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Using FFMpeg in the Microsoft Visual C++ Environment

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2.75/5 (26 votes)
28 Jan 2007CPOL2 min read 190.4K   2.5K   56   38
Integrate the FFMpeg library into your Visual C++ project.

Sample Image - ffmpeglogo.jpg

Introduction

FFMpeg is a free video library that can record and convert audio and video data. FFMpeg is under GNU Lesser General Public License, but FFMpeg also uses some third party library which maybe under GNU General Public License. So before using FFMpeg library, you'd better spend some time on the license.

FFMpeg includes the following libraries:

  • libavcodec: All of the video and audio encoders and decoders.
  • libavformat: Demuxers and muxers for audio and video formats.
  • libavutil: Useful utils of FFMpeg.

Get FFMpeg Source Code

There are no formal releases of FFMpeg; however, you can get the FFMpeg source code on a daily basis.

svn://svn.mplayerhq.hu/ffmpeg/trunk

For example, you can checkout the source code using TortoiseSVN,

Checkout FFMpeg Source Code

Compiling FFMpeg

FFmpeg is developed under Linux, but it can be compiled under most Operating Systems.

For Windows, FFMpeg can be compiled with MSYS and MingGW. If you have setup MSYS and MingGW systems correctly, you can compile FFMpeg under its folder.

  1. Cleanup former build results.
  2. make distclean
  3. Setup build parameters.
  4. ./configure --enable-shared --disable-static --enable-memalign-hack

    If there are no errors, and config.mak and config.h were generated, you can build the library, and then, if you want, you can install them into the MSYS environment.

    make
    make install

Using FFMpeg in Your Visual C++ Environment

  1. Create inttypes.h and stdint.h if you don't have them. Provided in the above link is a copy of these two files. You can get them from another place if you want.
  2. Set up additional include directories and additional library directories. By default, these folders are under your MSYS folder, for example:
  3. /usr/local/include
    /usr/local/lib
  4. Add FFmpeg's shared libraries, including libavutil.lib, libavcodec.lib, and libavformat.lib.
  5. Include the FFMpeg header:
  6. C++
    #include <ffmpeg/avformat.h>
    #include <ffmpeg/avcodec.h>

Using the FFMpeg code

There is an example within FFMpeg, output_example.c. But if you have copied code from this example, following tips may ensure you compile successfully.

  1. Add the required casts.
  2. Change snprintf to _snprintf.

License

This article, along with any associated source code and files, is licensed under The Code Project Open License (CPOL)


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Comments and Discussions

 
GeneralMy vote of 1 Pin
jshaa6-Jan-11 2:44
jshaa6-Jan-11 2:44 
GeneralThe procedure entry point url_fclose could not be located in the dynamic link library avcodec-52.dll exception Pin
ndquangr9-Nov-10 16:29
ndquangr9-Nov-10 16:29 
GeneralRe: The procedure entry point url_fclose could not be located in the dynamic link library avcodec-52.dll exception Pin
llllskywalker13-Jun-11 12:10
llllskywalker13-Jun-11 12:10 
GeneralVideo Encoding with FFMPEG using avcodec Pin
GPUToaster™4-Jul-10 1:19
GPUToaster™4-Jul-10 1:19 
GeneralUsing FFmpeg article Pin
soft_support30-Mar-10 12:56
soft_support30-Mar-10 12:56 
GeneralRe: Using FFmpeg article Pin
lsyueh25-Oct-10 16:05
lsyueh25-Oct-10 16:05 
Generalno lib files Pin
Ayman Alterawi17-Jan-10 6:41
Ayman Alterawi17-Jan-10 6:41 
GeneralRe: no lib files Pin
Member 9800116-Mar-10 9:03
Member 9800116-Mar-10 9:03 
GeneralRe: no lib files Pin
Ayman Alterawi16-Mar-10 9:14
Ayman Alterawi16-Mar-10 9:14 
GeneralRe: no lib files - Instructions for Generating the dynamic libs from dll files. Pin
Quickshot17-Mar-10 5:39
Quickshot17-Mar-10 5:39 
GeneralRe: no lib files - main.cpp file that this was tested and verified with. Pin
Quickshot17-Mar-10 10:48
Quickshot17-Mar-10 10:48 
/* * This Code Was Created By Jeff Molofee 2000
* A HUGE Thanks To Fredric Echols For Cleaning Up
* And Optimizing The Base Code, Making It More Flexible!
* If You've Found This Code Useful, Please Let Me Know.
* Visit My Site At nehe.gamedev.net
*/

