BMP是英文Bitmap(位图)的简写,它是Windows操作系统中的标准图像文件格式,能够被多种Windows应用程序所支持。随着Windows操作系统的流行与丰富的Windows应用程序的开发,BMP位图格式理所当然地被广泛应用。这种格式的特点是包含的图像信息较丰富,几乎不进行压缩,但由此导致了它与生俱来的缺点--占用磁盘空间过大。所以,目前BMP在单机上比较流行。
中文名 : 位图图像
外文名 : BMP(Bitmap)
优 点 : 图像信息较丰富,几乎不进行压缩
缺 点 : 占用磁盘空间过大
SDL播放PCM:
1.SDL_Init(SDL_INIT_AUDIO)
从初始化类型
/**
* \name SDL_INIT_*
*
* These are the flags which may be passed to SDL_Init(). You should
* specify the subsystems which you will be using in your application.
*/
/* @{ */
#define SDL_INIT_TIMER 0x00000001u
#define SDL_INIT_AUDIO 0x00000010u
#define SDL_INIT_VIDEO 0x00000020u /**< SDL_INIT_VIDEO implies SDL_INIT_EVENTS */
#define SDL_INIT_JOYSTICK 0x00000200u /**< SDL_INIT_JOYSTICK implies SDL_INIT_EVENTS */
#define SDL_INIT_HAPTIC 0x00001000u
#define SDL_INIT_GAMECONTROLLER 0x00002000u /**< SDL_INIT_GAMECONTROLLER implies SDL_INIT_JOYSTICK */
#define SDL_INIT_EVENTS 0x00004000u
#define SDL_INIT_SENSOR 0x00008000u
#define SDL_INIT_NOPARACHUTE 0x00100000u /**< compatibility; this flag is ignored. */
#define SDL_INIT_EVERYTHING ( \
SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_EVENTS | \
SDL_INIT_JOYSTICK | SDL_INIT_HAPTIC | SDL_INIT_GAMECONTROLLER | SDL_INIT_SENSOR \
)
类推,得到初始化的是
1.SDL_Init(SDL_INIT_VIDEO)
从图像角度思考
粗略理解,音频是从开始时间第0秒到结束时间第n秒,中间是拉取数据读取到buffer中,传输的播放设备中。
视频图像有点不一样, 要从图形学的角度去看思考。 图像数据在显示器中展示是需要经过GPU的处理和渲染的,也就是需要一点点关于图像相关的了解。
参考自己写的:
LearnOpenGL 入门篇中的LearnOpenGL 一些基本的概念
简单粗暴的理解流程 :
顶点着色器 -> 光栅化 -> 测试与混合 -> 片元着色器 -> buffer缓冲区 -> 显示到屏幕。
简单粗暴的就是:
(顶点着色器)一个是处理, 这些图像在屏幕上显示的坐标位置的问题.
(片元着色器)一个是处理, 这些图像在屏幕上显示的长什么样的问题.
最终显示到我们的显示器上
要显示到显示器上, 需要研究SDL的渲染API, 其实和iOS的drawRect,或者前端开发的Render函数一样。 SDL渲染函数是
/**
* \brief Update the screen with rendering performed.
*/
extern DECLSPEC void SDLCALL SDL_RenderPresent(SDL_Renderer * renderer);
PS : 百度一下就知道渲染器的API名字叫什么了
其中,所以需要SDL_Renderer
在SDL_render.h文件中查找对应的API,发现
/**
* \brief Create a 2D rendering context for a window.
*
* \param window The window where rendering is displayed.
* \param index The index of the rendering driver to initialize, or -1 to
* initialize the first one supporting the requested flags.
* \param flags ::SDL_RendererFlags.
*
* \return A valid rendering context or NULL if there was an error.
*
* \sa SDL_CreateSoftwareRenderer()
* \sa SDL_GetRendererInfo()
* \sa SDL_DestroyRenderer()
*/
extern DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window * window,
int index, Uint32 flags);
这里又需要一个SDL_Window ,还有很多的关于Render的函数
我们显示一张BMP的图片,就应该用到了
/**
* \brief Copy a portion of the texture to the current rendering target.
* 将纹理的一部分复制到当前渲染目标。
*
* \param renderer The renderer which should copy parts of a texture.
* \param texture The source texture.
* \param srcrect A pointer to the source rectangle, or NULL for the entire
* texture.
* \param dstrect A pointer to the destination rectangle, or NULL for the
* entire rendering target.
*
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Rect * srcrect,
const SDL_Rect * dstrect);
这里又需要一个SDL_Texture
SDL_Window 窗口
typedef struct SDL_Window SDL_Window;
创建SDL_CreateWindow
extern DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title,
int x, int y, int w,
int h, Uint32 flags);
有了这两个就大概能知道渲染需要的东西了
1.一个显示器。 对应的是SDL中的Window
4.渲染到显示器上
都知道了,现在处理的是
2.编写顶点着色器, 也就是SDL的参数配置
3.编写片元着色器, 也就是处理BMP位图数据
在LearnOpenGL 入门篇中要显示图片数据, 我们需要纹理。 这里是一张图片, 也就是一个2D的纹理。
SDL_Texture
纹理创建/**
* \brief Create a texture from an existing surface.
