android基于ffmpeg的简单视频播发器 播放视频

2024-05-11 06:32

本文主要是介绍android基于ffmpeg的简单视频播发器 播放视频,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!

视频播放用到opengl,因为ffmpeg是c写的,所以我就用c++写opengl,c不会写

把生成的so文件和include文件夹复制到项目的app\libs文件夹

CMakeLists.txt文件代码

cmake_minimum_required(VERSION 3.4.1)add_library( native-libSHAREDsrc/main/cpp/native-lib.cppsrc/main/cpp/OpenGLUtils.cppsrc/main/cpp/ShaderUtils.cppsrc/main/cpp/EGLUtils.cpp)find_library( log-liblog )set(distribution_DIR ../../../../libs)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -std=gnu++11")
set(CMAKE_VERBOSE_MAKEFILE on)
include_directories(libs/include)add_library( avcodec-57SHAREDIMPORTED)
add_library( avdevice-57SHAREDIMPORTED)
add_library( avfilter-6SHAREDIMPORTED)
add_library( avformat-57SHAREDIMPORTED)
add_library( avutil-55SHAREDIMPORTED)
add_library( swresample-2SHAREDIMPORTED)
add_library( swscale-4SHAREDIMPORTED)
set_target_properties( avcodec-57PROPERTIES IMPORTED_LOCATION${distribution_DIR}/${ANDROID_ABI}/libavcodec-57.so)
set_target_properties( avdevice-57PROPERTIES IMPORTED_LOCATION${distribution_DIR}/${ANDROID_ABI}/libavdevice-57.so)
set_target_properties( avfilter-6PROPERTIES IMPORTED_LOCATION${distribution_DIR}/${ANDROID_ABI}/libavfilter-6.so)
set_target_properties( avformat-57PROPERTIES IMPORTED_LOCATION${distribution_DIR}/${ANDROID_ABI}/libavformat-57.so)
set_target_properties( avutil-55PROPERTIES IMPORTED_LOCATION${distribution_DIR}/${ANDROID_ABI}/libavutil-55.so)
set_target_properties( swresample-2PROPERTIES IMPORTED_LOCATION${distribution_DIR}/${ANDROID_ABI}/libswresample-2.so)
set_target_properties( swscale-4PROPERTIES IMPORTED_LOCATION${distribution_DIR}/${ANDROID_ABI}/libswscale-4.so)target_link_libraries( native-libavcodec-57avdevice-57avfilter-6avformat-57avutil-55swresample-2swscale-4${log-lib}androidEGLGLESv2)
引入opengl,egl和android包,都要用到

java代码

setContentView(R.layout.activity_main);
SurfaceView surfaceView = findViewById(R.id.surface_view);

surfaceView.getHolder().addCallback(new SurfaceHolder.Callback() {@Override
    public void surfaceCreated(SurfaceHolder holder) {}@Override
    public void surfaceChanged(final SurfaceHolder holder, int format, int width, int height) {Thread thread = new Thread(){@Override
            public void run() {super.run();
                String videoPath = "/storage/emulated/0/baiduNetdisk/season09.mp4";
                videoPlay(videoPath,holder.getSurface());
            }};
        thread.start();
    }@Override
    public void surfaceDestroyed(SurfaceHolder holder) {}
});
很简单,主要是调用

public native void videoPlay(String path, Surface surface);
来进行处理

c++代码

const char *path = env->GetStringUTFChars(path_, 0);
// TODO

av_register_all();
AVFormatContext *fmt_ctx = avformat_alloc_context();
if (avformat_open_input(&fmt_ctx, path, NULL, NULL) < 0) {return;
}
if (avformat_find_stream_info(fmt_ctx, NULL) < 0) {return;
}
AVStream *avStream = NULL;
int video_stream_index = -1;
for (int i = 0; i < fmt_ctx->nb_streams; i++) {if (fmt_ctx->streams[i]->codecpar->codec_type == AVMEDIA_TYPE_VIDEO) {avStream = fmt_ctx->streams[i];
        video_stream_index = i;
        break;
    }
}
if (video_stream_index == -1) {return;
}
AVCodecContext *codec_ctx = avcodec_alloc_context3(NULL);
avcodec_parameters_to_context(codec_ctx, avStream->codecpar);