#include <windows.h> // Header File For Windows
#include <stdio.h> // Header File For Standard Input/Output
#include <gl\gl.h> // Header File For The OpenGL32 Library
#include <gl\glu.h> // Header File For The GLu32 Library

//libs in : C:\Program Files\Microsoft SDKs\Windows\v6.0\Lib
//downloaded special stdint.h and intypes.h
//Added extern "c"

extern "C" {
#include <libavcodec\avcodec.h> #include <libavformat\avformat.h> #include <libswscale\swscale.h>}

HDC hDC=NULL; // Private GDI Device Context
HGLRC hRC=NULL; // Permanent Rendering Context
HWND hWnd=NULL; // Holds Our Window Handle
HINSTANCE hInstance; // Holds The Instance Of The Application

bool keys[256]; // Array Used For The Keyboard Routine
bool active=TRUE; // Window Active Flag Set To TRUE By Default
bool fullscreen=TRUE; // Fullscreen Flag Set To Fullscreen Mode By Default

AVFormatContext *pFormatCtx;
AVCodecContext *pCodecCtx;
AVFrame *pFrame;
AVFrame *pFrameRGB;

GLuint movieTexture;

GLfloat xrot; // X Rotation ( NEW )
GLfloat yrot; // Y Rotation ( NEW )
GLfloat zrot; // Z Rotation ( NEW )

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); // Declaration For WndProc

GLuint CreateEmptyTexture(int width, int height) // Create An Empty Texture
{
GLuint txtnumber; // Texture ID
unsigned int* data; // Stored Data

data = (unsigned int*)new GLuint[((width * height)* 4 * sizeof(unsigned int))];
ZeroMemory(data,((width * height)* 4 * sizeof(unsigned int))); // Clear Storage Memory

glGenTextures(1, &txtnumber); // Create 1 Texture
glBindTexture(GL_TEXTURE_2D, txtnumber); // Bind The Texture
glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); // Build Texture Using Information In data
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);

delete [] data; // Release data

return txtnumber; // Return The Texture ID
}

GLvoid ReSizeGLScene(GLsizei width, GLsizei height) // Resize And Initialize The GL Window
{
if (height==0) // Prevent A Divide By Zero By
{
height=1; // Making Height Equal One
}

glViewport(0,0,width,height); // Reset The Current Viewport

glMatrixMode(GL_PROJECTION); // Select The Projection Matrix
glLoadIdentity(); // Reset The Projection Matrix

// Calculate The Aspect Ratio Of The Window
gluPerspective(45.0f,(GLfloat)width/(GLfloat)height,0.1f,100.0f);

glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
glLoadIdentity(); // Reset The Modelview Matrix
}

int InitGL(GLvoid) // All Setup For OpenGL Goes Here
{
// movieTexture=CreateEmptyTexture(pCodecCtx->width,pCodecCtx->height);
movieTexture=CreateEmptyTexture(1024,1024);

glBindTexture(GL_TEXTURE_2D, movieTexture);

glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW )
glShadeModel(GL_SMOOTH); // Enable Smooth Shading
glClearColor(0.0f, 0.0f, 0.0f, 0.5f); // Black Background
glClearDepth(1.0f); // Depth Buffer Setup
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glDepthFunc(GL_LEQUAL); // The Type Of Depth Testing To Do
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // Really Nice Perspective Calculations
return TRUE; // Initialization Went OK
}

int DrawGLScene(GLvoid) // Here's Where We Do All The Drawing
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glTranslatef(0.0f,0.0f,-5.0f);

glRotatef(xrot,1.0f,0.0f,0.0f);
glRotatef(yrot,0.0f,1.0f,0.0f);
glRotatef(zrot,0.0f,0.0f,1.0f);

glBindTexture(GL_TEXTURE_2D, movieTexture); // Select Our Texture
glTexSubImage2D(GL_TEXTURE_2D,0,(pCodecCtx->width)/2,(pCodecCtx->height)/2,pCodecCtx->width,pCodecCtx->height,GL_RGB,GL_UNSIGNED_BYTE,(char*)pFrameRGB->data[0]);

glBegin(GL_QUADS);
// Front Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();

