FFmpeg与其他库的交互
创始人
2024-02-13 18:08:19
0

转载:https://www.cnblogs.com/lidabo/p/15826544.html

视频软件不是仅靠一个FFmpeg就能完成。FFmpeg只包括流的读写及编码解码,其他操作都得靠其他库来实现。比如播放视频需要界面库;播放声音需要播放声音的库或系统API等。所以这一块也是重中之重。下面我介绍几种常用FFmpeg与其他库交互方式。

将avframe与qt互转

AVFrame转QImage比较简单,不过这儿有一个坑在于,直接指定数据的方式上面,一旦数据失效那么图片也会失效。此处的比较友好的做法是再构造一次

// AVFrame 转 QImage
// 首先确保图像帧格式为 AV_PIX_FMT_RGB32,如果不是,那么转一次
AVFrame *_frame_rgb32 = _video_format_convet (_frame_xxx, AV_PIX_FMT_RGB32);
// 此处 _img_tmp 即可用,与 _frame_rgb32 共用数据区域
QImage _img_tmp (_frame_rgb32->data [0], _frame_rgb32->width, _frame_rgb32->height, QImage::Format_RGB32);
//但如果想让 _frame_rgb32 释放后继续使用,那么需要再构造一次
QImage _img { 640, 480, QImage::Format_ARGB32 };
QPainter _p (&_img);
_p.drawImage (_img.rect (), _img_tmp, _img_tmp.rect ());// QImage 转 AVFrame
AVFrame *_frame_rgb32 = av_frame_alloc ();
_frame_rgb32->width = img.width ();
_frame_rgb32->height = img.height ();
_frame_rgb32->format = AV_PIX_FMT_RGB32;
av_frame_get_buffer (_frame_rgb32, 0);
memcpy (_frame_rgb32->data [0], img.bits (), _frame_rgb32->width * _frame_rgb32->height * 4);

将avframe与gdiplus互转

AVFrame转Gdiplus::Bitmap也是比较容易的,不过还是需要注意GDI+初始化不要忘了

// AVFrame 转 Gdiplus::Bitmap
// 此时 _frame_rgb32 为有效 AVFrame
Gdiplus::Bitmap _bmp (_frame_rgb32->width, _frame_rgb32->height, PixelFormat32bppARGB);
Gdiplus::BitmapData _data;
_bmp.LockBits (&Gdiplus::Rect (0, 0, _bmp.GetWidth (), _bmp.GetHeight ()), Gdiplus::ImageLockModeWrite, PixelFormat32bppARGB, &_data);
memcpy (_data.Scan0, _frame_rgb32->data [0], _frame_rgb32->width * _frame_rgb32->height * 4);
_bmp.UnlockBits (&_data);// Gdiplus::Bitmap 转 AVFrame
// 此时 _bmp 为有效 Gdiplus::Bitmap
AVFrame *_frame_rgb32 = av_frame_alloc ();
_frame_rgb32->width = _bmp.GetWidth ();
_frame_rgb32->height = _bmp.GetHeight ();
_frame_rgb32->format = AV_PIX_FMT_RGB32;
av_frame_get_buffer (_frame_rgb32, 0);
Gdiplus::BitmapData _data;
_bmp.LockBits (&Gdiplus::Rect (0, 0, _bmp.GetWidth (), _bmp.GetHeight ()), Gdiplus::ImageLockModeRead, PixelFormat32bppARGB, &_data);
memcpy (_frame_rgb32->data [0], _data.Scan0, _frame_rgb32->width * _frame_rgb32->height * 4);
_bmp.UnlockBits (&_data);

