[原]如何在Android用FFmpeg+SDL2.0解码显示图像

时间:2023-03-09 20:16:06
[原]如何在Android用FFmpeg+SDL2.0解码显示图像

如何在Android上使用FFmpeg解码图像参考文章[原]如何在Android用FFmpeg解码图像 ,如何在Android上使用SDL2.0来显示图像参考[原]零基础学习SDL开发之在Android使用SDL2.0显示BMP图 。有了以上两篇文章的基础我们就可以在Android使用FFmpeg来解码图像并且使用SDL2.0来显示输出的图像了。

博主的开发环境:Ubuntu 14.04 64位,Eclipse+CDT+ADT+NDK。

在文章开始之前假定你已经知道如何使用NDK编译FFmpeg,以及知道如何移植SDL2.0到Android平台上来了,如有不明白的可以参考文章开头的两篇文章。

工程中的目录结构:ffmpeg文件夹下是ffmpeg相关的头文件以及编译的Android makefile文件,SDL文件夹下面是SDL2.0相关的头文件以及相关的源码和编译用的Android makefile 文件,player文件下是用来解码与显示相关的代码和Android makefile。

一、参考[原]零基础学习SDL开发之在Android使用SDL2.0显示BMP图 创建一个工程,创建jni文件,在jni下创建SDL文件夹,将相应的头文件以及源码拷贝过来。在这里也可以参考[原]如何在Android用FFmpeg解码图像 将编译好的动态库作为PREBUILT_SHARED_LIBRARY来加载。SDL文件下的Android.mk内容:

LOCAL_PATH := $(call my-dir)

###########################
#
# SDL shared library
#
########################### include $(CLEAR_VARS) LOCAL_MODULE := SDL2 LOCAL_C_INCLUDES := $(LOCAL_PATH)/include LOCAL_EXPORT_C_INCLUDES := $(LOCAL_C_INCLUDES) LOCAL_SRC_FILES := \
$(subst $(LOCAL_PATH)/,, \
$(wildcard $(LOCAL_PATH)/src/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/audio/dummy/*.c) \
$(LOCAL_PATH)/src/atomic/SDL_atomic.c \
$(LOCAL_PATH)/src/atomic/SDL_spinlock.c.arm \
$(wildcard $(LOCAL_PATH)/src/core/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/cpuinfo/*.c) \
$(wildcard $(LOCAL_PATH)/src/dynapi/*.c) \
$(wildcard $(LOCAL_PATH)/src/events/*.c) \
$(wildcard $(LOCAL_PATH)/src/file/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/*.c) \
$(wildcard $(LOCAL_PATH)/src/haptic/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/*.c) \
$(wildcard $(LOCAL_PATH)/src/joystick/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/loadso/dlopen/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/*.c) \
$(wildcard $(LOCAL_PATH)/src/power/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/filesystem/dummy/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*.c) \
$(wildcard $(LOCAL_PATH)/src/render/*/*.c) \
$(wildcard $(LOCAL_PATH)/src/stdlib/*.c) \
$(wildcard $(LOCAL_PATH)/src/thread/*.c) \
$(wildcard $(LOCAL_PATH)/src/thread/pthread/*.c) \
$(wildcard $(LOCAL_PATH)/src/timer/*.c) \
$(wildcard $(LOCAL_PATH)/src/timer/unix/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/*.c) \
$(wildcard $(LOCAL_PATH)/src/video/android/*.c) \
$(wildcard $(LOCAL_PATH)/src/test/*.c)) LOCAL_CFLAGS += -DGL_GLEXT_PROTOTYPES
LOCAL_LDLIBS := -ldl -lGLESv1_CM -lGLESv2 -llog -landroid include $(BUILD_SHARED_LIBRARY) ###########################
#
# SDL static library
#
########################### #LOCAL_MODULE := SDL2_static #LOCAL_MODULE_FILENAME := libSDL2 #LOCAL_SRC_FILES += $(LOCAL_PATH)/src/main/android/SDL_android_main.c #LOCAL_LDLIBS :=
#LOCAL_EXPORT_LDLIBS := -Wl,--undefined=Java_org_libsdl_app_SDLActivity_nativeInit -ldl -lGLESv1_CM -lGLESv2 -llog -landroid #include $(BUILD_STATIC_LIBRARY)

