Ah ok,
The way I read it was that you either use OpenGL or SDL (which is another abstraction layer over OpenGL). If you use both, then I guess that is great.
So, my next step's:
1. Use the link above for other forum post to get to the link for how to compile FFMpeg etc.
2. Take a look again at NeHe's tutorial.
3. Take a look at the code kindly provided by Red_falcon.
4. See if I can get 2 & 3 working together.
I'm sure that is a good plan. Probably take a day or two as the wife is now home and I've signed off from work. Depends on how much blagging I can do to sit down with machine tonight.
I'll keep you posted.
Regards
Sp33dy
Multi format movie playing
No need to compile yourself, I had enough pain trying it, and failing of course;)
here you get ready compiled dll's and libs: http://arrozcru.no-ip.org/ffmpeg/
and they have a forum for ffmpeg.
here you get ready compiled dll's and libs: http://arrozcru.no-ip.org/ffmpeg/
and they have a forum for ffmpeg.
Red_falcon,
You there? Things have moved on nicely this morning. I've taken MeHe's tutorial 6 (rotating cube) and mashed it with your code (with help from the ffmpeg tutorial page above and details from MeHe 35 Tutorial).
I now have some code that runs a silent movie in a rotating cube (all sides). I'll chase the audio later, but I guess its a simliar technique (easy to figure out).
My problems?? :
1. GL_TEXTURE_RECTANGLE_ARB for
It won't compile. I get "error C2065: 'GL_TEXTURE_RECTANGLE_ARB' : undeclared identifier". I've googled and can't find a suitable answer. Is it card related (not sure how the compiler knows about my card) or is it a missing LIB (I've got Visual Studio 2007, ffmpeg installed with stdin.h/inttypes.h extras etc). No other special libraries included.
2. I changed GL_TEXTURE_RECTANGLE_ARB to GL_TEXTURE_2D and have got things working. However, it's a miracle how its working!!! Why, because the movie is being played over the top of the texture that was being loaded by MeHe tutorial. If I remove any reference to the Texture, it all stops working. I can't figure out how to use the pFrameRGB->data copy (ie how to link it to its own texture). Any hints?
Thanks,
Sp33dy
P.S. I might solve before you get back to me.. Just rebooting machine :-(
P.P.S I will post code when it is running (although the code will not be neat).
[Edited by - sp33dy on September 20, 2007 10:44:10 AM]
You there? Things have moved on nicely this morning. I've taken MeHe's tutorial 6 (rotating cube) and mashed it with your code (with help from the ffmpeg tutorial page above and details from MeHe 35 Tutorial).
I now have some code that runs a silent movie in a rotating cube (all sides). I'll chase the audio later, but I guess its a simliar technique (easy to figure out).
My problems?? :
1. GL_TEXTURE_RECTANGLE_ARB for
glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB,0,0,0,vid->GetWidth(),vid->GetHeight(),GL_RGB,GL_UNSIGNED_BYTE,(char*)pFrameRGB->data[0]);
It won't compile. I get "error C2065: 'GL_TEXTURE_RECTANGLE_ARB' : undeclared identifier". I've googled and can't find a suitable answer. Is it card related (not sure how the compiler knows about my card) or is it a missing LIB (I've got Visual Studio 2007, ffmpeg installed with stdin.h/inttypes.h extras etc). No other special libraries included.
2. I changed GL_TEXTURE_RECTANGLE_ARB to GL_TEXTURE_2D and have got things working. However, it's a miracle how its working!!! Why, because the movie is being played over the top of the texture that was being loaded by MeHe tutorial. If I remove any reference to the Texture, it all stops working. I can't figure out how to use the pFrameRGB->data copy (ie how to link it to its own texture). Any hints?
Thanks,
Sp33dy
P.S. I might solve before you get back to me.. Just rebooting machine :-(
P.P.S I will post code when it is running (although the code will not be neat).
[Edited by - sp33dy on September 20, 2007 10:44:10 AM]
madRenEGadE/Red_falcon,
Ok, here is the very rough (take it at face value. I've left lots of junk in it and not cleaned up any memory leaks).
