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								#include <iostream>
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								#include <SDL2/SDL.h>
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								#include <SDL2/SDL_image.h>
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								#include <filesystem>
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								#include "decoder.h"
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								#include "shaderService.h"
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								#include "shader.h"
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								using std::cout, std::endl;
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								int main(int argc, char **const argv)
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								{
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								    if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
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								    {
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								        cout << SDL_GetError() << "\n";
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								        return -1;
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								    }
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								    const char* targetFilepath = argv[1];
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								    if(targetFilepath == nullptr || !std::filesystem::exists(targetFilepath)){
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								        cout<<"File Not Exist\n";
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								        return 0;
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								    }
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								    DecoderParam param{};
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								    InitDecoder(targetFilepath, param);
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								    int client_width = param.width / 2;
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								    int client_height = param.height / 2;
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								    SDL_Window *window = SDL_CreateWindow(
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								        "SDL2Demo",
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								        SDL_WINDOWPOS_UNDEFINED,
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								        SDL_WINDOWPOS_UNDEFINED,
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								        client_width,
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								        client_height,
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								        SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL);
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								    if (!window)
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								    {
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								        cout << SDL_GetError() << "\n";
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								        return -1;
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								    }
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								    if (SDL_Init(SDL_INIT_VIDEO) < 0)
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								    {
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								        std::cout << "Failed to initialize SDL2! \n"
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								                  << SDL_GetError() << std::endl;
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								        return -1;
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								    }
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								    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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								    SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
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								    SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
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								    SDL_GLContext glContext = SDL_GL_CreateContext(window);
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								    if (!glContext)
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								    {
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								        cout << SDL_GetError() << "\n";
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								        return -1;
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								    }
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								    if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
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								    {
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								        auto error = glad_glGetError();
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								        return static_cast<int>(error);
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								    }
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								    float vertices[] = {
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								         1.f,  1.f, 0.0, 1.0, 0.0,
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								         1.f, -1.f, 0.0, 1.0, 1.0,
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								        -1.f, -1.f, 0.0, 0.0, 1.0,
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								        -1.f,  1.f, 0.0, 0.0, 0.0};
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								    unsigned int indices[]{
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								        0,
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								        1,
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								        3,
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								        1,
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								        2,
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								        3,
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								    };
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								    unsigned int VAO, VBO, EBO;
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								    glGenVertexArrays(1, &VAO);
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								    glGenBuffers(1, &VBO);
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								    glGenBuffers(1, &EBO);
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								    glBindVertexArray(VAO);
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								    glBindBuffer(GL_ARRAY_BUFFER, VBO);
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								    glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
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								    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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								    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
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								    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), 0);
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								    glEnableVertexAttribArray(0);
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								    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void *)(3 * sizeof(float)));
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								    glEnableVertexAttribArray(1);
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								    unsigned int texs[3];
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								    glGenTextures(3, texs);
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								    for (int i = 0; i < 3; i++)
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								    {
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								        glBindTexture(GL_TEXTURE_2D, texs[i]);
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								        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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								        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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								        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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								        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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								    }
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								/*    ShaderService shaderService{
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								        std::filesystem::path("/home/jie/project/mp/shaders/vertexShader.vert"),
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								        std::filesystem::path("/home/jie/project/mp/shaders/fragShader.frag")};
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								*/
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								    ShaderService shaderService{vSource.data(), fSource.data()};
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								    shaderService.Use();
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								    shaderService.SetUniform<int>("textureY", 0);
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								    shaderService.SetUniform<int>("textureU", 1);
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								    shaderService.SetUniform<int>("textureV", 2);
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								    bool quit = false;
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								    SDL_Event event;
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								    while (!quit)
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								    {
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								        while (SDL_PollEvent(&event))
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								        {
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								            switch (event.type)
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								            {
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								            case SDL_KEYDOWN:
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								                switch (event.key.keysym.scancode)
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								                {
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								                case SDL_SCANCODE_ESCAPE:
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								                    return -1;
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								                default:
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								                    break;
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								                }
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								                break;
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								            case SDL_QUIT:
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								                return -1;
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								            default:
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								                break;
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								            }
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								        }
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								        // Render
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								        auto frame = RequestFrame(param);
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								        int64_t pts = frame->pts;
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								        static bool first_frame = true;
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								        // TODO: TIMER
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								        SDL_Delay(100);
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								        glActiveTexture(GL_TEXTURE0);
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								        glBindTexture(GL_TEXTURE_2D, texs[0]);
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								        glPixelStoref(GL_UNPACK_ROW_LENGTH, frame->linesize[0]);
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								        glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frame->width, frame->height, 0, GL_RED, GL_UNSIGNED_BYTE, frame->data[0]);
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								        glActiveTexture(GL_TEXTURE1);
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								        glBindTexture(GL_TEXTURE_2D, texs[1]);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        glPixelStoref(GL_UNPACK_ROW_LENGTH, frame->linesize[1]);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frame->width / 2, frame->height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, frame->data[1]);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        glActiveTexture(GL_TEXTURE2);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        glBindTexture(GL_TEXTURE_2D, texs[2]);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        glPixelStoref(GL_UNPACK_ROW_LENGTH, frame->linesize[2]);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frame->width / 2, frame->height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, frame->data[2]);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        shaderService.Use();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        glBindVertexArray(VAO);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								        SDL_GL_SwapWindow(window);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    }
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    avcodec_close(param.codecCtx);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    avformat_close_input(&(param.fmtCtx));
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    SDL_GL_DeleteContext(glContext);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    SDL_DestroyWindow(window);
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    SDL_Quit();
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								    return 0;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 |