SDL-YUV播放

本节使用SDL实现YUV数据的显示输出,其实就是读取一个YUV文件,然后每过40ms读取一帧YUV送SDL显示,接口调用如下,都很简单,看下就懂。

SDL视频显示的流程:

运行结果 

程序解析:

1、程序退出: 点击窗口右上角×,SDL会发送一个自带的SDL_QUIT事件,将s_thread_exit = 1,置为1之后,刷帧线程就会退出,然后再发送一个事件QUIT_EVENT,这个时候显示的主线程while才会退出。

2、窗口拉伸: 窗口拉伸时会受到事件SDL_WINDOWEVENT,这个时候我们可以获取到当前窗口的宽高,然后SDL_RenderCopy将视频的在渲染器中的位置按照和窗口一样的大小显示出来

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代码实现

#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_IYUV

int s_thread_exit = 0;  // 退出标志 = 1则退出

int refresh_video_timer(void *data)
{
    while (!s_thread_exit)
    {
        SDL_Event event;
        event.type = REFRESH_EVENT;
        SDL_PushEvent(&event);
        SDL_Delay(40);
    }

    s_thread_exit = 0;

    //push quit event
    SDL_Event event;
    event.type = QUIT_EVENT;
    SDL_PushEvent(&event);

    return 0;
}
#undef main
int main(int argc, char* argv[])
{
    //初始化 SDL
    if(SDL_Init(SDL_INIT_VIDEO))
       {
        fprintf( stderr, "Could not initialize SDL - %s\n", SDL_GetError());
        return -1;
    }

    // SDL
    SDL_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, plane
            SDL_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;
            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 Resize
            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
        {
            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;

}

 原文链接:SDL-YUV播放 - 资料 - 我爱音视频网 - 构建全国最权威的音视频技术交流分享论坛

 本文福利, C++音视频学习资料包、技术视频,内容包括(音视频开发,面试题,FFmpeg webRTC rtmp hls rtsp ffplay srs↓↓↓↓↓↓见下面↓↓文章底部↓↓

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转载自blog.csdn.net/m0_60259116/article/details/125789483