使用sdl1播放视频

// 首先是SDL初始化代码
SDL_Init (SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER);// 然后是创建SDL2窗口及SDL2图片
SDL_Surface *_screen = SDL_SetVideoMode (_frame_yuv420p->width, _frame_yuv420p->height, 0, SDL_SWSURFACE);
SDL_Overlay *_bmp = SDL_CreateYUVOverlay (_frame_yuv420p->width, _frame_yuv420p->height, SDL_YV12_OVERLAY, _screen);
SDL_Rect _rect { 0, 0, _frame_yuv420p->width, _frame_yuv420p->height };// 然后是循环播放内部,将AVFrame结构体数据移动到SDL图片上
SDL_LockYUVOverlay (_bmp);
memcpy (_bmp->pixels [0], _frame_yuv420p->data [0], _frame_yuv420p->width * _frame_yuv420p->height);
memcpy (_bmp->pixels [1], _frame_yuv420p->data [1], _frame_yuv420p->width * _frame_yuv420p->height / 4);
memcpy (_bmp->pixels [2], _frame_yuv420p->data [2], _frame_yuv420p->width * _frame_yuv420p->height / 4);
_frame_yuv420p->linesize [0] = _bmp->pitches [0];
_frame_yuv420p->linesize [1] = _bmp->pitches [2];
_frame_yuv420p->linesize [2] = _bmp->pitches [1];
SDL_UnlockYUVOverlay (_bmp);
SDL_DisplayYUVOverlay (_bmp, &_rect);
// 暂停
SDL_Delay (50);// 展示完毕,退出
SDL_Quit ();

使用sdl2播放视频

// 首先是SDL初始化代码
SDL_Init (SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_TIMER);// 然后是创建SDL2窗口及SDL2图片
SDL_Window *_screen = SDL_CreateWindow ("My Window", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
SDL_Renderer* _sdlRenderer = SDL_CreateRenderer (_screen, -1, 0);
SDL_Texture* _sdlTexture = SDL_CreateTexture (_sdlRenderer, SDL_PIXELFORMAT_YV12, SDL_TEXTUREACCESS_STREAMING, 640, 480);
SDL_Rect _rect { 0, 0, 640, 480 };// 然后是循环播放内部,将AVFrame结构体数据移动到SDL2图片上
int _sz = _frame_yuv420p->width * _frame_yuv420p->height;
uint8_t *_buf = new uint8_t [_sz * 3 / 2];
memcpy (_buf, _frame_yuv420p->data [0], _sz);
memcpy (_buf + _sz * 5 / 4, _frame_yuv420p->data [1], _sz / 4);
memcpy (_buf + _sz, _frame_yuv420p->data [2], _sz / 4);
SDL_UpdateTexture (_sdlTexture, NULL, _buf, 640);
SDL_RenderClear (_sdlRenderer);
SDL_RenderCopy (_sdlRenderer, _sdlTexture, NULL, &_rect);
SDL_RenderPresent (_sdlRenderer);
delete _buf;
// 暂停
SDL_Delay (50);// 展示完毕,退出
SDL_Quit ();

使用sdl2播放音频

SDL2播放音频有一个问题在于,仅支持单例。也就是不能创建两个对象一起播放。

// 全局变量,用于控制播音进度,通常实现写在类里面作为类成员变量
volatile Uint8 *_audio_pos = nullptr;
volatile Uint32 _audio_len = 0;// 回调函数。实际播音通过这个函数来实现
void _fill_audio (void *udata, Uint8 *stream, int len) {// 如果控制进度写到类/结构体成员,那么udata就传递指针SDL_memset (stream, 0, len);if (_audio_len == 0)return;len = (len > (int) _audio_len ? _audio_len : len);//SDL_MixAudio (stream, (const Uint8*) _audio_pos, len, SDL_MIX_MAXVOLUME);SDL_MixAudioFormat (stream, (const Uint8*) _audio_pos, AUDIO_S16, len, SDL_MIX_MAXVOLUME);_audio_pos += len;_audio_len -= len;
}// 初始化
SDL_AudioSpec _spec;
_spec.freq = _frame_s16->sample_rate;
_spec.format = AUDIO_S16SYS;
_spec.channels = _frame_s16->channels;
_spec.silence = 0;
_spec.samples = 1024;
_spec.callback = &AudioPlay2::_fill_audio;
_spec.userdata = nullptr; // 或者 this,根据需求决定是否传递
if (int _ret = SDL_OpenAudio (&_spec, NULL)) {printf ("SDL_OpenAudio failed\n");return;
}
SDL_PauseAudio (0);// 开始播放过程,每读一帧就调用一遍
_audio_pos = _frame_s16->data [0];
_audio_len = _frame_s16->nb_samples * _frame_s16->channels * 2;
while (_audio_len > 0)SDL_Delay (1);// 释放
SDL_CloseAudio ();

