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Sur d’autres sites (8344)

  • Create Video Thumbnail of All Files in a Directory via FFmpeg and PHP

    2 février 2012, par Hashid Hameed

    I have searched all over the Google and StackOverFlow, but still did not find a solution for this.

    I want to generate video thumbnail of all mp4 video files in a directory and name the thumbnails as "filename.mp4".jpg

    I have ffmpeg and ffmpeg-php installed on my server. I also succeeded in creating thumbnails of one file at a time.

    So this is the situation, I have a directory named uploads which has lots of mp4 videos.
    Now, when I run the script, thumbnail of size 100x100 shoud be created automatically and placed in another folder "skrin". Eg : xxx.mp4 should have xxx.mp4.jpg has the thumb name.

    IMPORTANT : My filenames have spaces, single quotes, brackets etc in their file names. So the script should be able to handle this.

    Could some one help me ? I use the following shell command in php using exec to generate thumb of an individual video.

    exec("/usr/local/bin/ffmpeg -itsoffset -105 -i 'xxx haha.mp4' -vcodec mjpeg -vframes 1 -an -f rawvideo -s 100x100 'xxx haha.mp4.jpg'");
  • Merge commit ’d347a7b248d4ffdc278373fecf033b0ade030343’

    5 octobre 2013, par Michael Niedermayer
    Merge commit ’d347a7b248d4ffdc278373fecf033b0ade030343’
    

    * commit ’d347a7b248d4ffdc278373fecf033b0ade030343’ :
    ismindex : Use the individual stream duration instead of the global one

    Merged-by : Michael Niedermayer <michaelni@gmx.at>

    • [DH] tools/ismindex.c
  • openGL ES 2.0 on android , YUV to RGB and Rendering with ffMpeg

    14 octobre 2013, par 101110101100111111101101

    My renderer dies 1 2 frames later when video shows after.

    FATAL ERROR 11 : blabla...(Exactly occurs in glDrawElements (Y part))

    I think problem is 'glPixelStorei' or 'GL_RGB', 'GL_LUMINANCE' but.. I don't get it.

    My rendering way :

    1. Decode data that got from network, (SDK Getting-> NDK Decoding), Enqueueing.

    2. Dequeueing another threads (of course synchronized) get ready to setup OpenGL ES 2.0.(SDK)

    3. When onDrawFrame, onSurfaceCreated, onSurfaceChanged methods are called, it shrink down to NDK. (My Renderer source in NDK will attach below.)

    4. Rendering.

    As you know, Fragment shader is using for conversion.
    My Data is YUV 420p (pix_fmt_YUV420p) (12bit per pixel)

    Here is my entire source.

    I haven't any knowledge about OpenGL ES before, this is first time.

    Please let me know what am I do improving performance.

    and What am I use parameters in 'glTexImage2D', 'glTexSubImage2D', 'glRenderbufferStorage' ????
    GL_LUMINANCE ? GL_RGBA ? GL_RGB ? (GL_LUMINANCE is using now)

    void Renderer::set_draw_frame(JNIEnv* jenv, jbyteArray yData, jbyteArray uData, jbyteArray vData)
    {
       for (int i = 0; i &lt; 3; i++) {
           if (yuv_data_[i] != NULL) {
               free(yuv_data_[i]);
           }
       }

     int YSIZE = -1;
     int USIZE = -1;
     int VSIZE = -1;

     if (yData != NULL) {
           YSIZE = (int)jenv->GetArrayLength(yData);
       LOG_DEBUG("YSIZE : %d", YSIZE);
           yuv_data_[0] = (unsigned char*)malloc(sizeof(unsigned char) * YSIZE);
       memset(yuv_data_[0], 0, YSIZE);
           jenv->GetByteArrayRegion(yData, 0, YSIZE, (jbyte*)yuv_data_[0]);
       yuv_data_[0] = reinterpret_cast<unsigned>(yuv_data_[0]);
       } else {
           YSIZE = (int)jenv->GetArrayLength(yData);
           yuv_data_[0] = (unsigned char*)malloc(sizeof(unsigned char) * YSIZE);
       memset(yuv_data_[0], 1, YSIZE);
     }

       if (uData != NULL) {
           USIZE = (int)jenv->GetArrayLength(uData);
       LOG_DEBUG("USIZE : %d", USIZE);
           yuv_data_[1] = (unsigned char*)malloc(sizeof(unsigned char) * USIZE);
       memset(yuv_data_[1], 0, USIZE);
           jenv->GetByteArrayRegion(uData, 0, USIZE, (jbyte*)yuv_data_[1]);
       yuv_data_[1] = reinterpret_cast<unsigned>(yuv_data_[1]);
       } else {
           USIZE = YSIZE/4;
           yuv_data_[1] = (unsigned char*)malloc(sizeof(unsigned char) * USIZE);
       memset(yuv_data_[1], 1, USIZE);
     }

