最简单的SDL2播放视频的例子(SDL2播放RGB/YUV)

/**
 * 最简单的SDL2播放视频的例子(SDL2播放RGB/YUV)
 * Simplest Video Play SDL2 (SDL2 play RGB/YUV) 
 *
 * 雷霄骅 Lei Xiaohua
 * leixiaohua1020@126.com
 * 中国传媒大学/数字电视技术
 * Communication University of China / Digital TV Technology
 * http://blog.csdn.net/leixiaohua1020
 *
 * 本程序使用SDL2播放RGB/YUV视频像素数据。SDL实际上是对底层绘图
 * API(Direct3D,OpenGL)的封装,使用起来明显简单于直接调用底层
 * API。
 *
 * This software plays RGB/YUV raw video data using SDL2.
 * SDL is a wrapper of low-level API (Direct3D, OpenGL).
 * Use SDL is much easier than directly call these low-level API.  
 */


#include <stdio.h>


extern "C"
{
#include "sdl/SDL.h"
};


const int bpp=12;


//int screen_w=640,screen_h=360;


int screen_w=500,screen_h=500;
const int pixel_w=640,pixel_h=360;


unsigned char buffer[pixel_w*pixel_h*bpp/8];


int main(int argc, char* argv[])
{
if(SDL_Init(SDL_INIT_VIDEO)) {  
printf( "Could not initialize SDL - %s\n", SDL_GetError()); 
return -1;



SDL_Window *screen; 
//SDL 2.0 Support for multiple windows
screen = SDL_CreateWindow("Simplest Video Play SDL2", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
screen_w, screen_h,SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
if(!screen) {  
printf("SDL: could not create window - exiting:%s\n",SDL_GetError());  
return -1;
}
SDL_Renderer* sdlRenderer = SDL_CreateRenderer(screen, -1, 0);  


Uint32 pixformat=0;
//IYUV: Y + U + V  (3 planes)
//YV12: Y + V + U  (3 planes)
pixformat= SDL_PIXELFORMAT_IYUV;  


SDL_Texture* sdlTexture = SDL_CreateTexture(sdlRenderer,pixformat, SDL_TEXTUREACCESS_STREAMING,pixel_w,pixel_h);


FILE *fp=NULL;
fp=fopen("sintel_640_360.yuv","rb+");


if(fp==NULL){
printf("cannot open this file\n");
return -1;
}


SDL_Rect sdlRect;  


while(1){
if (fread(buffer, 1, pixel_w*pixel_h*bpp/8, fp) != pixel_w*pixel_h*bpp/8){
// Loop
fseek(fp, 0, SEEK_SET);
fread(buffer, 1, pixel_w*pixel_h*bpp/8, fp);
}


SDL_UpdateTexture( sdlTexture, NULL, buffer, pixel_w);  


sdlRect.x = 0;  
sdlRect.y = 0;  
sdlRect.w = screen_w - 20;  
sdlRect.h = screen_h -20;  

SDL_RenderClear( sdlRenderer );   
SDL_RenderCopy( sdlRenderer, sdlTexture, NULL, &sdlRect);  
SDL_RenderPresent( sdlRenderer );  
//Delay 40ms
SDL_Delay(40);

}
SDL_Quit();
return 0;
}
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