使用wave函数播放音频

wave系列函数仅支持Windows平台,范围从WinXP到Win10,比较古老,但相对于SDL2来说可以少引用一个库。另外这两者的实现特别像,几乎可以不用修改架构实现与SDL2的互相迁移。

// 全局变量,用于控制播放进度
volatile LPWAVEHDR _pwh = nullptr;// 回调函数具有Win32特色,需要指定调用协定
void CALLBACK _wave_out_proc (HWAVEOUT hwo, UINT uMsg, DWORD_PTR dwInstance, DWORD_PTR dwParam1, DWORD_PTR dwParam2) {// 此处 dwInstance 为用户指定的指针if (WOM_DONE == uMsg) {while (_pwh) {std::this_thread::sleep_for (std::chrono::milliseconds (1));}_pwh = (LPWAVEHDR) dwParam1;}
}// 初始化
WAVEFORMATEX _wfex;
_wfex.wFormatTag = WAVE_FORMAT_PCM;
_wfex.nChannels = (WORD) _frame_s16->channels;
_wfex.nSamplesPerSec = (DWORD) _frame_s16->sample_rate;
_wfex.wBitsPerSample = 16;
_wfex.cbSize = sizeof (_wfex);
_wfex.nBlockAlign = _wfex.wBitsPerSample * _wfex.nChannels / 8;
_wfex.nAvgBytesPerSec = m_wfex.nSamplesPerSec * m_wfex.nBlockAlign;
if (::waveOutOpen (nullptr, 0, &_wfex, 0, 0, WAVE_FORMAT_QUERY) != 0) {printf ("waveOutOpen failed\n");return;
}
if (::waveOutOpen (&_hwo, WAVE_MAPPER, &_wfex, (DWORD_PTR) _wave_out_proc, (DWORD_PTR) this, CALLBACK_FUNCTION) != 0) {printf ("waveOutOpen failed\n");return;
}// 开始播放过程,每读一帧就调用一遍
LPWAVEHDR _pwh = new WAVEHDR;
if (!_pwh)return false;
memset (_pwh, 0, sizeof (WAVEHDR));
_pwh->dwLoops = 1;
_pwh->dwBufferLength = (DWORD) _frame_s16->nb_samples * _frame_s16->channels * 2;
_pwh->lpData = new char [_pwh->dwBufferLength];
if (!_pwh->lpData) {delete _pwh;return;
}
memcpy (_pwh->lpData, _frame_s16->data[0], _pwh->dwBufferLength);
if (::waveOutPrepareHeader (_hwo, _pwh, sizeof (WAVEHDR)) != 0) {delete [] _pwh->lpData;delete _pwh;return;
}
if (::waveOutWrite (_hwo, _pwh, sizeof (WAVEHDR)) != 0) {delete [] _pwh->lpData;delete _pwh;return;
}// 释放
if (_hwo) {::waveOutReset (_hwo);::waveOutClose (_hwo);_hwo = NULL;
}

