1
帧即可,计算方式为:Y
分量+U
分量+V
分量大小
YUV
格式为yuv420p
Y
分量大小为:Width * Height
U
分量大小为:Width * Height /4
V
分量大小为:Width * Height / 4
yuv420p
格式示例图
代码如下:
uint8_t *video_buf = NULL; uint32_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;
uint32_t yuv_frame_len = y_frame_len + u_frame_len + v_frame_len;video_buf = (uint8_t*)malloc(yuv_frame_len);
if(!video_buf){fprintf(stderr, "Failed to alloce yuv frame space!\n");goto _FAIL;}
创建渲染器
创建渲染器,用于视频纹理的渲染
SDL_Renderer *renderer = NULL;
renderer = SDL_CreateRenderer(window, -1, 0);
创建纹理
根据yuv420p
数据格式
其中:
YUV_FORMAT
为YUV420P
SDL_TEXTUREACCESS_STREAMING
指定纹理的访问方式,STREAMING
模式允许高效更新纹理数据,用于视频渲染
SDL_Texture *texture = NULL;
uint32_t pixformat = YUV_FORMAT; // YUV420P
texture = SDL_CreateTexture(renderer,pixformat,SDL_TEXTUREACCESS_STREAMING,video_width,video_height);
打开yuv
文件
使用文件操作,二进制读的方式打开视频文件
// 打开YUV文件
video_fd = fopen(yuv_path, "rb");
if( !video_fd )
{fprintf(stderr, "Failed to open yuv file\n");goto _FAIL;
}
创建定时器
- 创建一个定时器,用于定时刷新视频帧,控制
fps
- 实际上就是创建一个新的线程,定期唤醒加入自定义的刷新事件
创建定时器
// 创建请求刷新线程
timer_thread = SDL_CreateThread(refresh_video_timer,NULL,NULL);
定时器线程函数
每次延时40ms左右,大概25fps
#define REFRESH_EVENT (SDL_USEREVENT + 1) // 请求画面刷新事件
#define QUIT_EVENT (SDL_USEREVENT + 2) // 退出事件int s_thread_exit = 0; // 退出标志 = 1则退出
int refresh_video_timer()
{while (!s_thread_exit){SDL_Event event;event.type = REFRESH_EVENT;SDL_PushEvent(&event);SDL_Delay(40);}s_thread_exit = 0;//push quit eventSDL_Event event;event.type = QUIT_EVENT;SDL_PushEvent(&event);return 0;
}
开启事件循环
开启事件循环,进行视频渲染操作
等待事件
- 等待事件加入队列中,并阻塞在此
SDL_WaitEvent(&event);
画面刷新事件
- 定时器周期地加入刷新事件
- 读取
yuv
文件,并加入到纹理中 - 设置渲染的矩形窗口为当前窗口的大小以及开始的位置
- 将纹理的数据拷贝到
CPU
端 - 渲染
CPU
端的数据
if(event.type == REFRESH_EVENT) // 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 video_width = 320, planeSDL_UpdateTexture(texture, NULL, video_buf, video_width);// 显示区域,可以通过修改w和h进行缩放rect.x = 0;rect.y = 0;rect.w = win_width;rect.h = win_height;// 清除当前显示SDL_RenderClear(renderer);// 将纹理的数据拷贝给渲染器SDL_RenderCopy(renderer, texture, NULL, &rect);// 显示SDL_RenderPresent(renderer);}
窗口事件
- 接收窗口事件(如窗口移动,窗口大小改变等)
- 暂时不做操作
退出事件
- 包括自定义的退出事件
QUIT_EVENT
- 以及
QUIT_EVENT
,比如(关闭窗口,调用SDL_QUIT
等) - 调用退出事件后,会通知定时器停止操作,并且退出循环,进行内存清理
while (1){// 收取SDL系统里面的事件SDL_WaitEvent(&event);if(event.type == REFRESH_EVENT) // 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 video_width = 320, planeSDL_UpdateTexture(texture, NULL, video_buf, video_width);// 显示区域,可以通过修改w和h进行缩放rect.x = 0;rect.y = 0;rect.w = win_width;rect.h = win_height;// 清除当前显示SDL_RenderClear(renderer);// 将纹理的数据拷贝给渲染器SDL_RenderCopy(renderer, texture, NULL, &rect);// 显示SDL_RenderPresent(renderer);}else if(event.type == SDL_WINDOWEVENT){//If ResizeSDL_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{s_thread_exit = 1;}else if(event.type == QUIT_EVENT){break;}}
关闭操作和内存清理
渲染结束或手动关闭窗口后,需要关闭文件和SDL
子系统,并且释放相关内存
_FAIL:s_thread_exit = 1; // 保证线程能够退出// 释放资源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;}
实现的效果
实现的效果如下:
整体代码
main.c