       if (vData != NULL) {
           VSIZE = (int)jenv->GetArrayLength(vData);
       LOG_DEBUG("VSIZE : %d", VSIZE);
           yuv_data_[2] = (unsigned char*)malloc(sizeof(unsigned char) * VSIZE);
       memset(yuv_data_[2], 0, VSIZE);
           jenv->GetByteArrayRegion(vData, 0, VSIZE, (jbyte*)yuv_data_[2]);
       yuv_data_[2] = reinterpret_cast<unsigned>(yuv_data_[2]);
       } else {
           VSIZE = YSIZE/4;
           yuv_data_[2] = (unsigned char*)malloc(sizeof(unsigned char) * VSIZE);
       memset(yuv_data_[2], 1, VSIZE);
     }

       glClearColor(1.0F, 1.0F, 1.0F, 1.0F);
       check_gl_error("glClearColor");
       glClear(GL_COLOR_BUFFER_BIT);
       check_gl_error("glClear");
    }

    void Renderer::draw_frame()
    {
     // Binding created FBO
     glBindFramebuffer(GL_FRAMEBUFFER, frame_buffer_object_);
     check_gl_error("glBindFramebuffer");
       // Add program to OpenGL environment
       glUseProgram(program_object_);
       check_gl_error("glUseProgram");

     for (int i = 0; i &lt; 3; i++) {
       LOG_DEBUG("Success");
         //Bind texture
         glActiveTexture(GL_TEXTURE0 + i);
         check_gl_error("glActiveTexture");
         glBindTexture(GL_TEXTURE_2D, yuv_texture_id_[i]);
         check_gl_error("glBindTexture");
         glUniform1i(yuv_texture_object_[i], i);
         check_gl_error("glBindTexture");
       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, stream_yuv_width_[i], stream_yuv_height_[i], GL_RGBA, GL_UNSIGNED_BYTE, yuv_data_[i]);
         check_gl_error("glTexSubImage2D");
     }

     LOG_DEBUG("Success");
       // Load vertex information
       glVertexAttribPointer(position_object_, 2, GL_FLOAT, GL_FALSE, kStride, kVertexInformation);
       check_gl_error("glVertexAttribPointer");
       // Load texture information
       glVertexAttribPointer(texture_position_object_, 2, GL_SHORT, GL_FALSE, kStride, kTextureCoordinateInformation);
       check_gl_error("glVertexAttribPointer");

    LOG_DEBUG("9");
       glEnableVertexAttribArray(position_object_);
       check_gl_error("glEnableVertexAttribArray");
       glEnableVertexAttribArray(texture_position_object_);
       check_gl_error("glEnableVertexAttribArray");

     // Back to window buffer
     glBindFramebuffer(GL_FRAMEBUFFER, 0);
     check_gl_error("glBindFramebuffer");
     LOG_DEBUG("Success");
       // Draw the Square
       glDrawElements(GL_TRIANGLE_STRIP, 6, GL_UNSIGNED_SHORT, kIndicesInformation);
       check_gl_error("glDrawElements");
    }

    void Renderer::setup_render_to_texture()
    {
       glGenFramebuffers(1, &amp;frame_buffer_object_);
       check_gl_error("glGenFramebuffers");
       glBindFramebuffer(GL_FRAMEBUFFER, frame_buffer_object_);
       check_gl_error("glBindFramebuffer");
       glGenRenderbuffers(1, &amp;render_buffer_object_);
       check_gl_error("glGenRenderbuffers");
       glBindRenderbuffer(GL_RENDERBUFFER, render_buffer_object_);
       check_gl_error("glBindRenderbuffer");
       glRenderbufferStorage(GL_RENDERBUFFER, GL_RGBA4, stream_yuv_width_[0], stream_yuv_height_[0]);
       check_gl_error("glRenderbufferStorage");
       glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, render_buffer_object_);
       check_gl_error("glFramebufferRenderbuffer");
     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, yuv_texture_id_[0], 0);
       check_gl_error("glFramebufferTexture2D");  
     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, yuv_texture_id_[1], 0);
       check_gl_error("glFramebufferTexture2D");  
     glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, yuv_texture_id_[2], 0);
       check_gl_error("glFramebufferTexture2D");  

     glBindFramebuffer(GL_FRAMEBUFFER, 0);
       check_gl_error("glBindFramebuffer");

