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Autres articles (108)

  • MediaSPIP 0.1 Beta version

    25 avril 2011, par

    MediaSPIP 0.1 beta is the first version of MediaSPIP proclaimed as "usable".
    The zip file provided here only contains the sources of MediaSPIP in its standalone version.
    To get a working installation, you must manually install all-software dependencies on the server.
    If you want to use this archive for an installation in "farm mode", you will also need to proceed to other manual (...)

  • MediaSPIP version 0.1 Beta

    16 avril 2011, par

    MediaSPIP 0.1 beta est la première version de MediaSPIP décrétée comme "utilisable".
    Le fichier zip ici présent contient uniquement les sources de MediaSPIP en version standalone.
    Pour avoir une installation fonctionnelle, il est nécessaire d’installer manuellement l’ensemble des dépendances logicielles sur le serveur.
    Si vous souhaitez utiliser cette archive pour une installation en mode ferme, il vous faudra également procéder à d’autres modifications (...)

  • Amélioration de la version de base

    13 septembre 2013

    Jolie sélection multiple
    Le plugin Chosen permet d’améliorer l’ergonomie des champs de sélection multiple. Voir les deux images suivantes pour comparer.
    Il suffit pour cela d’activer le plugin Chosen (Configuration générale du site > Gestion des plugins), puis de configurer le plugin (Les squelettes > Chosen) en activant l’utilisation de Chosen dans le site public et en spécifiant les éléments de formulaires à améliorer, par exemple select[multiple] pour les listes à sélection multiple (...)

Sur d’autres sites (13343)

  • FFmpeg, RTSP and Python : how to control it ?

    3 juin 2016, par Grigory E.

    We can put the RTSP stream into mp4 container this way :

    ffmpeg -hide_banner _RTSP-STREAM_ -c copy -map 0 -f segment -segment_time SEGTIME -segment_atclocktime 1 -segment_format mp4-strftime 1 PATH/%Y-%m-%d_%H-%M-%S.mp4"

    The question is how to wrap it in Python and how to handle SOME errors ?
    For example, some streams are buggy, so we should ignore Invalid UE golomb with ffmpeg

    But we should alert if the RTSP steram is down. And restart the FFmpeg....

    P.S. I don’t think FFmepg is the best choice, but I don’t know anything else.

  • YUV decoded by FFMPEG that draw with opengl is not clear

    3 juin 2016, par S.Jin

    I’m writing a movie player that use FFMPEG and OpenGL ES. Movie can be decoded succeessfully, but when I use AVFrame as texture to draw in my screen, I found it was so fuzzy. I don’t know where wrong in my code. If I change the AVFrame from YUV to RGB image, it will be clear.
    Does any one know why use YUV as texture to draw will be not clear ?

    My render code :

    #import "SJGLView.h"
    #import <glkit></glkit>GLKit.h>
    #import "SJDecoder.h"

    #include "libavutil/pixfmt.h"

    // MARK: - C Function
    static void sj_logShaderError(GLuint shader) {
     GLint info_len = 0;
     glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &amp;info_len);
     if (info_len == 0) NSLog(@"Empty info");
     else {
       GLchar *log = (GLchar *)malloc(info_len);
       glGetShaderInfoLog(shader, info_len, &amp;info_len, log);
       NSLog(@"Shader compile log: %s", log);
     }
    }

    static void sj_logProgramError(GLuint program) {
     int info_length;
     glGetProgramiv(program, GL_INFO_LOG_LENGTH, &amp;info_length);
     if (info_length) {
       GLchar *log = (GLchar *)malloc(info_length);
       glGetProgramInfoLog(program, info_length, &amp;info_length, log);
       NSLog(@"Program link log: %s", log);
     }
    }

