init
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164
main.cc
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164
main.cc
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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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using namespace std::filesystem;
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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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DecoderParam param{};
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InitDecoder("/home/jie/code/cc/sdl2/videoPlayer/video/ocean.mp4", 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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"/home/jie/code/cc/sdl2/videoPlayer/shaders/vertexShader.vert",
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"/home/jie/code/cc/sdl2/videoPlayer/shaders/fragShader.frag"};
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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]);
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glPixelStoref(GL_UNPACK_ROW_LENGTH, frame->linesize[1]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frame->width / 2, frame->height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, frame->data[1]);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, texs[2]);
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glPixelStoref(GL_UNPACK_ROW_LENGTH, frame->linesize[2]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, frame->width / 2, frame->height / 2, 0, GL_RED, GL_UNSIGNED_BYTE, frame->data[2]);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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shaderService.Use();
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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SDL_GL_SwapWindow(window);
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}
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avcodec_close(param.codecCtx);
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avformat_close_input(&(param.fmtCtx));
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SDL_GL_DeleteContext(glContext);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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