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opengl shader play video

2021-09-21 10:01:19  阅读:162  来源: 互联网

标签:play return int hWnd shader programId video ._ GL


#pragma once


extern "C"
{
#include <libavutil/imgutils.h>
#include <libavutil/parseutils.h>
#include <libswscale/swscale.h>
#include <libavcodec/avcodec.h>
#include <libavformat/avformat.h>
#include <libavformat/avio.h>
#include <libavutil/file.h>
}

#pragma comment(lib,"avcodec.lib")
#pragma comment(lib,"avformat.lib")
#pragma comment(lib,"avutil.lib")
#pragma comment(lib,"swscale.lib")
#pragma comment(lib,"OpenGL32.lib")

struct  FrameInfor
{
    void*   _data;
    int     _dataSize;
    int     _width;
    int     _height;
    int64_t _pts;
    double  _timeBase;
    
};
class   FFVideoReader
{
public:
    AVFormatContext*_formatCtx;
    int             _videoIndex;
    AVCodecContext* _codecCtx;
    AVCodec*        _codec;
    AVFrame*        _frame;
    AVFrame*        _frameRGB;
    SwsContext*     _convertCtx;
public:
    int             _screenW;
    int             _screenH;

    int             _imageSize;
public:
    FFVideoReader()
    {
        _formatCtx  =   0;
        _videoIndex =   -1;
        _codecCtx   =   0;
        _codec      =   0;
        _frame      =   0;
        _frameRGB   =   0;
        _convertCtx =   0;
        _screenW    =   0;
        _screenH    =   0;
        
    }

    ~FFVideoReader()
    {
        sws_freeContext(_convertCtx);
        av_free(_frameRGB);
        av_free(_frame);
        avcodec_close(_codecCtx);
        avformat_close_input(&_formatCtx);
    }

    void    setup()
    {
        av_register_all();
        _formatCtx  =   avformat_alloc_context();
    }
    int     load(const char* filepath = "11.flv")
    {
        int     ret     =   0;

        //! 打开文件
        if (avformat_open_input(&_formatCtx, filepath, NULL, NULL) != 0) 
        {
            return -1;
        }
        //! 检测文件中是否存在数据流
        if (avformat_find_stream_info(_formatCtx, NULL) < 0)
        {
            return -1;
        }
        //! 获取视频流索引
        _videoIndex = -1;
        for (int i = 0; i < _formatCtx->nb_streams; i++)
        {
            if (_formatCtx->streams[i]->codec->codec_type == AVMEDIA_TYPE_VIDEO) 
            {
                _videoIndex = i;
                break;
            }
        }
        /**
        *   没有视频流,则返回
        */
        if (_videoIndex == -1) 
        {
            return -1;
        }
        _codecCtx   =   _formatCtx->streams[_videoIndex]->codec;

        double dur  =   _formatCtx->duration/double(AV_TIME_BASE);
        _codec      =   avcodec_find_decoder(_codecCtx->codec_id);
        if (_codec == NULL)
        {
            return -1;
        }
        /**
        *   打开解码器
        */
        if (avcodec_open2(_codecCtx, _codec, NULL) < 0) 
        {
            return -1;
        }
        _frame      =   av_frame_alloc();
        _frameRGB   =   av_frame_alloc();

        _screenW    =   _codecCtx->width;
        _screenH    =   _codecCtx->height;

        _convertCtx =   sws_getContext(
                                    _codecCtx->width
                                    , _codecCtx->height
                                    , _codecCtx->pix_fmt
                                    , _codecCtx->width
                                    , _codecCtx->height
                                    , AV_PIX_FMT_RGB24
                                    , SWS_BICUBIC
                                    , NULL
                                    , NULL
                                    , NULL
                                    );

        int     numBytes    =   avpicture_get_size(AV_PIX_FMT_RGB24, _codecCtx->width,_codecCtx->height);
        uint8_t*buffer      =   (uint8_t *) av_malloc (numBytes * sizeof(uint8_t));
        avpicture_fill((AVPicture *)_frameRGB, buffer, AV_PIX_FMT_RGB24,_codecCtx->width, _codecCtx->height);
        _imageSize  =   numBytes;
        return  0;
    }