If you create a 1024x512.bmp and run with an avi (or any other supported movies) of 640x480 resolution, it works very well! In fact, its great to see all sides of the cube animated. I've learnt a lot from this experiment and I now need to learn how to scale the movie correctly, etc.
Thanks for the heads up!! It's exactly what I needed. I hope you find this useful.
NOTE: I did say previously this is a mash of MeHe's tutorial 6, 35 and the FFMpeg Tutorial. If anyone feel's this shouldn't be posted here. Please let me know and I'll remove.
Edit: Removed source, see next post..
[Edited by - sp33dy on September 20, 2007 2:17:53 PM]
Ok, here is the very rough (take it at face value. I've left lots of junk in it and not cleaned up any memory leaks).
If you create a 1024x512.bmp and run with an avi (or any other supported movies) of 640x480 resolution, it works very well! In fact, its great to see all sides of the cube animated. I've learnt a lot from this experiment and I now need to learn how to scale the movie correctly, etc.
Thanks for the heads up!! It's exactly what I needed. I hope you find this useful.
NOTE: I did say previously this is a mash of MeHe's tutorial 6, 35 and the FFMpeg Tutorial. If anyone feel's this shouldn't be posted here. Please let me know and I'll remove.
Edit: Removed source, see next post..
[Edited by - sp33dy on September 20, 2007 2:17:53 PM]
Guys, you there?
Here is the latest version. I've got rid of the loadBMP function and created a CreateEmptyTexture function which is called from init. Movie is loaded and displayed in the centre of each cube face.
However, HELP! Any thoughts? I've run out of time for today:
1. I set the Texture to 1024x1024 (I figure most movies will be 640x480). The next power of 2 is obviously 1024. I've tried to scale up with Sws_scale and have failed to find a way to scale up the movie. If I make the texture 512x512, I'm unable to scale down. Should I be able to?? Any thoughts.
Please note that some sizes are hardcoded in the code for now. I'd appreciate any thoughts. I was to deal with scaling first and then add sound (which I figure will be easier).
Here is the latest version. I've got rid of the loadBMP function and created a CreateEmptyTexture function which is called from init. Movie is loaded and displayed in the centre of each cube face.
However, HELP! Any thoughts? I've run out of time for today:
1. I set the Texture to 1024x1024 (I figure most movies will be 640x480). The next power of 2 is obviously 1024. I've tried to scale up with Sws_scale and have failed to find a way to scale up the movie. If I make the texture 512x512, I'm unable to scale down. Should I be able to?? Any thoughts.
Please note that some sizes are hardcoded in the code for now. I'd appreciate any thoughts. I was to deal with scaling first and then add sound (which I figure will be easier).
/* * This Code Was Created By Jeff Molofee 2000 * A HUGE Thanks To Fredric Echols For Cleaning Up * And Optimizing The Base Code, Making It More Flexible! * If You've Found This Code Useful, Please Let Me Know. * Visit My Site At nehe.gamedev.net */#include <windows.h> // Header File For Windows#include <stdio.h> // Header File For Standard Input/Output#include <gl\gl.h> // Header File For The OpenGL32 Library#include <gl\glu.h> // Header File For The GLu32 Library//libs in : C:\Program Files\Microsoft SDKs\Windows\v6.0\Lib//downloaded special stdint.h and intypes.h//Added extern "c"extern "C" { #include <ffmpeg\avcodec.h> #include <ffmpeg\avformat.h> #include <ffmpeg\swscale.h>}HDC hDC=NULL; // Private GDI Device ContextHGLRC hRC=NULL; // Permanent Rendering ContextHWND hWnd=NULL; // Holds Our Window HandleHINSTANCE hInstance; // Holds The Instance Of The Applicationbool keys[256]; // Array Used For The Keyboard Routinebool active=TRUE; // Window Active Flag Set To TRUE By Defaultbool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By DefaultAVFormatContext *pFormatCtx;AVCodecContext *pCodecCtx;AVFrame *pFrame;AVFrame *pFrameRGB;GLuint movieTexture;GLfloat xrot; // X Rotation ( NEW )GLfloat yrot; // Y Rotation ( NEW )GLfloat zrot; // Z Rotation ( NEW )LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProcGLuint CreateEmptyTexture(int width, int height) // Create An Empty Texture{ GLuint txtnumber; // Texture ID unsigned int* data; // Stored Data data = (unsigned int*)new GLuint[((width * height)* 4 * sizeof(unsigned int))]; ZeroMemory(data,((width * height)* 4 * sizeof(unsigned int))); // Clear Storage Memory glGenTextures(1, &txtnumber); // Create 1 Texture glBindTexture(GL_TEXTURE_2D, txtnumber); // Bind The Texture glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); // Build Texture Using Information In data glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); delete [] data; // Release data return txtnumber; // Return The Texture ID}GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window{ if (height==0) // Prevent A Divide By Zero By { height=1; // Making Height Equal One } glViewport(0,0,width,height); // Reset The Current Viewport glMatrixMode(GL_PROJECTION); // Select The Projection Matrix glLoadIdentity(); // Reset The Projection Matrix // Calculate The Aspect Ratio Of The Window gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glLoadIdentity(); // Reset The Modelview Matrix}int InitGL(GLvoid) // All Setup For OpenGL Goes Here{// movieTexture=CreateEmptyTexture(pCodecCtx->width,pCodecCtx->height); movieTexture=CreateEmptyTexture(1024,1024); glBindTexture(GL_TEXTURE_2D, movieTexture); glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW ) glShadeModel(GL_SMOOTH); // Enable Smooth Shading glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background glClearDepth(1.0f); // Depth Buffer Setup glEnable(GL_DEPTH_TEST); // Enables Depth Testing glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations return TRUE; // Initialization Went OK}int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing{ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity(); // Reset The View glTranslatef(0.0f,0.0f,-5.0f); glRotatef(xrot,1.0f,0.0f,0.0f); glRotatef(yrot,0.0f,1.0f,0.0f); glRotatef(zrot,0.0f,0.0f,1.0f); glBindTexture(GL_TEXTURE_2D, movieTexture); // Select Our Texture glTexSubImage2D(GL_TEXTURE_2D,0,(pCodecCtx->width)/2,(pCodecCtx->height)/2,pCodecCtx->width,pCodecCtx->height,GL_RGB,GL_UNSIGNED_BYTE,(char*)pFrameRGB->data[0]); glBegin(GL_QUADS); // Front Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Back Face glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Face glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Bottom Face glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Right face glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Left Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); glEnd(); xrot+=0.3f; yrot+=0.2f; zrot+=0.4f; return TRUE; // Keep Going}GLvoid KillGLWindow(GLvoid) // Properly Kill The Window{ if (fullscreen) // Are We In Fullscreen Mode? { ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop ShowCursor(TRUE); // Show Mouse Pointer } if (hRC) // Do We Have A Rendering Context? { if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts? { MessageBox(NULL,"Release Of DC And RC Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC? { MessageBox(NULL,"Release Rendering Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); } hRC=NULL; // Set RC To NULL } if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC { MessageBox(NULL,"Release Device Context Failed.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hDC=NULL; // Set DC To NULL } if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window? { MessageBox(NULL,"Could Not Release hWnd.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hWnd=NULL; // Set hWnd To NULL } if (!UnregisterClass("OpenGL",hInstance)) // Are We Able To Unregister Class { MessageBox(NULL,"Could Not Unregister Class.","SHUTDOWN ERROR",MB_OK | MB_ICONINFORMATION); hInstance=NULL; // Set hInstance To NULL }}/* This Code Creates Our OpenGL Window. Parameters Are: * * title - Title To Appear At The Top Of The Window * * width - Width Of The GL Window Or Fullscreen Mode * * height - Height Of The GL Window Or Fullscreen Mode * * bits - Number Of Bits To Use For Color (8/16/24/32) * * fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */ BOOL CreateGLWindow(char* title, int width, int height, int bits, bool