       GLint status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
       if (status != GL_FRAMEBUFFER_COMPLETE) {
           print_log("renderer.cpp", "setup_graphics", "FBO setting fault.", LOGERROR);
           LOG_ERROR("%d\n", status);
           return;
       }
    }

    void Renderer::setup_yuv_texture()
    {
       // Use tightly packed data
       glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
       check_gl_error("glPixelStorei");

     for (int i = 0; i &lt; 3; i++) {
       if (yuv_texture_id_[i]) {
         glDeleteTextures(1, &amp;yuv_texture_id_[i]);
         check_gl_error("glDeleteTextures");
       }
         glActiveTexture(GL_TEXTURE0+i);
         check_gl_error("glActiveTexture");
         // Generate texture object
         glGenTextures(1, &amp;yuv_texture_id_[i]);
         check_gl_error("glGenTextures");
         glBindTexture(GL_TEXTURE_2D, yuv_texture_id_[i]);
         check_gl_error("glBindTexture");
       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
         check_gl_error("glTexParameteri");
         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
         check_gl_error("glTexParameteri");
         glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
         check_gl_error("glTexParameterf");
         glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
         check_gl_error("glTexParameterf");
       glEnable(GL_TEXTURE_2D);
       check_gl_error("glEnable");
       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, maximum_yuv_width_[i], maximum_yuv_height_[i], 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
         check_gl_error("glTexImage2D");
     }
    }

    void Renderer::setup_graphics()
    {
       print_gl_string("Version", GL_VERSION);
       print_gl_string("Vendor", GL_VENDOR);
       print_gl_string("Renderer", GL_RENDERER);
       print_gl_string("Extensions", GL_EXTENSIONS);

       program_object_ = create_program(kVertexShader, kFragmentShader);
       if (!program_object_) {
           print_log("renderer.cpp", "setup_graphics", "Could not create program.", LOGERROR);
           return;
       }

       position_object_ = glGetAttribLocation(program_object_, "vPosition");
       check_gl_error("glGetAttribLocation");
       texture_position_object_ = glGetAttribLocation(program_object_, "vTexCoord");
       check_gl_error("glGetAttribLocation");

       yuv_texture_object_[0] = glGetUniformLocation(program_object_, "yTexture");
       check_gl_error("glGetUniformLocation");
     yuv_texture_object_[1] = glGetUniformLocation(program_object_, "uTexture");
       check_gl_error("glGetUniformLocation");
       yuv_texture_object_[2] = glGetUniformLocation(program_object_, "vTexture");
       check_gl_error("glGetUniformLocation");

     setup_yuv_texture();
       setup_render_to_texture();

     glViewport(0, 0, stream_yuv_width_[0], stream_yuv_height_[0]);//736, 480);//1920, 1080);//maximum_yuv_width_[0], maximum_yuv_height_[0]);
     check_gl_error("glViewport");
    }

    GLuint Renderer::create_program(const char* vertex_source, const char* fragment_source)
    {
       GLuint vertexShader = load_shader(GL_VERTEX_SHADER, vertex_source);
       if (!vertexShader) {
           return 0;
       }

       GLuint pixelShader = load_shader(GL_FRAGMENT_SHADER, fragment_source);
       if (!pixelShader) {
           return 0;
       }

       GLuint program = glCreateProgram();
       if (program) {
           glAttachShader(program, vertexShader);
           check_gl_error("glAttachShader");
           glAttachShader(program, pixelShader);
           check_gl_error("glAttachShader");
           glLinkProgram(program);
           /* Get a Status */
           GLint linkStatus = GL_FALSE;
           glGetProgramiv(program, GL_LINK_STATUS, &amp;linkStatus);
           if (linkStatus != GL_TRUE) {
               GLint bufLength = 0;
               glGetProgramiv(program, GL_INFO_LOG_LENGTH, &amp;bufLength);
               if (bufLength) {
                   char* buf = (char*) malloc(bufLength);
                   if (buf) {
                       glGetProgramInfoLog(program, bufLength, NULL, buf);
                       print_log("renderer.cpp", "create_program", "Could not link program.", LOGERROR);
                       LOG_ERROR("%s\n", buf);
                       free(buf);
                   }
               }
               glDeleteProgram(program);
               program = 0;
           }
       }
       return program;
    }