*
* \param renderer The renderer.
* \param surface The surface containing pixel data used to fill the texture.
*
* \return The created texture is returned, or NULL on error.
*
* \note The surface is not modified or freed by this function.
*
* \sa SDL_QueryTexture()
* \sa SDL_DestroyTexture()
*/
extern DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer * renderer,
SDL_Surface * surface);
关于SDL_Surface
/**
* \brief A collection of pixels used in software blitting.
*
* \note This structure should be treated as read-only, except for \c pixels,
* which, if not NULL, contains the raw pixel data for the surface.
*/
typedef struct SDL_Surface
{
Uint32 flags; /**< Read-only */
SDL_PixelFormat *format; /**< Read-only */
int w, h; /**< Read-only */
int pitch; /**< Read-only */
void *pixels; /**< Read-write */
/** Application data associated with the surface */
void *userdata; /**< Read-write */
/** information needed for surfaces requiring locks */
int locked; /**< Read-only */
/** list of BlitMap that hold a reference to this surface */
void *list_blitmap; /**< Private */
/** clipping information */
SDL_Rect clip_rect; /**< Read-only */
/** info for fast blit mapping to other surfaces */
struct SDL_BlitMap *map; /**< Private */
/** Reference count -- used when freeing surface */
int refcount; /**< Read-mostly */
} SDL_Surface;
查看对应的API就会发现
SDL_LoadBMP
/**
* Load a surface from a seekable SDL data stream (memory or file).
*
* If \c freesrc is non-zero, the stream will be closed after being read.
*
* The new surface should be freed with SDL_FreeSurface().
*
* \return the new surface, or NULL if there was an error.
*/
extern DECLSPEC SDL_Surface *SDLCALL SDL_LoadBMP_RW(SDL_RWops * src,
int freesrc);
/**
* Load a surface from a file.
*
* Convenience macro.
*/
#define SDL_LoadBMP(file) SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1)
所以这里就直接通过读取文件路径, 来读取BMP文件了
整理思路:
1.创建一个SDL_Window
2.创建渲染的SDL_Renderer
3.创建纹理SDL_Texture ,并且打开像素数据SDL_Surface
4.纹理SDL_RenderCopy到渲染器上
5.SDL_RenderPresent渲染刷新
代码实现
#include "playthread.h"
#include <QDebug>
#include <QFile>
extern "C" {
#include <SDL2/SDL.h>
}
// 出错了就执行goto end
#define END(judge, func) \
if (judge) { \
qDebug() << #func << "Error" << SDL_GetError(); \
goto end; \
}
Playthread::Playthread(QObject *parent) : QThread(parent) {
// 创建信号连接
connect(this, &Playthread::finished,
this, &Playthread::deleteLater);
}
Playthread::~Playthread() {
// 断开所有的连接
disconnect();
// 内存回收之前,正常结束线程
requestInterruption();
// 安全退出
quit();
wait();
qDebug() << this << "Playthread 析构(内存被回收)";
}
void Playthread::run() {
if(SDL_Init(SDL_INIT_VIDEO)) {
qDebug() << "SDL_Init error : " << SDL_GetError();
return;
}
// 创建一个SDL Window窗口
SDL_Window *window = nullptr;
// 像素数据
SDL_Surface *surface = nullptr;
// 纹理(直接跟特定驱动程序相关的像素数据)
SDL_Texture *texture = nullptr;
// 渲染上下文
SDL_Renderer *renderer = nullptr;
//
int renderCopyRet;
window = SDL_CreateWindow("SDL播放BMP",
100, 100,
600, 600,
SDL_WINDOW_SHOWN);
END(!window, SDL_CreateWindow);
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (!renderer) { // 说明开启硬件加速失败
renderer = SDL_CreateRenderer(window, -1, 0);
}
END(!renderer, SDL_CreateRenderer);
// 处理像素数据
surface = SDL_LoadBMP("G:/Resource/in.bmp");
END(!surface, SDL_LoadBMP);
// 贴图纹理
texture = SDL_CreateTextureFromSurface( renderer, surface);
END(!texture, SDL_CreateTextureFromSurface);
// 复制纹理到渲染目标上
renderCopyRet = SDL_RenderCopy(renderer, texture, nullptr, nullptr);
END(renderCopyRet, SDL_RenderCopy);
// 将此前的所有需要渲染的内容更新到屏幕上
SDL_RenderPresent(renderer);
// 延迟3秒退出
SDL_Delay(3000);
end:
SDL_DestroyWindow(window);
SDL_FreeSurface(surface);
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_Quit();
}
void Playthread::setStop(bool stop) {
_stop = stop;
}
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