fullscreenflag){ GLuint PixelFormat; // Holds The Results After Searching For A Match WNDCLASS wc; // Windows Class Structure DWORD dwExStyle; // Window Extended Style DWORD dwStyle; // Window Style RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values WindowRect.left=(long)0; // Set Left Value To 0 WindowRect.right=(long)width; // Set Right Value To Requested Width WindowRect.top=(long)0; // Set Top Value To 0 WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height fullscreen=fullscreenflag; // Set The Global Fullscreen Flag hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window. wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages wc.cbClsExtra = 0; // No Extra Window Data wc.cbWndExtra = 0; // No Extra Window Data wc.hInstance = hInstance; // Set The Instance wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer wc.hbrBackground = NULL; // No Background Required For GL wc.lpszMenuName = NULL; // We Don't Want A Menu wc.lpszClassName = "OpenGL"; // Set The Class Name if (!RegisterClass(&wc)) // Attempt To Register The Window Class { MessageBox(NULL,"Failed To Register The Window Class.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (fullscreen) // Attempt Fullscreen Mode? { DEVMODE dmScreenSettings; // Device Mode memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure dmScreenSettings.dmPelsWidth = width; // Selected Screen Width dmScreenSettings.dmPelsHeight = height; // Selected Screen Height dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT; // Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar. if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL) { // If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode. if (MessageBox(NULL,"The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?","NeHe GL",MB_YESNO|MB_ICONEXCLAMATION)==IDYES) { fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE } else { // Pop Up A Message Box Letting User Know The Program Is Closing. MessageBox(NULL,"Program Will Now Close.","ERROR",MB_OK|MB_ICONSTOP); return FALSE; // Return FALSE } } } if (fullscreen) // Are We Still In Fullscreen Mode? { dwExStyle=WS_EX_APPWINDOW; // Window Extended Style dwStyle=WS_POPUP; // Windows Style ShowCursor(FALSE); // Hide Mouse Pointer } else { dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style } AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size // Create The Window if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window "OpenGL", // Class Name title, // Window Title dwStyle | // Defined Window Style WS_CLIPSIBLINGS | // Required Window Style WS_CLIPCHILDREN, // Required Window Style 0, 0, // Window Position WindowRect.right-WindowRect.left, // Calculate Window Width WindowRect.bottom-WindowRect.top, // Calculate Window Height NULL, // No Parent Window NULL, // No Menu hInstance, // Instance NULL))) // Dont Pass Anything To WM_CREATE { KillGLWindow(); // Reset The Display MessageBox(NULL,"Window Creation Error.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be { sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor 1, // Version Number PFD_DRAW_TO_WINDOW | // Format Must Support Window PFD_SUPPORT_OPENGL | // Format Must Support OpenGL PFD_DOUBLEBUFFER, // Must Support Double Buffering PFD_TYPE_RGBA, // Request An RGBA Format bits, // Select Our Color Depth 0, 0, 0, 0, 0, 0, // Color Bits Ignored 0, // No Alpha Buffer 0, // Shift Bit Ignored 0, // No Accumulation Buffer 0, 0, 0, 0, // Accumulation Bits Ignored 16, // 16Bit Z-Buffer (Depth Buffer) 0, // No Stencil Buffer 0, // No Auxiliary Buffer PFD_MAIN_PLANE, // Main Drawing Layer 0, // Reserved 0, 0, 0 // Layer Masks Ignored }; if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Device Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Find A Suitable PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Set The PixelFormat.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context? { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Create A GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context { KillGLWindow(); // Reset The Display MessageBox(NULL,"Can't Activate The GL Rendering Context.