    GLuint sj_loadShader(GLenum shader_type, const char* shader_source) {
     GLuint shader = glCreateShader(shader_type);
     glShaderSource(shader, 1, &amp;shader_source, NULL);
     glCompileShader(shader);
     GLint compile_status = 0;
     glGetShaderiv(shader, GL_COMPILE_STATUS, &amp;compile_status);
     if (!compile_status) goto fail;
     return shader;

    fail:
     if (shader) {
       sj_logShaderError(shader);
       glDeleteShader(shader);
     }
     return 0;
    }

    void loadOrtho(float *matrix, float left, float right, float bottom, float top, float near, float far) {
     float r_l = right - left;
     float t_b = top - bottom;
     float f_n = far - near;
     float tx = (right + left)/(right - left);
     float ty = (top + bottom)/(top - bottom);
     float tz = (far + near)/(far - near);

     matrix[0] = 2.0f / r_l;
     matrix[1] = 0.0f;
     matrix[2] = 0.0f;
     matrix[3] = 0.0f;

     matrix[4] = 0.0f;
     matrix[5] = 2.0f / t_b;
     matrix[6] = 0.0f;
     matrix[7] = 0.0f;

     matrix[8] = 0.0f;
     matrix[9] = 0.0f;
     matrix[10] = -2.0f / f_n;
     matrix[11] = 0.0f;

     matrix[12] = tx;
     matrix[13] = ty;
     matrix[14] = tz;
     matrix[15] = 1.0f;
    }


    // BT.709, standard for HDTV
    static const GLfloat g_bt709[] = {
     1.164,  1.164,  1.164,
     0.0,   -0.213,  2.112,
     1.793, -0.533,  0.0,
    };

    const GLfloat *getColorMatrix_bt709() {
     return g_bt709;
    }

    enum {
     ATTRIBUTE_VERTEX,
     ATTRIBUTE_TEXCOORD,
    };

    @implementation SJGLView {
     EAGLContext *_context;

     GLuint      _framebuffer;
     GLuint      _renderbuffer;
     GLint       _backingWidth;
     GLint       _backingHeight;
     GLfloat     _vertices[8];
     GLuint      _program;
     GLuint      _av4Position;
     GLuint      _av2Texcoord;
     GLuint      _um4Mvp;
     GLfloat     _texcoords[8];
     GLuint      _us2Sampler[3];
     GLuint      _um3ColorConversion;
     GLuint      _textures[3];

     SJDecoder *_decoder;
    }

    + (Class)layerClass {
     return [CAEAGLLayer class];
    }

    - (instancetype)initWithFrame:(CGRect)frame decoder:(SJDecoder *)decoder {
     self = [super initWithFrame:frame];
     if (self) {
       _decoder = decoder;
       [self setupGL];
     }
     return self;
    }

    - (void)layoutSubviews {
     glBindRenderbuffer(GL_RENDERBUFFER, _renderbuffer);
     [_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer*)self.layer];
     glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &amp;_backingWidth);
     glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &amp;_backingHeight);

     [self updateVertices];
     [self render: nil];
    }

    - (void)setContentMode:(UIViewContentMode)contentMode
    {
     [super setContentMode:contentMode];
     [self updateVertices];

     [self render:nil];
    }


    - (void)setupGL {
     _context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
     NSAssert(_context != nil, @"Failed to init EAGLContext");

     CAEAGLLayer *eaglLayer= (CAEAGLLayer *)self.layer;
     eaglLayer.opaque = YES;
     eaglLayer.drawableProperties = @{
                                      kEAGLDrawablePropertyRetainedBacking: [NSNumber numberWithBool:YES],
                                      kEAGLDrawablePropertyColorFormat: kEAGLColorFormatRGBA8
                                      };

     [EAGLContext setCurrentContext:_context];
     if ([self setupEAGLContext]) {
       NSLog(@"Success to setup EAGLContext");
       if ([self loadShaders]) {
         NSLog(@"Success to load shader");
         _us2Sampler[0] = glGetUniformLocation(_program, "us2_SamplerX");
         _us2Sampler[1] = glGetUniformLocation(_program, "us2_SamplerY");
         _us2Sampler[2] = glGetUniformLocation(_program, "us2_SamplerZ");
         _um3ColorConversion = glGetUniformLocation(_program, "um3_ColorConversion");
       }
     }
    }