    bool    readFrame(FrameInfor& infor)
    {
        AVPacket packet;
        av_init_packet(&packet);
        for (;;) 
        {
            if (av_read_frame(_formatCtx, &packet)) 
            {
                av_free_packet(&packet);
                return false;
            }
            if (packet.stream_index != _videoIndex) 
            {
                continue;
            }
            int frame_finished = 0;

            int res = avcodec_decode_video2(_codecCtx, _frame, &frame_finished, &packet);

            if (frame_finished)
            {
                AVStream*   streams =   _formatCtx->streams[_videoIndex];
                double      tmbase  =   av_q2d(streams->time_base);
                int64_t     pts     =   _frame->pts;
                //yuv转rgb,cpu上进行,速度慢
                char        buf[128];
                sprintf(buf,"pts = %I64d     dts =  %I64d\n",packet.pts,packet.dts);
                int res = sws_scale(
                    _convertCtx
                    , (const uint8_t* const*)_frame->data
                    , _frame->linesize
                    , 0
                    , _codecCtx->height
                    , _frameRGB->data
                    , _frameRGB->linesize
                    );
                av_packet_unref(&packet);

                infor._data     =   _frameRGB->data[0];
                infor._dataSize =   _imageSize;
                infor._width    =   _screenW;
                infor._height   =   _screenH;
                infor._pts      =   _frame->pts;
                infor._timeBase =   av_q2d(streams->time_base);

                return  true;
            }
        }
        return  false;
    }
};

#pragma once

#include <assert.h>

class    ShaderId
{
public:
    ShaderId()
    {
        _shaderId   =   -1;
    }
    int _shaderId;
};


/**
*   程序
*/
class   ProgramId
{
public:
    int         _programId;
    ShaderId    _vertex;
    ShaderId    _fragment;
public:
    ProgramId()
    {
        _programId  =   -1;
    }
public:
    /**
    *   加载函数
    */
    bool    createProgram( const char* vertex,const char* fragment )
    {
        bool        error   =   false;
        do 
        {
            if (vertex)
            {
                _vertex._shaderId   = glCreateShader( GL_VERTEX_SHADER );
                glShaderSource( _vertex._shaderId, 1, &vertex, 0 );
                glCompileShader( _vertex._shaderId );

                GLint   compileStatus;
                glGetShaderiv( _vertex._shaderId, GL_COMPILE_STATUS, &compileStatus );
                error   =   compileStatus == GL_FALSE;
                if( error )
                {
                    GLchar messages[256];
                    glGetShaderInfoLog( _vertex._shaderId, sizeof(messages), 0,messages);
                    assert( messages && 0 != 0);
                    break;
                }
            }
            if (fragment)
            {
                _fragment._shaderId   = glCreateShader( GL_FRAGMENT_SHADER );
                glShaderSource( _fragment._shaderId, 1, &fragment, 0 );
                glCompileShader( _fragment._shaderId );

                GLint   compileStatus;
                glGetShaderiv( _fragment._shaderId, GL_COMPILE_STATUS, &compileStatus );
                error   =   compileStatus == GL_FALSE;

                if( error )
                {
                    GLchar messages[256];
                    glGetShaderInfoLog( _fragment._shaderId, sizeof(messages), 0,messages);
                    assert( messages && 0 != 0);
                    break;
                }
            }
            _programId  =   glCreateProgram( );

            if (_vertex._shaderId)
            {
                glAttachShader( _programId, _vertex._shaderId);
            }
            if (_fragment._shaderId)
            {
                glAttachShader( _programId, _fragment._shaderId);
            }

            glLinkProgram( _programId );

            GLint linkStatus;
            glGetProgramiv( _programId, GL_LINK_STATUS, &linkStatus );
            if (linkStatus == GL_FALSE)
            {
                GLchar messages[256];
                glGetProgramInfoLog( _programId, sizeof(messages), 0, messages);
                break;
            }
            glUseProgram(_programId);

        } while(false);

        if (error)
        {
            if (_fragment._shaderId)
            {
                glDeleteShader(_fragment._shaderId);
                _fragment._shaderId =   0;
            }
            if (_vertex._shaderId)
            {
                glDeleteShader(_vertex._shaderId);
                _vertex._shaderId   =   0;
            }
            if (_programId)
            {
                glDeleteProgram(_programId);
                _programId          =   0;
            }
        }
        return  true;
    }