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } ShowWindow(hWnd,SW_SHOW); // Show The Window SetForegroundWindow(hWnd); // Slightly Higher Priority SetFocus(hWnd); // Sets Keyboard Focus To The Window ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen if (!InitGL()) // Initialize Our Newly Created GL Window { KillGLWindow(); // Reset The Display MessageBox(NULL,"Initialization Failed.","ERROR",MB_OK|MB_ICONEXCLAMATION); return FALSE; // Return FALSE } return TRUE; // Success}LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window UINT uMsg, // Message For This Window WPARAM wParam, // Additional Message Information LPARAM lParam) // Additional Message Information{ switch (uMsg) // Check For Windows Messages { case WM_ACTIVATE: // Watch For Window Activate Message { if (!HIWORD(wParam)) // Check Minimization State { active=TRUE; // Program Is Active } else { active=FALSE; // Program Is No Longer Active } return 0; // Return To The Message Loop } case WM_SYSCOMMAND: // Intercept System Commands { switch (wParam) // Check System Calls { case SC_SCREENSAVE: // Screensaver Trying To Start? case SC_MONITORPOWER: // Monitor Trying To Enter Powersave? return 0; // Prevent From Happening } break; // Exit } case WM_CLOSE: // Did We Receive A Close Message? { PostQuitMessage(0); // Send A Quit Message return 0; // Jump Back } case WM_KEYDOWN: // Is A Key Being Held Down? { keys[wParam] = TRUE; // If So, Mark It As TRUE return 0; // Jump Back } case WM_KEYUP: // Has A Key Been Released? { keys[wParam] = FALSE; // If So, Mark It As FALSE return 0; // Jump Back } case WM_SIZE: // Resize The OpenGL Window { ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height return 0; // Jump Back } } // Pass All Unhandled Messages To DefWindowProc return DefWindowProc(hWnd,uMsg,wParam,lParam);}int WINAPI WinMain( HINSTANCE hInstance, // Instance HINSTANCE hPrevInstance, // Previous Instance LPSTR lpCmdLine, // Command Line Parameters int nCmdShow) // Window Show State{ av_register_all(); if(av_open_input_file(&pFormatCtx, "c:\\aburner.avi", NULL, 0, NULL)!=0) { MessageBox(NULL,"av_open error","Error",MB_OK); // Couldn't open file PostQuitMessage(0); return 0; } if(av_find_stream_info(pFormatCtx)<0) { MessageBox(NULL,"No streams","Error",MB_OK); PostQuitMessage(0); return 0; } unsigned int i; int videoStream = -1; for(i=0; i<pFormatCtx->nb_streams; i++) { if(pFormatCtx->streams->codec->codec_type==CODEC_TYPE_VIDEO) { videoStream=i; break; } if(videoStream==-1) { MessageBox(NULL,"No video streams","Error",MB_OK); PostQuitMessage(0); return 0; } } pCodecCtx=pFormatCtx->streams[videoStream]->codec; AVCodec *pCodec; pCodec=avcodec_find_decoder(pCodecCtx->codec_id); if(pCodec==NULL) { MessageBox(NULL,"No codec availaible","Error",MB_OK); PostQuitMessage(0); return 0; } if(avcodec_open(pCodecCtx, pCodec)<0) { MessageBox(NULL,"Codec could not be opened","Error",MB_OK); PostQuitMessage(0); return 0; } pFrameRGB=avcodec_alloc_frame(); pFrame=avcodec_alloc_frame(); int numBytes=avpicture_get_size(PIX_FMT_RGB24, pCodecCtx->width,pCodecCtx->height); uint8_t *buffer=new uint8_t[numBytes]; avpicture_fill((AVPicture *)pFrameRGB, buffer, PIX_FMT_RGB24, pCodecCtx->width, pCodecCtx->height); SwsContext *pSWSCtx = sws_getContext(pCodecCtx->width, pCodecCtx->height, pCodecCtx->pix_fmt, pCodecCtx->width, pCodecCtx->height, PIX_FMT_RGB24, SWS_FAST_BILINEAR, NULL, NULL, NULL); MSG msg; // Windows Message Structure BOOL done=FALSE; // Bool Variable To Exit Loop // Ask The User Which Screen Mode They Prefer if (MessageBox(NULL,"Would You Like To Run In Fullscreen Mode?", "Start FullScreen?",MB_YESNO|MB_ICONQUESTION)==IDNO) { fullscreen=FALSE; // Windowed Mode } // Create Our OpenGL Window if (!CreateGLWindow("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } while(!done) // Loop That Runs While done=FALSE { if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting? { if (msg.message==WM_QUIT) // Have We Received A Quit Message? { done=TRUE; // If So done=TRUE } else // If Not, Deal With Window Messages { TranslateMessage(&msg); // Translate The Message DispatchMessage(&msg); // Dispatch The Message } } else // If There Are No Messages { AVPacket packet; int frameFinished; int