    - (BOOL)setupEAGLContext {
     glGenFramebuffers(1, &amp;_framebuffer);
     glGenRenderbuffers(1, &amp;_renderbuffer);
     glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
     glBindRenderbuffer(GL_RENDERBUFFER, _renderbuffer);
     [_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:(CAEAGLLayer *)self.layer];
     glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &amp;_backingWidth);
     glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &amp;_backingHeight);
     glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _renderbuffer);

     GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
     if (status != GL_FRAMEBUFFER_COMPLETE) {
       NSLog(@"Failed to make complete framebuffer object: %x", status);
       return NO;
     }

     GLenum glError = glGetError();
     if (glError != GL_NO_ERROR) {
       NSLog(@"Failed to setup EAGLContext: %x", glError);
       return NO;
     }
     return YES;
    }

    - (BOOL)loadShaders {
     NSString *vertexPath = [[NSBundle mainBundle] pathForResource:@"vertex" ofType:@"vsh"];
     const char *vertexString = [[NSString stringWithContentsOfFile:vertexPath encoding:NSUTF8StringEncoding error:nil] UTF8String];

     NSString *fragmentPath = _decoder.format == SJVideoFrameFormatYUV ? [[NSBundle mainBundle] pathForResource:@"yuv420p" ofType:@"fsh"] :
     [[NSBundle mainBundle] pathForResource:@"rgb" ofType:@"fsh"];
     const char *fragmentString = [[NSString stringWithContentsOfFile:fragmentPath encoding:NSUTF8StringEncoding error:nil] UTF8String];

     GLuint vertexShader = sj_loadShader(GL_VERTEX_SHADER, vertexString);
     GLuint fragmentShader = sj_loadShader(GL_FRAGMENT_SHADER, fragmentString);

     _program = glCreateProgram();
     glAttachShader(_program, vertexShader);
     glAttachShader(_program, fragmentShader);
     glLinkProgram(_program);
     GLint link_status = GL_FALSE;
     glGetProgramiv(_program, GL_LINK_STATUS, &amp;link_status);
     if(!link_status) goto fail;

     _av4Position = glGetAttribLocation(_program, "av4_Position");
     _av2Texcoord = glGetAttribLocation(_program, "av2_Texcoord");
     _um4Mvp = glGetUniformLocation(_program, "um4_ModelViewProjection");
     return YES;
    fail:
     sj_logProgramError(_program);
     glDeleteShader(vertexShader);
     glDeleteShader(fragmentShader);
     glDeleteProgram(_program);
     return NO;
    }

    - (void)useRenderer {
     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
     glUseProgram(_program);

     if (0 == _textures[0]) glGenTextures(3, _textures);
     for (int i = 0; i &lt; 3; i++) {
       glActiveTexture(GL_TEXTURE0 + i);
       glBindTexture(GL_TEXTURE_2D, _textures[i]);

       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
       glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

       glUniform1i(_us2Sampler[i], i);
     }
     glUniformMatrix3fv(_um3ColorConversion, 1, GL_FALSE, getColorMatrix_bt709());
    }

    - (void)uploadTexture:(SJVideoFrame *)frame {
     if (frame.format == SJVideoFrameFormatYUV) {
       SJVideoYUVFrame *yuvFrame = (SJVideoYUVFrame *)frame;
       const GLubyte *pixel[3] = { yuvFrame.luma.bytes, yuvFrame.chromaB.bytes, yuvFrame.chromaR.bytes };
       const GLsizei widths[3] = { yuvFrame.width, yuvFrame.width/2, yuvFrame.width/2 };
       const GLsizei heights[3] = { yuvFrame.height, yuvFrame.height/2, yuvFrame.height/2 };
       for (int i = 0; i &lt; 3; i++) {
         glBindTexture(GL_TEXTURE_2D, _textures[i]);
         glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, widths[i], heights[i], 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, pixel[i]);
       }
     }