    /**
    *   使用程序
    */
    virtual void    begin()
    {
        glUseProgram(_programId);
        
    }
    /**
    *   使用完成
    */
    virtual void    end()
    {
        glUseProgram(0);
    }
};








class   PROGRAM_P2_UV2 :public ProgramId
{
public:
    typedef int attribute; 
    typedef int uniform;
public:
    attribute   _position;
    attribute   _uv;
    uniform     _MVP;
    uniform     _texture;
public:
    PROGRAM_P2_UV2()
    {
        _position   =   -1;
        _uv         =   -1;
        _MVP        =   -1;
        _texture    =   -1;
    }
    ~PROGRAM_P2_UV2()
    {
    }
   
    /// 初始化函数
    virtual bool    initialize()
    {
        const char* vs  =   
        {
            "precision lowp float; "
            "uniform   mat4 _MVP;"
            "attribute vec2 _position;"
            "attribute vec2 _uv;"
            "varying   vec2 _outUV;"

            "void main()"
            "{"
            "   _outUV  =   _uv;"
            "   vec4    pos =   vec4(_position,0,1);"
            "   gl_Position =   _MVP * pos;"
            "}"
        };
        const char* ps  =   
        {
            "precision  lowp float; "
            "uniform    sampler2D   _texture;"
            "varying    vec2        _outUV;"
            "void main()"
            "{"
            "   vec4   color   =   texture2D(_texture,_outUV);"
            "   gl_FragColor   =   color;"
            "}"
        };
        
        bool    res =   createProgram(vs,ps);
        if(res)
        {
            _position   =   glGetAttribLocation(_programId,"_position");
            _uv         =   glGetAttribLocation(_programId,"_uv");
            _texture    =   glGetUniformLocation(_programId,"_texture");
            _MVP        =   glGetUniformLocation(_programId,"_MVP");
        }
        return  res;
    }

    /**
    *   使用程序
    */
    virtual void    begin()
    {
        glUseProgram(_programId);
        glEnableVertexAttribArray(_position);
        glEnableVertexAttribArray(_uv);
        
    }
    /**
    *   使用完成
    */
    virtual void    end()
    {
        glDisableVertexAttribArray(_position);
        glDisableVertexAttribArray(_uv);
        glUseProgram(0);
    }
};




class   PROGRAM_YUV :public ProgramId
{
public:
    typedef int attribute; 
    typedef int uniform;
public:
    attribute   _position;
    attribute   _uv;
    uniform     _MVP;
    uniform     _textureY;
    uniform     _textureU;
    uniform     _textureV;
public:
    PROGRAM_YUV()
    {
        _position   =   -1;
        _uv         =   -1;
        _MVP        =   -1;
        _textureY   =   -1;
        _textureU   =   -1;
        _textureV   =   -1;
    }
    ~PROGRAM_YUV()
    {
    }
   
    /// 初始化函数
    virtual bool    initialize()
    {
        const char* vs  =   
        {
            "precision lowp float; "
            "uniform   mat4 _MVP;"
            "attribute vec2 _position;"
            "attribute vec2 _uv;"
            "varying   vec2 _outUV;"

            "void main()"
            "{"
            "   _outUV  =   _uv;"
            "   vec4    pos =   vec4(_position,0,1);"
            "   gl_Position =   _MVP * pos;"
            "}"
        };
        const char* ps  =   
        {
            "precision  lowp float; "
            "uniform    sampler2D   _textureY;"
            "uniform    sampler2D   _textureU;"
            "uniform    sampler2D   _textureV;"
            "varying    vec2        _outUV;"
            "void main()"
            "{"
            "   vec3    yuv;"
            "   vec3    rgb;  "  
            "   yuv.x   =   texture2D(_textureY, _outUV).a;"
            "   yuv.y   =   texture2D(_textureU, _outUV).a - 0.5;"
            "   yuv.z   =   texture2D(_textureV, _outUV).a - 0.5;"
            "   rgb     =   mat3(   1,       1,         1,"
            "                       0,       -0.39465,  2.03210,"
            "                       1.13983, -0.58060,  0) * yuv;" 
            "   gl_FragColor = vec4(rgb, 1);"
            "}"
        };
        
        bool    res =   createProgram(vs,ps);
        if(res)
        {
            _position   =   glGetAttribLocation(_programId,"_position");
            _uv         =   glGetAttribLocation(_programId,"_uv");
            _textureY   =   glGetUniformLocation(_programId,"_textureY");
            _textureU   =   glGetUniformLocation(_programId,"_textureU");
            _textureV   =   glGetUniformLocation(_programId,"_textureV");
            _MVP        =   glGetUniformLocation(_programId,"_MVP");
        }
        return  res;
    }

