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@Quasimondo
Created June 27, 2019 09:11
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Corrected version of VLC SDL OpenGL player example that is compatible with libvlc 4.0.0
//g++ sdl_opengl_player.cpp $(pkg-config --cflags --libs libvlc sdl2 gl)
/* Licence WTFPL */
/* Written by Pierre Lamot */
#include <stdio.h>
#include <stdlib.h>
#include <exception>
#include <mutex>
#include <vector>
#include <SDL2/SDL.h>
#define GL_GLEXT_PROTOTYPES 1
#include <SDL2/SDL_opengl.h>
#include <vlc/vlc.h>
/*
* This program show how to use libvlc_video_set_output_callbacks API.
*
* The main idea is to set up libvlc to render into FBO, and to use a
* triple buffer mechanism to share textures between VLC and the rendering
* thread of our application
*/
// Shader sources
const GLchar* vertexSource =
"attribute vec4 a_position; \n"
"attribute vec2 a_uv; \n"
"varying vec2 v_TexCoordinate; \n"
"void main() \n"
"{ \n"
" v_TexCoordinate = a_uv; \n"
" gl_Position = vec4(a_position.xyz, 1.0); \n"
"} \n";
const GLchar* fragmentSource =
"uniform sampler2D u_videotex; \n"
"varying vec2 v_TexCoordinate; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D(u_videotex, v_TexCoordinate); \n"
"} \n";
class VLCVideo
{
public:
VLCVideo(SDL_Window *window):
m_win(window)
{
const char *args[] = {
"--verbose=4"
};
m_vlc = libvlc_new(sizeof(args) / sizeof(*args), args);
//VLC opengl context needs to be shared with SDL context
SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1);
m_ctx = SDL_GL_CreateContext(window);
}
~VLCVideo()
{
stop();
if (m_vlc)
libvlc_release(m_vlc);
}
bool playMedia(const char* url)
{
m_media = libvlc_media_new_location (m_vlc, url);
if (m_media == NULL) {
fprintf(stderr, "unable to create media %s", url);
return false;
}
m_mp = libvlc_media_player_new_from_media (m_media);
if (m_mp == NULL) {
fprintf(stderr, "unable to create media player");
libvlc_media_release(m_media);
return false;
}
// Define the opengl rendering callbacks
libvlc_video_set_opengl_callbacks(m_mp, libvlc_gl_engine_opengl,
setup, cleanup, resize, swap,
make_current, get_proc_address,
this);
// Play the video
libvlc_media_player_play (m_mp);
return true;
}
void stop()
{
if (m_mp) {
libvlc_media_player_release(m_mp);
m_mp = nullptr;
}
if (m_media) {
libvlc_media_release(m_media);
m_media = nullptr;
}
}
/// return the texture to be displayed
GLuint getVideoFrame(bool* out_updated)
{
std::lock_guard<std::mutex> lock(m_text_lock);
if (out_updated)
*out_updated = m_updated;
if (m_updated) {
std::swap(m_idx_swap, m_idx_display);
m_updated = false;
}
return m_tex[m_idx_display];
}
/// this callback will create the surfaces and FBO used by VLC to perform its rendering
static void resize(void* data, unsigned width, unsigned height)
{
VLCVideo* that = static_cast<VLCVideo*>(data);
if (width != that->m_width || height != that->m_height)
cleanup(data);
glGenTextures(3, that->m_tex);
glGenFramebuffers(3, that->m_fbo);
for (int i = 0; i < 3; i++) {
glBindTexture(GL_TEXTURE_2D, that->m_tex[i]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindFramebuffer(GL_FRAMEBUFFER, that->m_fbo[i]);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, that->m_tex[i], 0);
}
glBindTexture(GL_TEXTURE_2D, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
return;
}
that->m_width = width;
that->m_height = height;
glBindFramebuffer(GL_FRAMEBUFFER, that->m_fbo[that->m_idx_render]);
}
// This callback is called during initialisation.
static bool setup(void* data)
{
VLCVideo* that = static_cast<VLCVideo*>(data);
that->m_width = 0;
that->m_height = 0;
return true;
}
// This callback is called to release the texture and FBO created in resize
static void cleanup(void* data)
{
VLCVideo* that = static_cast<VLCVideo*>(data);
if (that->m_width == 0 && that->m_height == 0)
return;
glDeleteTextures(3, that->m_tex);
glDeleteFramebuffers(3, that->m_fbo);
}
//This callback is called after VLC performs drawing calls
static void swap(void* data)
{
VLCVideo* that = static_cast<VLCVideo*>(data);
std::lock_guard<std::mutex> lock(that->m_text_lock);
that->m_updated = true;
std::swap(that->m_idx_swap, that->m_idx_render);
glBindFramebuffer(GL_FRAMEBUFFER, that->m_fbo[that->m_idx_render]);
}
// This callback is called to set the OpenGL context
static bool make_current(void* data, bool current)
{
VLCVideo* that = static_cast<VLCVideo*>(data);
if (current)
return SDL_GL_MakeCurrent(that->m_win, that->m_ctx) == 0;
else
return SDL_GL_MakeCurrent(that->m_win, 0) == 0;
}
// This callback is called by VLC to get OpenGL functions.
