ffmpeg video to opengl texture

雨燕双飞 提交于 2019-11-28 03:15:47

Is the texture initialized when you call glTexSubImage2D? You need to call glTexImage2D (not Sub) one time to initialize the texture object. Use NULL for the data pointer, OpenGL will then initialize a texture without copying data. answered

EDIT

You're not supplying mipmaping levels. So did you disable mipmaping?

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILER, linear_interpolation ? GL_LINEAR : GL_NEAREST);

EDIT 2 the image being upside down is no suprise as most image formats have the origin in the upper left, while OpenGL places the texture image's origin in the lower left. That banding you see there looks like wrong row stride.

EDIT 3

I did this kind of stuff myself about a year ago. I wrote me a small wrapper for ffmpeg, I called it aveasy https://github.com/datenwolf/aveasy

And this is some code to put the data fetched using aveasy into OpenGL textures:

#include <stdlib.h>
#include <stdint.h>
#include <stdio.h>
#include <string.h>
#include <math.h>

#include <GL/glew.h>

#include "camera.h"
#include "aveasy.h"

#define CAM_DESIRED_WIDTH 640
#define CAM_DESIRED_HEIGHT 480

AVEasyInputContext *camera_av;
char const *camera_path = "/dev/video0";
GLuint camera_texture;

int open_camera(void)
{
    glGenTextures(1, &camera_texture);

    AVEasyInputContext *ctx;

    ctx = aveasy_input_open_v4l2(
        camera_path,
        CAM_DESIRED_WIDTH,
        CAM_DESIRED_HEIGHT,
        CODEC_ID_MJPEG,
        PIX_FMT_BGR24 );
    camera_av = ctx;

    if(!ctx) {
        return 0;
    }

    /* OpenGL-2 or later is assumed; OpenGL-2 supports NPOT textures. */
    glBindTexture(GL_TEXTURE_2D, camera_texture[i]);
    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_RGB, 
        aveasy_input_width(ctx),
        aveasy_input_height(ctx),
        0,
        GL_BGR,
        GL_UNSIGNED_BYTE,
        NULL );

    return 1;
}

void update_camera(void)
{
    glPixelStorei( GL_UNPACK_SWAP_BYTES, GL_FALSE );
    glPixelStorei( GL_UNPACK_LSB_FIRST,  GL_TRUE  );
    glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
    glPixelStorei( GL_UNPACK_SKIP_PIXELS, 0);
    glPixelStorei( GL_UNPACK_SKIP_ROWS, 0);
    glPixelStorei( GL_UNPACK_ALIGNMENT, 1);

    AVEasyInputContext *ctx = camera_av;
    void *buffer;

    if(!ctx)
        return;

    if( !( buffer = aveasy_input_read_frame(ctx) ) )
        return;

    glBindTexture(GL_TEXTURE_2D, camera_texture);
    glTexSubImage2D(
        GL_TEXTURE_2D,
        0,
        0,
        0,
        aveasy_input_width(ctx),
        aveasy_input_height(ctx),
        GL_BGR,
        GL_UNSIGNED_BYTE,
        buffer );
}


void close_cameras(void)
{
    aveasy_input_close(camera_av);
    camera_av=0;
}

I'm using this in a project and it works there, so this code is tested, sort of.

The file being used is a .wmv at 854x480, could this be the problem? The fact I'm just telling it to go 512x256?

Yes!

The striped pattern is an obvious indication that you're mismatching data sizes (row-size.). (Since the colors are correct, RGB vs BGR vs BGRA and n-components is correct.)

You're telling OpenGL that the texture you're uploading is 512x256 (which it isn't, AFAICT). Use the real dimensions (NPOT, your card ought to support it if it's not ancient).

Otherwise, resize/pad your data before uploading it as a 1024x512 texture.

Update

I'm more familiar with OpenGL that the other functions you're calling.

sxs_scale might to what you want (i.e. scaling the image down to a pot-size). However, scaling each frame might be slow.

I'd use the padding instead (which means, copy a small image (your video) into a part of a big texture (opengl)

Some other tips:

  • Do you really need mipmaps? Only generate them if you need to downscale your texture smoothly (usually only needed when it's on some 3d-geometry).
  • Avoid mipmap generation at runtime if you're rendering a video (especially, don't use gluBuildMipMaps2D, as that might run in software. There are other ways that is faster, if you need mipmapping (such as using GL_GENERATE_MIPMAP texture parameter). Seee this thread for more info.
  • Avoid calling glTexImage repeatedly, as that creates a new texture. glTexSubImage just updates a part of a texture, which might work be better for you.
  • If you want to upload the texture in a single step (which is preferable for performance reasons), but the data doesn't quite fit, look into glPixelStore to set pixel and row strides. I suspect that the data given from sxs_scale/wmw has some padding at the end of each row (the black line). Probably so that each row starts on an even 8-16-32-byte boundary.
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