    GLuint Renderer::load_shader(GLenum shaderType, const char* pSource)
    {
       GLuint shader = glCreateShader(shaderType);
           if (shader) {
               glShaderSource(shader, 1, &amp;pSource, NULL);
               glCompileShader(shader);
               /* Get a Status */
               GLint compiled = 0;
               glGetShaderiv(shader, GL_COMPILE_STATUS, &amp;compiled);
               if (!compiled) {
                   GLint infoLen = 0;
                   glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &amp;infoLen);
                   if (infoLen) {
                       char* buf = (char*) malloc(infoLen);
                       if (buf) {
                           glGetShaderInfoLog(shader, infoLen, NULL, buf);
                           print_log("renderer.cpp", "load_shader", "Could not link program.", LOGERROR);
                                     LOG_ERROR("%d :: %s\n", shaderType, buf);
                           free(buf);
                       }
                       glDeleteShader(shader);
                       shader = 0;
                   }
               }
           }
       return shader;
    }


    void Renderer::onDrawFrame(JNIEnv* jenv, jbyteArray yData, jbyteArray uData, jbyteArray vData)
    {
       set_draw_frame(jenv, yData, uData, vData);
       draw_frame();
       return;
    }

    void Renderer::setSize(int stream_width, int stream_height) {
     stream_yuv_width_[0] = stream_width;
     stream_yuv_width_[1] = stream_width/2;
     stream_yuv_width_[2] = stream_width/2;
     stream_yuv_height_[0] = stream_height;
     stream_yuv_height_[1] = stream_height/2;
     stream_yuv_height_[2] = stream_height/2;
    }

    void Renderer::onSurfaceChanged(int width, int height)
    {
     mobile_yuv_width_[0] = width;
     mobile_yuv_width_[1] = width/2;
     mobile_yuv_width_[2] = width/2;
     mobile_yuv_height_[0] = height;
     mobile_yuv_height_[1] = height/2;
     mobile_yuv_height_[2] = height/2;

     maximum_yuv_width_[0] = 1920;
     maximum_yuv_width_[1] = 1920/2;
     maximum_yuv_width_[2] = 1920/2;
     maximum_yuv_height_[0] = 1080;
     maximum_yuv_height_[1] = 1080/2;
     maximum_yuv_height_[2] = 1080/2;

     // If stream size not setting, default size D1
     //if (stream_yuv_width_[0] == 0) {
       stream_yuv_width_[0] = 736;
       stream_yuv_width_[1] = 736/2;
       stream_yuv_width_[2] = 736/2;
       stream_yuv_height_[0] = 480;
       stream_yuv_height_[1] = 480/2;
       stream_yuv_height_[2] = 480/2;
     //}

       setup_graphics();
       return;
    }
    </unsigned></unsigned></unsigned>

    Here is my Fragment, Vertex source and coordinates :

    static const char kVertexShader[] =
       "attribute vec4 vPosition;      \n"
         "attribute vec2 vTexCoord;        \n"
         "varying vec2 v_vTexCoord;        \n"
       "void main() {                        \n"
           "gl_Position = vPosition;       \n"
           "v_vTexCoord = vTexCoord;       \n"
       "}                                          \n";

    static const char kFragmentShader[] =
           "precision mediump float;               \n"
           "varying vec2 v_vTexCoord;          \n"
           "uniform sampler2D yTexture;        \n"
           "uniform sampler2D uTexture;        \n"
           "uniform sampler2D vTexture;        \n"
           "void main() {                      \n"
               "float y=texture2D(yTexture, v_vTexCoord).r;\n"
               "float u=texture2D(uTexture, v_vTexCoord).r - 0.5;\n"
               "float v=texture2D(vTexture, v_vTexCoord).r - 0.5;\n"
               "float r=y + 1.13983 * v;\n"
               "float g=y - 0.39465 * u - 0.58060 * v;\n"
               "float b=y + 2.03211 * u;\n"
               "gl_FragColor = vec4(r, g, b, 1.0);\n"
           "}\n";

    static const GLfloat kVertexInformation[] =
    {
            -1.0f, 1.0f,           // TexCoord 0 top left
            -1.0f,-1.0f,           // TexCoord 1 bottom left
             1.0f,-1.0f,           // TexCoord 2 bottom right
             1.0f, 1.0f            // TexCoord 3 top right
    };
    static const GLshort kTextureCoordinateInformation[] =
    {
             0, 0,         // TexCoord 0 top left
             0, 1,         // TexCoord 1 bottom left
             1, 1,         // TexCoord 2 bottom right
             1, 0          // TexCoord 3 top right
    };
    static const GLuint kStride = 0;//COORDS_PER_VERTEX * 4;
    static const GLshort kIndicesInformation[] =
    {
       0, 1, 2,
       0, 2, 3
    };