static void* get_proc_address(void* /*data*/, const char* current)
{
return SDL_GL_GetProcAddress(current);
}
private:
//VLC objects
libvlc_instance_t* m_vlc = nullptr;
libvlc_media_player_t* m_mp = nullptr;
libvlc_media_t* m_media = nullptr;
//FBO data
unsigned m_width = 0;
unsigned m_height = 0;
std::mutex m_text_lock;
GLuint m_tex[3];
GLuint m_fbo[3];
size_t m_idx_render = 0;
size_t m_idx_swap = 1;
size_t m_idx_display = 2;
bool m_updated = false;
//SDL context
SDL_Window* m_win;
SDL_GLContext m_ctx;
};
int main(int argc, char** argv)
{
if (argc != 2) {
fprintf(stderr, "usage: %s <uri>\n", argv[0]);
return 1;
}
SDL_Window* wnd = SDL_CreateWindow("test",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
1920, 1080, SDL_WINDOW_OPENGL | SDL_WINDOW_SHOWN);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetSwapInterval(0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GLContext glc = SDL_GL_CreateContext(wnd);
VLCVideo video(wnd);
SDL_Renderer* rdr = SDL_CreateRenderer(
wnd, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
// Create Vertex Array Object
GLuint vao;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
// Create a Vertex Buffer Object and copy the vertex data to it
GLuint vbo;
glGenBuffers(1, &vbo);
//vertex X, vertex Y, UV X, UV Y
GLfloat vertices[] = {
-1.0f, 1.0f, 0.f, 1.f,
-1.0f, -1.0f, 0.f, 0.f,
1.0f, 1.0f, 1.f, 1.f,
1.0f, -1.0f, 1.f, 0.f
};
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
// Create and compile the vertex shader
GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertexShader, 1, &vertexSource, NULL);
glCompileShader(vertexShader);
// Create and compile the fragment shader
GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragmentShader, 1, &fragmentSource, NULL);
glCompileShader(fragmentShader);
{
GLuint shader[] = {vertexShader, fragmentShader};
const char *shaderName[] = {"vertex", "fragment"};
for (int i = 0; i < 2; i++) {
int len;
glGetShaderiv(shader[i], GL_INFO_LOG_LENGTH, &len);
if (len <= 1)
continue;
std::vector<char> infoLog(len);
int charsWritten;
glGetShaderInfoLog(shader[i], len, &charsWritten, infoLog.data());
fprintf(stderr, "%s shader info log: %s\n", shaderName[i], infoLog.data());
GLint status = GL_TRUE;
glGetShaderiv(shader[i], GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
fprintf(stderr, "compile %s shader failed\n", shaderName[i]);
SDL_DestroyWindow(wnd);
SDL_Quit();
return 1;
}
}
}
// Link the vertex and fragment shader into a shader program
GLuint shaderProgram = glCreateProgram();
glAttachShader(shaderProgram, vertexShader);
glAttachShader(shaderProgram, fragmentShader);
glLinkProgram(shaderProgram);
{
int len;
glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &len);
if (len > 1) {
std::vector<char> infoLog(len);
int charsWritten;
glGetProgramInfoLog(shaderProgram, len, &charsWritten, infoLog.data());
fprintf(stderr, "shader program: %s\n", infoLog.data());
}
GLint status = GL_TRUE;
glGetProgramiv(shaderProgram, GL_LINK_STATUS, &status);
if (status == GL_FALSE) {
fprintf(stderr, "unable to use program\n");
SDL_DestroyWindow(wnd);
SDL_Quit();
return 1;
}
}
glUseProgram(shaderProgram);
// Specify the layout of the vertex data
GLint posAttrib = glGetAttribLocation(shaderProgram, "a_position");
glEnableVertexAttribArray(posAttrib);
glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), 0);
// Specify the layout of the vertex data
GLint uvAttrib = glGetAttribLocation(shaderProgram, "a_uv");
glEnableVertexAttribArray(uvAttrib);
glVertexAttribPointer(uvAttrib, 2, GL_FLOAT, GL_FALSE, 4*sizeof(float), (GLvoid*)(2*sizeof(float)));
// Specify the texture of the video
GLint textUniform = glGetUniformLocation(shaderProgram, "u_videotex");
glActiveTexture(GL_TEXTURE0);
glUniform1i(textUniform, /*GL_TEXTURE*/0);
//start playing the video
if (!video.playMedia(argv[1])) {
SDL_DestroyWindow(wnd);
SDL_Quit();
return 1;
}
bool updated = false;
bool quit = false;
while(!quit) {
SDL_Event e;
while(SDL_PollEvent(&e)) {
if(e.type == SDL_QUIT)
quit = true;
}
// Clear the screen to black
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Get the current video texture and bind it
GLuint tex = video.getVideoFrame(&updated);
glBindTexture(GL_TEXTURE_2D, tex);
// Draw the video rectangle
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindTexture(GL_TEXTURE_2D, 0);
SDL_GL_SwapWindow(wnd);
};
video.stop();
SDL_DestroyWindow(wnd);
SDL_Quit();
return 0;
}
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