    /**
    *   使用程序
    */
    virtual void    begin()
    {
        glUseProgram(_programId);
        glEnableVertexAttribArray(_position);
        glEnableVertexAttribArray(_uv);
        
    }
    /**
    *   使用完成
    */
    virtual void    end()
    {
        glDisableVertexAttribArray(_position);
        glDisableVertexAttribArray(_uv);
        glUseProgram(0);
    }
};

#pragma once

#include "glew/glew.h"

class   GLContext
{
protected:
    int         _format;
    //! 窗口句柄
    HWND        _hWnd;
    //! 绘制设备上下文
    HDC         _hDC;
    //! OpenGL上下文
    HGLRC       _hRC;
public:
    GLContext()
    {
        _format     =   0;
        _hWnd       =   0;
        _hDC        =   0;
        _hRC        =   0;
    }

    ~GLContext()
    {
        shutdown();
    }
    /**
    *   初始化GL
    */
    bool    setup( HWND hWnd,HDC hDC )
    {
        _hWnd   =   hWnd;
        _hDC    =   hDC;
        unsigned PixelFormat;
        PIXELFORMATDESCRIPTOR pfd = 
        {
            sizeof(PIXELFORMATDESCRIPTOR),
            1, 
            PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,
            PFD_TYPE_RGBA,
            32, 
            0,
            0,
            0, 
            0,
            0,
            0, 
            0,
            0,
            0, 
            0, 
            0, 
            0, 
            0, 
            24,
            8, 
            0,
            PFD_MAIN_PLANE, 
            0,
            0, 
            0, 
            0
        };
        if(_format == 0)
        {
            PixelFormat =   ChoosePixelFormat( _hDC, &pfd );
        }
        else
        {
            PixelFormat	=	_format;
        }
        if(!SetPixelFormat( _hDC, PixelFormat, &pfd ))
        {
            return  false;
        }
        _hRC        =   wglCreateContext( _hDC );
        if(!wglMakeCurrent( _hDC, _hRC ))
        {
            return  false;
        }
        return  true;
    }

    /**
    *   销毁EGL
    */
    void    shutdown()
    {
        if( _hRC != NULL )
        {
            wglMakeCurrent( NULL, NULL );
            wglDeleteContext( _hRC );
            _hRC = NULL;							
        }
        if( _hDC != NULL )
        {
            ReleaseDC( _hWnd, _hDC );
            _hDC = NULL;
        }
    }

    /**
    *   交换缓冲区
    */
    void    swapBuffer()
    {
        SwapBuffers(_hDC);
    }

};

// 05openglshaderplay.cpp : 定义应用程序的入口点。
//
#define __STDC_CONSTANT_MACROS
#include "framework.h"
#include "05openglshaderplay.h"

#include "glew/glew.h"
#include "FFVideoReader.hpp"
#include "Thread.hpp"
#include "Timestamp.hpp"
#include "GLContext.h"
#include "CELLShader.hpp"
#include "CELLMath.hpp"

#define MAX_LOADSTRING 100

#define WM_UPDATE_VIDEO WM_USER + 100

void  getResourcePath(HINSTANCE hInstance, char pPath[1024])
{
    char    szPathName[1024];
    char    szDriver[64];
    char    szPath[1024];
    GetModuleFileNameA(hInstance, szPathName, sizeof(szPathName));
    _splitpath(szPathName, szDriver, szPath, 0, 0);
    sprintf(pPath, "%s%s", szDriver, szPath);
}

class DecodeThread :public Thread
{
public:
    FFVideoReader   _ffReader;
    HWND            _hWnd;

    bool            _exitFlag;
    Timestamp       _timestamp;
    GLContext       _glContext;
    unsigned        _textureId;
    PROGRAM_P2_UV2  _shaderTex;
public:
    DecodeThread()
    {
        _exitFlag = false;
        _hWnd = 0;
    }

    virtual void setup(HWND hwnd, const char* fileName = "11.flv")
    {
        _hWnd = hwnd;
        _ffReader.setup();
        _ffReader.load(fileName);
        _glContext.setup(hwnd, GetDC(hwnd));

        glewInit();

        glEnable(GL_TEXTURE_2D);