#include <stdio.h>
#include <string.h>#include <SDL.h>//自定义消息类型
#define REFRESH_EVENT (SDL_USEREVENT + 1) // 请求画面刷新事件
#define QUIT_EVENT (SDL_USEREVENT + 2) // 退出事件//定义分辨率
// YUV像素分辨率
#define YUV_WIDTH 320
#define YUV_HEIGHT 240
//定义YUV格式
#define YUV_FORMAT SDL_PIXELFORMAT_IYUVint s_thread_exit = 0; // 退出标志 = 1则退出int refresh_video_timer()
{while (!s_thread_exit){SDL_Event event;event.type = REFRESH_EVENT;SDL_PushEvent(&event);SDL_Delay(40);}s_thread_exit = 0;//push quit eventSDL_Event event;event.type = QUIT_EVENT;SDL_PushEvent(&event);printf("finish Timer\n");return 0;
}
#undef main
int main(int argc, char* argv[])
{//初始化 SDLif(SDL_Init(SDL_INIT_VIDEO)){fprintf( stderr, "Could not initialize SDL - %s\n", SDL_GetError());return -1;}// SDLSDL_Event event; // 事件SDL_Rect rect; // 矩形SDL_Window *window = NULL; // 窗口SDL_Renderer *renderer = NULL; // 渲染SDL_Texture *texture = NULL; // 纹理SDL_Thread *timer_thread = NULL; // 请求刷新线程uint32_t pixformat = YUV_FORMAT; // YUV420P,即是SDL_PIXELFORMAT_IYUV// 分辨率// 1. YUV的分辨率int video_width = YUV_WIDTH;int video_height = YUV_HEIGHT;// 2.显示窗口的分辨率int win_width = YUV_WIDTH;int win_height = YUV_WIDTH;// YUV文件句柄FILE *video_fd = NULL;const char *yuv_path = "yuv420p_320x240.yuv";size_t video_buff_len = 0;uint8_t *video_buf = NULL; //读取数据后先把放到buffer里面// 我们测试的文件是YUV420P格式uint32_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;uint32_t yuv_frame_len = y_frame_len + u_frame_len + v_frame_len;//创建窗口window = SDL_CreateWindow("Simplest 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;}// 基于窗口创建渲染器renderer = SDL_CreateRenderer(window, -1, 0);// 基于渲染器创建纹理texture = SDL_CreateTexture(renderer,pixformat,SDL_TEXTUREACCESS_STREAMING,video_width,video_height);// 分配空间video_buf = (uint8_t*)malloc(yuv_frame_len);if(!video_buf){fprintf(stderr, "Failed to alloce yuv frame space!\n");goto _FAIL;}// 打开YUV文件video_fd = fopen(yuv_path, "rb");if( !video_fd ){fprintf(stderr, "Failed to open yuv file\n");goto _FAIL;}// 创建请求刷新线程timer_thread = SDL_CreateThread(refresh_video_timer,NULL,NULL);while (1){// 收取SDL系统里面的事件SDL_WaitEvent(&event);if(event.type == REFRESH_EVENT) // 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 video_width = 320, planeSDL_UpdateTexture(texture, NULL, video_buf, video_width);rect.w = win_width;rect.h = win_height;// 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;// float h_ratio = win_height * 1.0 /video_height;// // 320x240 怎么保持原视频的宽高比例// rect.w = video_width * w_ratio;// rect.h = video_height * h_ratio;// rect.w = video_width * 0.5;
// rect.h = video_height * 0.5;// 清除当前显示SDL_RenderClear(renderer);// 将纹理的数据拷贝给渲染器SDL_RenderCopy(renderer, texture, NULL, &rect);// 显示SDL_RenderPresent(renderer);}else if(event.type == SDL_WINDOWEVENT){//If ResizeSDL_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{s_thread_exit = 1;}else if(event.type == QUIT_EVENT){break;}}_FAIL:s_thread_exit = 1; // 保证线程能够退出// 释放资源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;}
更多资料
更多资料参考:https://github.com/0voice