AVCodec *avCodec = avcodec_find_decoder(codec_ctx->codec_id);
if (avcodec_open2(codec_ctx, avCodec, NULL) < 0) {return;
}ANativeWindow* nativeWindow = ANativeWindow_fromSurface(env,surface);

AVFrame *yuvFrame = av_frame_alloc();

EGLUtils *eglUtils = new EGLUtils();
eglUtils->initEGL(nativeWindow);

OpenGLUtils *openGLUtils = new OpenGLUtils();
openGLUtils->surfaceCreated();
openGLUtils->surfaceChanged(eglUtils->getWidth(),eglUtils->getHeight());
openGLUtils->initTexture(codec_ctx->width,codec_ctx->height);

int y_size = codec_ctx->width * codec_ctx->height;
AVPacket *pkt = (AVPacket *) malloc(sizeof(AVPacket));
av_new_packet(pkt, y_size);
int ret;
while (1) {if (av_read_frame(fmt_ctx, pkt) < 0) {av_packet_unref(pkt);
        break;
    }if (pkt->stream_index == video_stream_index) {ret = avcodec_send_packet(codec_ctx, pkt);
        if (ret < 0 && ret != AVERROR(EAGAIN) && ret != AVERROR_EOF) {av_packet_unref(pkt);
            continue;
        }ret = avcodec_receive_frame(codec_ctx, yuvFrame);
        if (ret < 0 && ret != AVERROR_EOF) {av_packet_unref(pkt);
            continue;
        }openGLUtils->updateTexture(yuvFrame->width,yuvFrame->height,yuvFrame->data[0],yuvFrame->data[1],yuvFrame->data[2]);
        openGLUtils->surfaceDraw();
        eglUtils->drawEGL();

        av_packet_unref(pkt);
    }av_packet_unref(pkt);
}
av_frame_free(&yuvFrame);
avcodec_close(codec_ctx);
avformat_close_input(&fmt_ctx);

env->ReleaseStringUTFChars(path_, path);
引入的包

#include <android/native_window.h>
#include <android/native_window_jni.h>
#include "EGLUtils.h"
#include "OpenGLUtils.h"
extern "C" {
#include "libavformat/avformat.h"
#include "libavfilter/avfiltergraph.h"
}

因为ffmpeg用c写的,所以c++引入时要用extern不然会报错

EGLUtils和OpenGLUtils是我自己写的opengl渲染代码

EGLUtils.h

#ifndef VIDEOPLAY_EGLUTILS_H
#define VIDEOPLAY_EGLUTILS_H

#include <EGL/egl.h>
class EGLUtils {
public:EGLUtils();
    ~EGLUtils();

    void initEGL(ANativeWindow *nativeWindow);

    void drawEGL();
    int getWidth();
    int getHeight();

private:EGLConfig eglConf;
    EGLSurface eglWindow;
    EGLContext eglCtx;
    EGLDisplay eglDisp;

    int windowWidth;
    int windowHeight;

    void releaseEGL();
};


#endif //VIDEOPLAY_EGLUTILS_H
EGLUtils.cpp

#include "EGLUtils.h"
EGLUtils::EGLUtils() {}
EGLUtils::~EGLUtils() {releaseEGL();
}void EGLUtils::initEGL(ANativeWindow *nativeWindow) {EGLint configSpec[] = { EGL_RED_SIZE, 8,
                            EGL_GREEN_SIZE, 8,
                            EGL_BLUE_SIZE, 8,
                            EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_NONE };

    eglDisp = eglGetDisplay(EGL_DEFAULT_DISPLAY);
    EGLint eglMajVers, eglMinVers;
    EGLint numConfigs;
    eglInitialize(eglDisp, &eglMajVers, &eglMinVers);
    eglChooseConfig(eglDisp, configSpec, &eglConf, 1, &numConfigs);

    eglWindow = eglCreateWindowSurface(eglDisp, eglConf,nativeWindow, NULL);

    eglQuerySurface(eglDisp,eglWindow,EGL_WIDTH,&windowWidth);
    eglQuerySurface(eglDisp,eglWindow,EGL_HEIGHT,&windowHeight);
    const EGLint ctxAttr[] = {EGL_CONTEXT_CLIENT_VERSION, 2,
            EGL_NONE
    };
    eglCtx = eglCreateContext(eglDisp, eglConf,EGL_NO_CONTEXT, ctxAttr);
    eglMakeCurrent(eglDisp, eglWindow, eglWindow, eglCtx);
}
int EGLUtils::getWidth() {return windowWidth;
}
int EGLUtils::getHeight(){return windowHeight;
}
void EGLUtils::releaseEGL() {eglMakeCurrent(eglDisp, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
    eglDestroyContext(eglDisp, eglCtx);

    eglDestroySurface(eglDisp, eglWindow);
    eglTerminate(eglDisp);

    eglDisp = EGL_NO_DISPLAY;

    eglWindow = EGL_NO_SURFACE;
    eglCtx = EGL_NO_CONTEXT;
}
void EGLUtils::drawEGL() {eglSwapBuffers(eglDisp, eglWindow);
}
OpenGLUtils.h