        _textureId = createTexture(_ffReader._screenW, _ffReader._screenH);

        _shaderTex.initialize();

    }
    /**
    *   加载文件
    */
    virtual void load(const char* fileName)
    {
        _ffReader.load(fileName);
    }
    virtual void shutdown()
    {
        _exitFlag = true;
        Thread::join();
        _glContext.shutdown();
    }
    /**
    *   线程执行函数
    */
    virtual bool run()
    {
        _timestamp.update();
        while (!_exitFlag)
        {
            FrameInfor* infor = new FrameInfor();
            if (!_ffReader.readFrame(*infor))
            {
                break;
            }
            double  tims = infor->_pts * infor->_timeBase * 1000;
            //! 这里需要通知窗口进行重绘制更新,显示更新数据

            PostMessage(_hWnd, WM_UPDATE_VIDEO, (WPARAM)infor, 0);


            double elsped = _timestamp.getElapsedTimeInMilliSec();
            double sleeps = (tims - elsped);
            if (sleeps > 1)
            {
                Sleep((DWORD)sleeps);
            }
        }

        return  true;
    }

    void updateTexture(FrameInfor* infor)
    {
        glBindTexture(GL_TEXTURE_2D, _textureId);
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _ffReader._screenW, _ffReader._screenH, GL_RGB, GL_UNSIGNED_BYTE, infor->_data);
    }

    void render()
    {
        struct  Vertex
        {
            float   x, y;
            float   u, v;
        };

        RECT    rt;
        GetClientRect(_hWnd, &rt);
        int     w = rt.right - rt.left;
        int     h = rt.bottom - rt.top;
        glClear(GL_COLOR_BUFFER_BIT);
        glClearColor(1, 0, 0, 1);

        glViewport(0, 0, w, h);

        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        glOrtho(0, w, h, 0, -100, 100);

        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();


        glBindTexture(GL_TEXTURE_2D, _textureId);

        Vertex  vertexs[] =
        {
            {   0,  0,  0,  0},
            {   0,  h,  0,  1},
            {   w,  0,  1,  0},

            {   0,  h,  0,  1},
            {   w,  0,  1,  0},
            {   w,  h,  1,  1},
        };

        CELL::matrix4   matMVP = CELL::ortho<float>(0, w, h, 0, -100, 100);
        _shaderTex.begin();
        glUniformMatrix4fv(_shaderTex._MVP, 1, GL_FALSE, matMVP.data());

        glUniform1i(_shaderTex._texture, 0);
        {
            glVertexAttribPointer(_shaderTex._position, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertexs[0].x);
            glVertexAttribPointer(_shaderTex._uv, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertexs[0].u);
            glDrawArrays(GL_TRIANGLES, 0, 6);
        }
        _shaderTex.end();

        _glContext.swapBuffer();
    }

protected:

    unsigned createTexture(int w, int h)
    {
        unsigned    texId;
        glGenTextures(1, &texId);
        glBindTexture(GL_TEXTURE_2D, texId);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);

        return  texId;
    }

};

DecodeThread g_decode;

// 全局变量:
HINSTANCE hInst;                                // 当前实例
WCHAR szTitle[MAX_LOADSTRING];                  // 标题栏文本
WCHAR szWindowClass[MAX_LOADSTRING];            // 主窗口类名

// 此代码模块中包含的函数的前向声明:
ATOM                MyRegisterClass(HINSTANCE hInstance);
BOOL                InitInstance(HINSTANCE, int);
LRESULT CALLBACK    WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK    About(HWND, UINT, WPARAM, LPARAM);

int APIENTRY wWinMain(_In_ HINSTANCE hInstance,
                     _In_opt_ HINSTANCE hPrevInstance,
                     _In_ LPWSTR    lpCmdLine,
                     _In_ int       nCmdShow)
{
    UNREFERENCED_PARAMETER(hPrevInstance);
    UNREFERENCED_PARAMETER(lpCmdLine);