枚举dshow设备

这个用到了dshow函数,操作稍微有点麻烦,获取一个设备需要一大堆代码。建议不要深究,需要的时候直接复制就好啦。

此处不用FFmpeg的原因是,截至目前FFmpeg暂不支持以编程的方式获取列表,如果通过读控制台的方式还涉及到解析等,说白了还是FFmpeg的锅。

地址:DirectShow – FFmpeg

// dshow头文件
#include 
#include 
#include 
#include 
#pragma comment (lib, "Strmiids.lib")
#pragma comment (lib, "Winmm.lib")// 注意调用枚举前需要调用COM+初始化
::CoInitializeEx (NULL, COINIT_APARTMENTTHREADED);// 枚举所有dshow视频设备
std::vector _video_names;
ICreateDevEnum* pSysDevEnum = nullptr;
if (SUCCEEDED (CoCreateInstance (CLSID_SystemDeviceEnum, nullptr, CLSCTX_INPROC_SERVER, IID_ICreateDevEnum, (void**) &pSysDevEnum))) {IEnumMoniker* pEnumCat = nullptr;if (SUCCEEDED (pSysDevEnum->CreateClassEnumerator (CLSID_VideoInputDeviceCategory, &pEnumCat, 0))) {IMoniker* pMoniker = nullptr;ULONG cFetched = 0;while (SUCCEEDED (pEnumCat->Next (1, &pMoniker, &cFetched)) && cFetched) {IPropertyBag* pPropBag = nullptr;if (SUCCEEDED (pMoniker->BindToStorage (nullptr, nullptr, IID_IPropertyBag, (void**) &pPropBag))) {VARIANT varName;VariantInit (&varName);if (SUCCEEDED (pPropBag->Read (L"FriendlyName", &varName, 0))) {_video_names.push_back (varName.bstrVal);}VariantClear (&varName);if (pPropBag)pPropBag->Release ();}if (pPropBag)pPropBag->Release ();}if (pMoniker)pMoniker->Release ();}if (pEnumCat)pEnumCat->Release ();
}
if (pSysDevEnum)pSysDevEnum->Release ();// 枚举所有dshow音频设备
std::vector _audio_names;
ICreateDevEnum* pSysDevEnum = NULL;
if (SUCCEEDED (CoCreateInstance (CLSID_SystemDeviceEnum, NULL, CLSCTX_INPROC_SERVER, IID_ICreateDevEnum, (void**) &pSysDevEnum))) {IEnumMoniker* pEnumCat = nullptr;if (SUCCEEDED (pSysDevEnum->CreateClassEnumerator (CLSID_AudioInputDeviceCategory, &pEnumCat, 0))) {IMoniker* pMoniker = nullptr;ULONG cFetched;while (SUCCEEDED (pEnumCat->Next (1, &pMoniker, &cFetched)) && cFetched) {IPropertyBag* pPropBag = nullptr;if (SUCCEEDED (pMoniker->BindToStorage (nullptr, nullptr, IID_IPropertyBag, (void**) &pPropBag))) {VARIANT varName;VariantInit (&varName);if (SUCCEEDED (pPropBag->Read (L"FriendlyName", &varName, 0)))_audio_names.push_back (varName.bstrVal);VariantClear (&varName);}if (pPropBag)pPropBag->Release ();pMoniker->Release ();pMoniker = nullptr;}if (pMoniker)pMoniker->Release ();}if (pEnumCat)pEnumCat->Release ();
}
if (pSysDevEnum)pSysDevEnum->Release ();

使用windows捕获扬声器输出

一个通过调用COM+组件实现的例子,代码比较多,不建议实际去研究,用着没问题就行了。有一个问题需要注意下:Win764位系统上不支持设置通道数,一旦设置后很容易捕获失败,所以后面需要自己手动转一次。代码中已经已经将音频数据转为了FFmpeg可用的AVFrame,可以直接用于处理或转码。