#ifndef VIDEOPLAY_OPENGLUTILS_H
#define VIDEOPLAY_OPENGLUTILS_H


#include <GLES2/gl2.h>

class OpenGLUtils {
public:OpenGLUtils();
    ~OpenGLUtils();

    void surfaceCreated();

    void surfaceChanged(int width, int height);

    void initTexture(int width,int height);

    void updateTexture(int width,int height,void *bufY,void *bufU,void *bufV);

    void surfaceDraw();
    void release();
private:GLuint programId;

    GLuint aPositionHandle;
    GLuint aTextureCoordHandle;
    GLuint textureSamplerHandle[3];

    GLuint textureId[3];

    float *vertexData;
    float *textureVertexData;

    int viewWidth,viewHeight;
    int videoWidth,videoHeight;
    int screenWidth, screenHeight;

    void viewport();

};


#endif
OpenGLUtils.cpp

#include "OpenGLUtils.h"
#include "ShaderUtils.h"

OpenGLUtils::OpenGLUtils() {vertexData = new float[12]{1.0f, -1.0f, 0.0f,
            -1.0f, -1.0f, 0.0f,
            1.0f, 1.0f, 0.0f,
            -1.0f, 1.0f, 0.0f
    };

    textureVertexData = new float[8]{1.0f, 0.0f,//右下
            0.0f, 0.0f,//左下
            1.0f, 1.0f,//右上
            0.0f, 1.0f//左上
    };
}OpenGLUtils::~OpenGLUtils() {release();
}void OpenGLUtils::surfaceCreated() {ShaderUtils *shaderUtils = new ShaderUtils();
    programId = shaderUtils->getYUVShader();

    aPositionHandle = (GLuint) glGetAttribLocation(programId, "aPosition");
    aTextureCoordHandle = (GLuint) glGetAttribLocation(programId, "aTexCoord");

    textureSamplerHandle[0] = (GLuint) glGetUniformLocation(programId, "yTexture");
    textureSamplerHandle[1] = (GLuint) glGetUniformLocation(programId, "uTexture");
    textureSamplerHandle[2] = (GLuint) glGetUniformLocation(programId, "vTexture");
    delete shaderUtils;

    glUseProgram(programId);
    glEnableVertexAttribArray(aPositionHandle);
    glVertexAttribPointer(aPositionHandle, 3, GL_FLOAT, GL_FALSE,
            12, vertexData);

    glEnableVertexAttribArray(aTextureCoordHandle);
    glVertexAttribPointer(aTextureCoordHandle, 2, GL_FLOAT, GL_FALSE, 8, textureVertexData);


}void OpenGLUtils::surfaceChanged(int width, int height) {screenWidth = width;
    screenHeight = height;
}void OpenGLUtils::initTexture(int width, int height) {videoWidth = width;
    videoHeight = height;

    glGenTextures(1,&textureId[0]);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D,textureId[0]);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,
                    GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0,
                 GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
    glUniform1i(textureSamplerHandle[0],0);

    glGenTextures(1,&textureId[1]);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D,textureId[1]);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,
                    GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width/2, height/2, 0,
                 GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
    glUniform1i(textureSamplerHandle[1],1);


    glGenTextures(1,&textureId[2]);
    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D,textureId[2]);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,
                    GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width/2, height/2, 0,
                 GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
    glUniform1i(textureSamplerHandle[2],2);


    viewport();
}void OpenGLUtils::updateTexture(int width, int height, void *bufY, void *bufU, void *bufV) {glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, textureId[0]);
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, bufY);

    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, textureId[1]);
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width/2, height/2, GL_LUMINANCE, GL_UNSIGNED_BYTE, bufU);

    glActiveTexture(GL_TEXTURE2);
    glBindTexture(GL_TEXTURE_2D, textureId[2]);
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width/2, height/2, GL_LUMINANCE, GL_UNSIGNED_BYTE, bufV);