    }

    - (void)render:(SJVideoFrame *)frame {
     [EAGLContext setCurrentContext:_context];
     glUseProgram(_program);
     [self useRenderer];
     GLfloat modelviewProj[16];
     loadOrtho(modelviewProj, -1.0f, 1.0f, -1.0f, 1.0f, -1.0f, 1.0f);
     glUniformMatrix4fv(_um4Mvp, 1, GL_FALSE, modelviewProj);
     [self updateVertices];
     [self updateTexcoords];

     glBindFramebuffer(GL_FRAMEBUFFER, _framebuffer);
     glViewport(0, 0, _backingWidth, _backingHeight);

     [self uploadTexture:frame];
     glClear(GL_COLOR_BUFFER_BIT);
     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

     glBindRenderbuffer(GL_RENDERBUFFER, _renderbuffer);
     [_context presentRenderbuffer:GL_RENDERBUFFER];
    }

    - (void)updateVertices {
     [self resetVertices];

     BOOL fit        = (self.contentMode == UIViewContentModeScaleAspectFit);
     float width     = _decoder.frameWidth;
     float height    = _decoder.frameHeight;
     const float dW  = (float)_backingWidth / width;
     const float dH  = (float)_backingHeight / height;
     float dd        = fit ? MIN(dH, dW) : MAX(dH, dW);
     float nW        = (width  * dd / (float)_backingWidth);
     float nH        = (height * dd / (float)_backingHeight);

     _vertices[0] = -nW;
     _vertices[1] = -nH;
     _vertices[2] =  nW;
     _vertices[3] = -nH;
     _vertices[4] = -nW;
     _vertices[5] =  nH;
     _vertices[6] =  nW;
     _vertices[7] =  nH;

     glVertexAttribPointer(_av4Position, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
     glEnableVertexAttribArray(_av4Position);
    }

    - (void)resetVertices {
     _vertices[0] = -1.0f;
     _vertices[1] = -1.0f;
     _vertices[2] =  1.0f;
     _vertices[3] = -1.0f;
     _vertices[4] = -1.0f;
     _vertices[5] =  1.0f;
     _vertices[6] =  1.0f;
     _vertices[7] =  1.0f;
    }

    - (void)updateTexcoords {
     [self resetTexcoords];

     glVertexAttribPointer(_av2Texcoord, 2, GL_FLOAT, GL_FALSE, 0, _texcoords);
     glEnableVertexAttribArray(_av2Texcoord);
    }

    - (void)resetTexcoords {
     _texcoords[0] = 0.0f;
     _texcoords[1] = 1.0f;
     _texcoords[2] = 1.0f;
     _texcoords[3] = 1.0f;
     _texcoords[4] = 0.0f;
     _texcoords[5] = 0.0f;
     _texcoords[6] = 1.0f;
     _texcoords[7] = 0.0f;
    }

    .fsh :

    precision highp float;
    varying   highp vec2 vv2_Texcoord;
    uniform   mat3  um3_ColorConversion;
    uniform   lowp  sampler2D us2_SamplerX;
    uniform   lowp  sampler2D us2_SamplerY;
    uniform   lowp  sampler2D us2_SamplerZ;
    void main() {
     mediump vec3 yuv;
     lowp    vec3 rgb;
     yuv.x = (texture2D(us2_SamplerX, vv2_Texcoord).r - (16.0/255.0));
     yuv.y = (texture2D(us2_SamplerY, vv2_Texcoord).r - 0.5);
     yuv.z = (texture2D(us2_SamplerZ, vv2_Texcoord).r - 0.5);
     rgb = um3_ColorConversion * yuva;
     gl_FragColor = vec4(rgb, 1.0);
    }

    .vsh file :

    precision highp float;
    varying highp vec2 vv2_Texcoord;
    uniform lowp sampler2D us2_SamplerX;

    void main() {
     gl_FragColor = vec4(texture2D(us2_SamplerX, vv2_Texcoord).rgb, 1)
    }

    Result image :
    result

    The rgb image :
    RGB image

  • avfilter/vf_waveform : draw graticule for color filter too

    7 mars 2016, par Paul B Mahol
    avfilter/vf_waveform : draw graticule for color filter too
    

    Signed-off-by : Paul B Mahol <onemda@gmail.com>

    • [DH] libavfilter/vf_waveform.c