二、参考[原]如何在Android用FFmpeg解码图像, 在工程中新建一个ffmpeg文件夹,将与ffmpeg相关的头文件include进来。ffmpeg文件夹下的Android.mk内容:

LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)
LOCAL_MODULE := ffmpeg
LOCAL_SRC_FILES := /path/to/build/ffmpeg/libffmpeg.so
include $(PREBUILT_SHARED_LIBRARY)

三、新建player文件夹,用来编写解码与显示文件。player.c文件内容:

/*
* SDL_Lesson.c
*
* Created on: Aug 12, 2014
* Author: clarck
*/
#include <jni.h>
#include <android/native_window_jni.h>
#include "SDL.h"
#include "SDL_thread.h"
#include "SDL_events.h"
#include "../include/logger.h"
#include "../ffmpeg/include/libavcodec/avcodec.h"
#include "../ffmpeg/include/libavformat/avformat.h"
#include "../ffmpeg/include/libavutil/pixfmt.h"
#include "../ffmpeg/include/libswscale/swscale.h" int main(int argc, char *argv[]) {
char *file_path = argv[];
LOGI("file_path:%s", file_path); AVFormatContext *pFormatCtx;
AVCodecContext *pCodecCtx;
AVCodec *pCodec;
AVFrame *pFrame, *pFrameYUV;
AVPacket *packet;
uint8_t *out_buffer; SDL_Texture *bmp = NULL;
SDL_Window *screen = NULL;
SDL_Rect rect;
SDL_Event event; static struct SwsContext *img_convert_ctx; int videoStream, i, numBytes;
int ret, got_picture; av_register_all();
pFormatCtx = avformat_alloc_context(); if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER)) {
LOGE("Could not initialize SDL - %s. \n", SDL_GetError());
exit();
} if (avformat_open_input(&pFormatCtx, file_path, NULL, NULL) != ) {
LOGE("can't open the file. \n");
return -;
} if (avformat_find_stream_info(pFormatCtx, NULL) < ) {
LOGE("Could't find stream infomation.\n");
return -;
} videoStream = ;
for (i = ; i < pFormatCtx->nb_streams; i++) {
if (pFormatCtx->streams[i]->codec->codec_type == AVMEDIA_TYPE_VIDEO) {
videoStream = i;
}
} LOGI("videoStream:%d", videoStream);
if (videoStream == -) {
LOGE("Didn't find a video stream.\n");
return -;
} pCodecCtx = pFormatCtx->streams[videoStream]->codec;
pCodec = avcodec_find_decoder(pCodecCtx->codec_id); if (pCodec == NULL) {
LOGE("Codec not found.\n");
return -;
} if (avcodec_open2(pCodecCtx, pCodec, NULL) < ) {
LOGE("Could not open codec.\n");
return -;
} pFrame = av_frame_alloc();
pFrameYUV = av_frame_alloc(); //---------------------------init sdl---------------------------//
screen = SDL_CreateWindow("My Player Window", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, pCodecCtx->width, pCodecCtx->height,
SDL_WINDOW_FULLSCREEN | SDL_WINDOW_OPENGL); SDL_Renderer *renderer = SDL_CreateRenderer(screen, -, ); bmp = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_YV12,
SDL_TEXTUREACCESS_STREAMING, pCodecCtx->width, pCodecCtx->height); //-------------------------------------------------------------// img_convert_ctx = sws_getContext(pCodecCtx->width, pCodecCtx->height,
pCodecCtx->pix_fmt, pCodecCtx->width, pCodecCtx->height,
AV_PIX_FMT_YUV420P, SWS_BICUBIC, NULL, NULL, NULL); numBytes = avpicture_get_size(AV_PIX_FMT_YUV420P, pCodecCtx->width,
pCodecCtx->height);
out_buffer = (uint8_t *) av_malloc(numBytes * sizeof(uint8_t));
avpicture_fill((AVPicture *) pFrameYUV, out_buffer, AV_PIX_FMT_YUV420P,
pCodecCtx->width, pCodecCtx->height); rect.x = ;
rect.y = ;
rect.w = pCodecCtx->width;
rect.h = pCodecCtx->height; int y_size = pCodecCtx->width * pCodecCtx->height; packet = (AVPacket *) malloc(sizeof(AVPacket));
av_new_packet(packet, y_size); av_dump_format(pFormatCtx, , file_path, ); while (av_read_frame(pFormatCtx, packet) >= ) {
if (packet->stream_index == videoStream) {
ret = avcodec_decode_video2(pCodecCtx, pFrame, &got_picture,
packet); if (ret < ) {
LOGE("decode error.\n");
return -;
} LOGI("got_picture:%d", got_picture);
if (got_picture) {
sws_scale(img_convert_ctx,
(uint8_t const * const *) pFrame->data,
pFrame->linesize, , pCodecCtx->height, pFrameYUV->data,
pFrameYUV->linesize);
////iPitch 计算yuv一行数据占的字节数
//SDL_UpdateTexture(bmp, &rect, pFrameYUV->data[0], pFrameYUV->linesize[0]);
SDL_UpdateYUVTexture(bmp, &rect,
pFrameYUV->data[], pFrameYUV->linesize[],
pFrameYUV->data[], pFrameYUV->linesize[],
pFrameYUV->data[], pFrameYUV->linesize[]);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, bmp, &rect, &rect);
SDL_RenderPresent(renderer);
}
SDL_Delay();
}
av_free_packet(packet); SDL_PollEvent(&event);
switch (event.type) {
case SDL_QUIT:
SDL_Quit();
exit();
break;
default:
break;
}
}
SDL_DestroyTexture(bmp); av_free(out_buffer);
av_free(pFrameYUV);
avcodec_close(pCodecCtx);
avformat_close_input(&pFormatCtx); return ;
}