}void OpenGLUtils::surfaceDraw() {glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}void OpenGLUtils::viewport() {int left,top;
    if(screenHeight > screenWidth){left = 0;
        viewWidth = screenWidth;
        viewHeight = (int)(videoHeight*1.0f/videoWidth*viewWidth);
        top = (screenHeight - viewHeight)/2;
    }else{top = 0;
        viewHeight = screenHeight;
        viewWidth = (int)(videoWidth*1.0f/videoHeight*viewHeight);
        left = (screenWidth - viewWidth)/2;
    }glViewport(left, top, viewWidth, viewHeight);
}void OpenGLUtils::release() {glDeleteProgram(programId);
    glDeleteTextures(3,textureId);
}
还有shader文件,用来显示YUV格式的图像

ShaderUtils.h

#ifndef VIDEOPLAY_SHADERUTILS_H
#define VIDEOPLAY_SHADERUTILS_H

#include <GLES2/gl2.h>
class ShaderUtils {
public:GLuint createProgram(const char *vertexSource, const char *fragmentSource);

    GLuint loadShader(GLenum shaderType, const char *source);

    GLuint getYUVShader();
};


#endif
ShaderUtils.cpp

#include <malloc.h>
#include "ShaderUtils.h"
#define GET_STR(x) #x
const char *vertexYUVShaderString = GET_STR(attribute vec4 aPosition;
        attribute vec2 aTexCoord;
        varying vec2 vTexCoord;
        void main() {vTexCoord=vec2(aTexCoord.x,1.0-aTexCoord.y);
            gl_Position = aPosition;
        }
);
const char *fragmentYUVSShaderString = GET_STR(precision mediump float;
        varying vec2 vTexCoord;
        uniform sampler2D yTexture;
        uniform sampler2D uTexture;
        uniform sampler2D vTexture;
        void main() {vec3 yuv;
            vec3 rgb;
            yuv.r = texture2D(yTexture, vTexCoord).r;
            yuv.g = texture2D(uTexture, vTexCoord).r - 0.5;
            yuv.b = texture2D(vTexture, vTexCoord).r - 0.5;
            rgb = mat3(1.0,       1.0,         1.0,
                       0.0,       -0.39465,  2.03211,
                       1.13983, -0.58060,  0.0) * yuv;
            gl_FragColor = vec4(rgb, 1.0);
        }
);
GLuint ShaderUtils::getYUVShader(){return createProgram(vertexYUVShaderString,fragmentYUVSShaderString);
}
GLuint ShaderUtils::createProgram(const char *vertexSource, const char *fragmentSource) {GLuint vertexShader = loadShader(GL_VERTEX_SHADER, vertexSource);
    if (!vertexShader) {return 0;
    }GLuint pixelShader = loadShader(GL_FRAGMENT_SHADER, fragmentSource);
    if (!pixelShader) {return 0;
    }GLuint program = glCreateProgram();
    if (program != 0) {glAttachShader(program, vertexShader);
        glAttachShader(program, pixelShader);
        glLinkProgram(program);
        GLint  linkStatus = 0;
        glGetProgramiv(program, GL_LINK_STATUS, &linkStatus);
        if (!linkStatus) {GLint info_length = 0;
            glGetProgramiv(program, GL_INFO_LOG_LENGTH, &info_length);
            if(info_length){char* buf = (char*)malloc(info_length * sizeof(char));
                glGetProgramInfoLog(program, info_length, NULL, buf);
                free(buf);
            }glDeleteProgram(program);
            program = 0;
        }}return program;
}
GLuint ShaderUtils::loadShader(GLenum shaderType, const char *source) {GLuint shader = glCreateShader(shaderType);
    if (shader != 0) {glShaderSource(shader,1, &source,NULL);
        glCompileShader(shader);
        GLint compiled = 0;
        glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
        if (!compiled) {GLint info_length = 0;
            glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &info_length);
            if(info_length){char* buf = (char*)malloc(info_length * sizeof(char));
                if(buf){ glGetShaderInfoLog(shader, info_length, NULL, buf);
                }free(buf);
            }glDeleteShader(shader);shader = 0;
        }}return shader;
}
shader代码是拿雷神的