    // TODO: 在此处放置代码。

    // 初始化全局字符串
    LoadStringW(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
    LoadStringW(hInstance, IDC_MY05OPENGLSHADERPLAY, szWindowClass, MAX_LOADSTRING);
    MyRegisterClass(hInstance);

    hInst = hInstance; // 将实例句柄存储在全局变量中

    HWND hWnd = CreateWindowW(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
        CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, nullptr, nullptr, hInstance, nullptr);

    if (!hWnd)
    {
        return FALSE;
    }

    ShowWindow(hWnd, nCmdShow);
    UpdateWindow(hWnd);
    HACCEL hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_MY05OPENGLSHADERPLAY));

    char    szPath[1024];
    char    szPathName[1024];
    getResourcePath(hInstance, szPath);
    sprintf(szPathName, "%s/11.flv", szPath);
    g_decode.setup(hWnd, "11.flv");
    g_decode.start();

    MSG msg;

    // 主消息循环:
    while (GetMessage(&msg, nullptr, 0, 0))
    {
        if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
        {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
    }
    g_decode.shutdown();
    return (int) msg.wParam;
}



//
//  函数: MyRegisterClass()
//
//  目标: 注册窗口类。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
    WNDCLASSEXW wcex;

    wcex.cbSize = sizeof(WNDCLASSEX);

    wcex.style          = CS_HREDRAW | CS_VREDRAW;
    wcex.lpfnWndProc    = WndProc;
    wcex.cbClsExtra     = 0;
    wcex.cbWndExtra     = 0;
    wcex.hInstance      = hInstance;
    wcex.hIcon          = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_MY05OPENGLSHADERPLAY));
    wcex.hCursor        = LoadCursor(nullptr, IDC_ARROW);
    wcex.hbrBackground  = (HBRUSH)(COLOR_WINDOW+1);
    wcex.lpszMenuName   = MAKEINTRESOURCEW(IDC_MY05OPENGLSHADERPLAY);
    wcex.lpszClassName  = szWindowClass;
    wcex.hIconSm        = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));

    return RegisterClassExW(&wcex);
}

//
//  函数: WndProc(HWND, UINT, WPARAM, LPARAM)
//
//  目标: 处理主窗口的消息。
//
//  WM_COMMAND  - 处理应用程序菜单
//  WM_PAINT    - 绘制主窗口
//  WM_DESTROY  - 发送退出消息并返回
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
    switch (message)
    {
    case WM_COMMAND:
        {
            int wmId = LOWORD(wParam);
            // 分析菜单选择:
            switch (wmId)
            {
            case IDM_ABOUT:
                DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
                break;
            case IDM_EXIT:
                DestroyWindow(hWnd);
                break;
            default:
                return DefWindowProc(hWnd, message, wParam, lParam);
            }
        }
        break;
    case WM_UPDATE_VIDEO:
    {
        FrameInfor* infor = (FrameInfor*)wParam;
        g_decode.updateTexture(infor);
        delete  infor;
        g_decode.render();
    }
    break;
    case WM_PAINT:
        {
            PAINTSTRUCT ps;
            HDC hdc = BeginPaint(hWnd, &ps);
            // TODO: 在此处添加使用 hdc 的任何绘图代码...
            EndPaint(hWnd, &ps);
        }
        break;
    case WM_DESTROY:
        g_decode.shutdown();
        PostQuitMessage(0);
        break;
    default:
        return DefWindowProc(hWnd, message, wParam, lParam);
    }
    return 0;
}

// “关于”框的消息处理程序。
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
    UNREFERENCED_PARAMETER(lParam);
    switch (message)
    {
    case WM_INITDIALOG:
        return (INT_PTR)TRUE;

    case WM_COMMAND:
        if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
        {
            EndDialog(hDlg, LOWORD(wParam));
            return (INT_PTR)TRUE;
        }
        break;
    }
    return (INT_PTR)FALSE;
}

标签:play,return,int,hWnd,shader,programId,video,._,GL
来源: https://blog.csdn.net/csdn1126274345/article/details/120398837

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