四、编写player文件夹下面的Android makefile,内容如下:

LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

LOCAL_MODULE := player

SDL_PATH := ../SDL
FFMPEG_PATH := ../ffmpeg LOCAL_C_INCLUDES := $(LOCAL_PATH)/include
LOCAL_C_INCLUDES += $(LOCAL_PATH)/$(SDL_PATH)/include
LOCAL_C_INCLUDES += $(LOCAL_PATH)/$(FFMPEG_PATH)/include # Add your application source files here...
LOCAL_SRC_FILES := $(SDL_PATH)/src/main/android/SDL_android_main.c
LOCAL_SRC_FILES += player.c LOCAL_SHARED_LIBRARIES := SDL2
LOCAL_SHARED_LIBRARIES += ffmpeg LOCAL_LDLIBS := -lGLESv1_CM -lGLESv2 -llog include $(BUILD_SHARED_LIBRARY)

五、修改SDLActivity.java文件内容,用来加载libffmpeg.so以及libplayer.so,以及修改用来解码的文件路径。

// Load the .so
static {
System.loadLibrary("ffmpeg");
System.loadLibrary("SDL2");
//System.loadLibrary("SDL2_image");
//System.loadLibrary("SDL2_mixer");
//System.loadLibrary("SDL2_net");
//System.loadLibrary("SDL2_ttf");
System.loadLibrary("player");
}
/**
Simple nativeInit() runnable
*/
class SDLMain implements Runnable {
@Override
public void run() {
// Runs SDL_main()
String sdcard = Environment.getExternalStorageDirectory().getAbsolutePath();
SDLActivity.nativeInit("/sdcard/a.mp4"); //Log.v("SDL", "SDL thread terminated");
}
}

工程项目截图:

[原]如何在Android用FFmpeg+SDL2.0解码显示图像


运行效果截图:

[原]如何在Android用FFmpeg+SDL2.0解码显示图像[原]如何在Android用FFmpeg+SDL2.0解码显示图像