HRESULT _r = 0;
DWORD _nTaskIndex = 0;
REFERENCE_TIME _hnsDefaultDevicePeriod = 0;
LARGE_INTEGER _liFirstFire { 0 };
//
HANDLE _hEventStarted = ::CreateEvent (NULL, TRUE, FALSE, NULL);
HANDLE _hEventStop = ::CreateEvent (NULL, TRUE, FALSE, NULL);
HANDLE _hTimerWakeUp = ::CreateWaitableTimer (NULL, FALSE, NULL);
HANDLE _hTask = AvSetMmThreadCharacteristics (_T ("Capture"), &_nTaskIndex);
SetEvent (_hEventStarted);
AVFrame *_frame = av_frame_alloc ();
//
IMMDeviceEnumerator *_pEnumerator = nullptr;
IMMDevice *_pDevice = nullptr;
IAudioClient *_pAudioClient = nullptr;
WAVEFORMATEX *_pwfx = nullptr;
IAudioCaptureClient *_pCaptureClient = nullptr;
do {if (FAILED (_r = CoCreateInstance (__uuidof(MMDeviceEnumerator), NULL, CLSCTX_ALL, __uuidof(IMMDeviceEnumerator), (void**) &_pEnumerator))) {LOG_INFO ("CoCreateInstance failed %d", _r);break;}if (FAILED (_r = _pEnumerator->GetDefaultAudioEndpoint (eRender, eConsole, &_pDevice))) {LOG_INFO ("_pEnumerator->GetDefaultAudioEndpoint failed %d", _r);break;}if (FAILED (_r = _pDevice->Activate (__uuidof(IAudioClient), CLSCTX_ALL, NULL, (void**) &_pAudioClient))) {LOG_INFO ("_pDevice->Activate failed %d", _r);break;}if (FAILED (_r = _pAudioClient->GetDevicePeriod (&_hnsDefaultDevicePeriod, NULL))) {LOG_INFO ("_pAudioClient->GetDevicePeriod failed %d", _r);break;}if (FAILED (_r = _pAudioClient->GetMixFormat (&_pwfx))) {LOG_INFO ("_pAudioClient->GetMixFormat failed %d", _r);break;}//_pwfx->wBitsPerSample = 16;_pwfx->nSamplesPerSec = _sample_rate;//_pwfx->nChannels = _channel_num;_pwfx->nBlockAlign = _pwfx->nChannels * _pwfx->wBitsPerSample / 8;_pwfx->nAvgBytesPerSec = _pwfx->nBlockAlign * _pwfx->nSamplesPerSec;if (_pwfx->wFormatTag == WAVE_FORMAT_IEEE_FLOAT) {_pwfx->wFormatTag = WAVE_FORMAT_PCM;} else if (_pwfx->wFormatTag == WAVE_FORMAT_EXTENSIBLE) {PWAVEFORMATEXTENSIBLE _pEx = reinterpret_cast(_pwfx);if (IsEqualGUID (KSDATAFORMAT_SUBTYPE_IEEE_FLOAT, _pEx->SubFormat)) {_pEx->SubFormat = KSDATAFORMAT_SUBTYPE_PCM;_pEx->Samples.wValidBitsPerSample = _pwfx->wBitsPerSample;}} else {LOG_INFO ("unknown format 0x%04X", _pwfx->wFormatTag);break;}//size_t _FrameSize = (_pwfx->wBitsPerSample / 8) * _pwfx->nChannels;// 每帧长度(字节)_frame->channels = _pwfx->nChannels;_frame->channel_layout = av_get_default_channel_layout (_frame->channels);_frame->sample_rate = _pwfx->nSamplesPerSec;_frame->format = AV_SAMPLE_FMT_S16;//_frame->format = AV_SAMPLE_FMT_FLT;//if (FAILED (_r = _pAudioClient->Initialize (AUDCLNT_SHAREMODE_SHARED, AUDCLNT_STREAMFLAGS_LOOPBACK, 0, 0, _pwfx, nullptr))) {LOG_INFO ("_pAudioClient->Initialize failed %d", _r);break;}if (FAILED (_r = _pAudioClient->GetService (__uuidof(IAudioCaptureClient), (void**) &_pCaptureClient))) {LOG_INFO ("_pAudioClient->GetService failed %d", _r);break;}_liFirstFire.QuadPart = -_hnsDefaultDevicePeriod / 2; // negative means relative timeLONG _lTimeBetweenFires = (LONG) _hnsDefaultDevicePeriod / 2 / (10 * 1000); // convert to millisecondsif (!SetWaitableTimer (_hTimerWakeUp, &_liFirstFire, _lTimeBetweenFires, NULL, NULL, FALSE)) {LOG_INFO ("SetWaitableTimer failed %d", ::GetLastError ());break;}if (FAILED (_r = _pAudioClient->Start ())) {LOG_INFO ("_pAudioClient->Start failed %d", _r);break;}//HANDLE _waitArray [2] = { _hEventStop, _hTimerWakeUp };while (true) {DWORD _dwWaitResult = WaitForMultipleObjects (_countof (_waitArray), _waitArray, FALSE, INFINITE);if (WAIT_OBJECT_0 + 1 != _dwWaitResult)break;UINT32 _nNextPacketSize = 0;if (FAILED (_r = _pCaptureClient->GetNextPacketSize (&_nNextPacketSize)))break;if (_nNextPacketSize == 0)continue;//BYTE *_pData = nullptr;UINT32 _nNumFramesToRead = 0;DWORD _dwFlags = 0;if (FAILED (_r = _pCaptureClient->GetBuffer (&_pData, &_nNumFramesToRead, &_dwFlags, nullptr, nullptr))) {break;}if (_nNumFramesToRead == 0)continue;if (_frame->nb_samples != _nNumFramesToRead) {// * _pwfx->nChannelsif (_frame->data [0])av_frame_unref (_frame);_frame->nb_samples = _nNumFramesToRead;// * _pwfx->nChannelsav_frame_get_buffer (_frame, 1);}//if ((_dwFlags & AUDCLNT_BUFFERFLAGS_SILENT) > 0) {memset (_frame->data [0], 0, _nNumFramesToRead*_FrameSize);} else {::CopyMemory (_frame->data [0], _pData, _nNumFramesToRead*_FrameSize);}// 此处已转码成功// _callback (_frame);_pCaptureClient->ReleaseBuffer (_nNumFramesToRead);}
} while (false);
//
if (_pCaptureClient)_pCaptureClient->Release ();
av_frame_free (&_frame);
if (_pwfx)CoTaskMemFree (_pwfx);
if (_pAudioClient)_pAudioClient->Release ();
if (_pDevice)_pDevice->Release ();
if (_pEnumerator)_pEnumerator->Release ();
AvRevertMmThreadCharacteristics (_hTask);
::CloseHandle (_hTimerWakeUp);
::CloseHandle (_hEventStop);
::CloseHandle (_hEventStarted);