这些代码只是显示解码出来的图像,没有做时间矫正,所以就是快进画面,播放速度就是解码速度









这篇关于android基于ffmpeg的简单视频播发器 播放视频的文章就介绍到这儿,希望我们推荐的文章对编程师们有所帮助!



http://www.chinasem.cn/article/978760

相关文章

基于Linux的ffmpeg python的关键帧抽取

《基于Linux的ffmpegpython的关键帧抽取》本文主要介绍了基于Linux的ffmpegpython的关键帧抽取,实现以按帧或时间间隔抽取关键帧,文中通过示例代码介绍的非常详细,对大家的学... 目录1.FFmpeg的环境配置1) 创建一个虚拟环境envjavascript2) ffmpeg-py

基于Python实现一个简单的题库与在线考试系统

《基于Python实现一个简单的题库与在线考试系统》在当今信息化教育时代,在线学习与考试系统已成为教育技术领域的重要组成部分,本文就来介绍一下如何使用Python和PyQt5框架开发一个名为白泽题库系... 目录概述功能特点界面展示系统架构设计类结构图Excel题库填写格式模板题库题目填写格式表核心数据结构

Android学习总结之Java和kotlin区别超详细分析

《Android学习总结之Java和kotlin区别超详细分析》Java和Kotlin都是用于Android开发的编程语言,它们各自具有独特的特点和优势,:本文主要介绍Android学习总结之Ja... 目录一、空安全机制真题 1:Kotlin 如何解决 Java 的 NullPointerExceptio

C/C++ chrono简单使用场景示例详解

《C/C++chrono简单使用场景示例详解》:本文主要介绍C/C++chrono简单使用场景示例详解,本文通过实例代码给大家介绍的非常详细,对大家的学习或工作具有一定的参考借鉴价值,需要的朋友... 目录chrono使用场景举例1 输出格式化字符串chrono使用场景China编程举例1 输出格式化字符串示

Python使用FFmpeg实现高效音频格式转换工具

《Python使用FFmpeg实现高效音频格式转换工具》在数字音频处理领域,音频格式转换是一项基础但至关重要的功能,本文主要为大家介绍了Python如何使用FFmpeg实现强大功能的图形化音频转换工具... 目录概述功能详解软件效果展示主界面布局转换过程截图完成提示开发步骤详解1. 环境准备2. 项目功能结

SpringBoot使用ffmpeg实现视频压缩

《SpringBoot使用ffmpeg实现视频压缩》FFmpeg是一个开源的跨平台多媒体处理工具集,用于录制,转换,编辑和流式传输音频和视频,本文将使用ffmpeg实现视频压缩功能,有需要的可以参考... 目录核心功能1.格式转换2.编解码3.音视频处理4.流媒体支持5.滤镜(Filter)安装配置linu

windows和Linux安装Jmeter与简单使用方式

《windows和Linux安装Jmeter与简单使用方式》:本文主要介绍windows和Linux安装Jmeter与简单使用方式,具有很好的参考价值,希望对大家有所帮助,如有错误或未考虑完全的地... 目录Windows和linux安装Jmeter与简单使用一、下载安装包二、JDK安装1.windows设

Android NDK版本迭代与FFmpeg交叉编译完全指南

《AndroidNDK版本迭代与FFmpeg交叉编译完全指南》在Android开发中,使用NDK进行原生代码开发是一项常见需求,特别是当我们需要集成FFmpeg这样的多媒体处理库时,本文将深入分析A... 目录一、android NDK版本迭代分界线二、FFmpeg交叉编译关键注意事项三、完整编译脚本示例四

Android与iOS设备MAC地址生成原理及Java实现详解

《Android与iOS设备MAC地址生成原理及Java实现详解》在无线网络通信中,MAC(MediaAccessControl)地址是设备的唯一网络标识符,本文主要介绍了Android与iOS设备M... 目录引言1. MAC地址基础1.1 MAC地址的组成1.2 MAC地址的分类2. android与I

Android 实现一个隐私弹窗功能

《Android实现一个隐私弹窗功能》:本文主要介绍Android实现一个隐私弹窗功能,本文通过实例代码给大家介绍的非常详细,感兴趣的朋友一起看看吧... 效果图如下:1. 设置同意、退出、点击用户协议、点击隐私协议的函数参数2. 《用户协议》、《隐私政策》设置成可点击的,且颜色要区分出来res/l