curr_frame; if(av_read_frame(pFormatCtx, &packet)>=0) { if(packet.stream_index==videoStream) { avcodec_decode_video(pCodecCtx, pFrame, &frameFinished,packet.data, packet.size); if(frameFinished) { sws_scale(pSWSCtx, pFrame->data, pFrame->linesize, 0, pCodecCtx->height, pFrameRGB->data, pFrameRGB->linesize); } } } else curr_frame = 0; av_free_packet(&packet); // Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene() if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received? { done=TRUE; // ESC or DrawGLScene Signalled A Quit } else // Not Time To Quit, Update Screen { SwapBuffers(hDC); // Swap Buffers (Double Buffering) } if (keys[VK_F1]) // Is F1 Being Pressed? { keys[VK_F1]=FALSE; // If So Make Key FALSE KillGLWindow(); // Kill Our Current Window fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode // Recreate Our OpenGL Window if (!CreateGLWindow("NeHe's Texture Mapping Tutorial",640,480,16,fullscreen)) { return 0; // Quit If Window Was Not Created } } } } // Shutdown KillGLWindow(); // Kill The Window return (msg.wParam); // Exit The Program // Free movie texture glDeleteTextures(1,&movieTexture); // Free sws context av_free(pSWSCtx); // Free the RGB image av_free(buffer); av_free(pFrameRGB); // Free the YUV frame av_free(pFrame); // Close the codec avcodec_close(pCodecCtx); // Close the video file av_close_input_file(pFormatCtx);}
Hi. Sorry had not much time cause i'm working on a project at the moment(the code i posted is from it :)). I use ARB_TEXTURE_RECTANGLE extension to display videos. The size of the videos is 1280x720, converted form MPEG-2 Transport Stream to Quicktime format.
Hi sp33dy,
You do not need to create textures that are sqared (like 1024x1024).
Yust create one that fits your video size.
On old hardware it was a problem to use non-square textures but it should not be
a problem nowadays.
Should not your code to create an empty texture be something like this:
You do not need to create textures that are sqared (like 1024x1024).
Yust create one that fits your video size.
On old hardware it was a problem to use non-square textures but it should not be
a problem nowadays.
Should not your code to create an empty texture be something like this:
GLuint CreateEmptyTexture(int width, int height) { GLuint txtnumber; unsigned char* data; // unsigned char instead of unsigned int data = new unsigned char[((width * height)* 3 * sizeof(unsigned char))]; // 3 instead of 4 components cause you do not need alpha for videos I think ZeroMemory(data,((width * height)* 3 * sizeof(unsigned char))); // Clear Storage Memory glGenTextures(1, &txtnumber); // Create 1 Texture glBindTexture(GL_TEXTURE_2D, txtnumber); // Bind The Texture glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data); // Build Texture Using Information In data glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); delete [] data; // Release data return txtnumber; // Return The Texture ID}
There is one little error in your code. GL_TEXTURE_2D should be GL_TEXTURE_RECTANGLE_ARB(I hope i remember the sentence right).
EDIT: I suggest to take GLEW or GLEE for extensions, it takes a lot of work off you.
EDIT: I suggest to take GLEW or GLEE for extensions, it takes a lot of work off you.
@Red_Falcon
GL_TEXTURE_2D works fine for me but GL_TEXTURE_RECTANGLE_ARB crashes (maybe my driver does not support it)
GL_TEXTURE_2D works fine for me but GL_TEXTURE_RECTANGLE_ARB crashes (maybe my driver does not support it)
Thats my original function:
void CreateEmptyTexture(unsigned int id, int bpp, int width, int height){ glEnable(GL_TEXTURE_RECTANGLE_ARB); glBindTexture(GL_TEXTURE_RECTANGLE_ARB,id); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MAG_FILTER,GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB,GL_TEXTURE_MIN_FILTER,GL_NEAREST); //glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); //glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //gluBuild2DMipmaps(GL_TEXTURE_2D, bpp, h, v, f, GL_UNSIGNED_BYTE, texdata); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB/*bpp*/, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); glBindTexture(GL_TEXTURE_RECTANGLE_ARB,NULL); glDisable(GL_TEXTURE_RECTANGLE_ARB);}
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