程序结构

对于播放器来说,只需要解码然后展示就行了

#include <头文件>int main (int argc, char* argv[]) {// 初始化// 打开输入流new_thread {while (_run) {// 图像处理// 从摄像头输入流中读一个AVPacket// 将AVPacket解码为AVFrame// 根据实际需求考虑是否需要转换AVFrame的像素格式// 展示图片(SDL2或者其他界面库)}}new_thread {while (_run) {// 音频处理// 从麦克风输入流中读一个AVPacket// 将AVPacket解码为AVFrame// 根据实际需求考虑是否需要转换AVFrame的采样格式// 播放声音(SDL2或其他音频库)}}while (_run) {// wait...}// 关闭输入流return 0;
}

对于一个视频监控软件来说,由于需要一边读摄像头一边展示,还要一边存文件,但不用读声音了,所以架构就是把这两者合并起来

#include <头文件>int main (int argc, char* argv[]) {// 初始化// 打开摄像头// 打开输出流new_thread {while (_run) {// 图像处理// 从摄像头输入流中读一个AVPacket// 将AVPacket解码为AVFrame// 根据实际需求考虑是否需要转换AVFrame的像素格式// 展示图片(SDL2或者其他界面库)// 将AVFrame编码为AVPacket// send一帧// 控制速度}}while (_run) {// wait...}// 关闭输出流// 关闭摄像头输入流return 0;
}

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