xrot+=0.3f;
yrot+=0.2f;
zrot+=0.4f;
return TRUE; // Keep Going
}

GLvoid KillGLWindow(GLvoid) // Properly Kill The Window
{
if (fullscreen) // Are We In Fullscreen Mode?
{
ChangeDisplaySettings(NULL,0); // If So Switch Back To The Desktop
ShowCursor(TRUE); // Show Mouse Pointer
}

if (hRC) // Do We Have A Rendering Context?
{
if (!wglMakeCurrent(NULL,NULL)) // Are We Able To Release The DC And RC Contexts?
{
MessageBox(NULL,TEXT("Release Of DC And RC Failed."),TEXT("SHUTDOWN ERROR"),MB_OK | MB_ICONINFORMATION);
}

if (!wglDeleteContext(hRC)) // Are We Able To Delete The RC?
{
MessageBox(NULL,TEXT("Release Rendering Context Failed."),TEXT("SHUTDOWN ERROR"),MB_OK | MB_ICONINFORMATION);
}
hRC=NULL; // Set RC To NULL
}

if (hDC && !ReleaseDC(hWnd,hDC)) // Are We Able To Release The DC
{
MessageBox(NULL,TEXT("Release Device Context Failed."),TEXT("SHUTDOWN ERROR"),MB_OK | MB_ICONINFORMATION);
hDC=NULL; // Set DC To NULL
}

if (hWnd && !DestroyWindow(hWnd)) // Are We Able To Destroy The Window?
{
MessageBox(NULL,TEXT("Could Not Release hWnd."),TEXT("SHUTDOWN ERROR"),MB_OK | MB_ICONINFORMATION);
hWnd=NULL; // Set hWnd To NULL
}

if (!UnregisterClass(TEXT("OpenGL"),hInstance)) // Are We Able To Unregister Class
{
MessageBox(NULL,TEXT("Could Not Unregister Class."),TEXT("SHUTDOWN ERROR"),MB_OK | MB_ICONINFORMATION);
hInstance=NULL; // Set hInstance To NULL
}
}

/* This Code Creates Our OpenGL Window. Parameters Are: *
* title - Title To Appear At The Top Of The Window *
* width - Width Of The GL Window Or Fullscreen Mode *
* height - Height Of The GL Window Or Fullscreen Mode *
* bits - Number Of Bits To Use For Color (8/16/24/32) *
* fullscreenflag - Use Fullscreen Mode (TRUE) Or Windowed Mode (FALSE) */

BOOL CreateGLWindow(WCHAR* title, int width, int height, int bits, bool fullscreenflag)
{
GLuint PixelFormat; // Holds The Results After Searching For A Match
WNDCLASS wc; // Windows Class Structure
DWORD dwExStyle; // Window Extended Style
DWORD dwStyle; // Window Style
RECT WindowRect; // Grabs Rectangle Upper Left / Lower Right Values
WindowRect.left=(long)0; // Set Left Value To 0
WindowRect.right=(long)width; // Set Right Value To Requested Width
WindowRect.top=(long)0; // Set Top Value To 0
WindowRect.bottom=(long)height; // Set Bottom Value To Requested Height
//WCHAR mytitle[256];

//ZeroMemory(mytitle, 256);
//MultiByteToWideChar(0, 0, title, strlen(title), mytitle, strlen(title));

fullscreen=fullscreenflag; // Set The Global Fullscreen Flag

hInstance = GetModuleHandle(NULL); // Grab An Instance For Our Window
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // Redraw On Size, And Own DC For Window.
wc.lpfnWndProc = (WNDPROC) WndProc; // WndProc Handles Messages
wc.cbClsExtra = 0; // No Extra Window Data
wc.cbWndExtra = 0; // No Extra Window Data
wc.hInstance = hInstance; // Set The Instance
wc.hIcon = LoadIcon(NULL, IDI_WINLOGO); // Load The Default Icon
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // Load The Arrow Pointer
wc.hbrBackground = NULL; // No Background Required For GL
wc.lpszMenuName = NULL; // We Don't Want A Menu
wc.lpszClassName = TEXT("OpenGL"); // Set The Class Name

if (!RegisterClass(&wc)) // Attempt To Register The Window Class
{
MessageBox(NULL,TEXT("Failed To Register The Window Class."),TEXT("ERROR"),MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if (fullscreen) // Attempt Fullscreen Mode?
{
DEVMODE dmScreenSettings; // Device Mode
memset(&dmScreenSettings,0,sizeof(dmScreenSettings)); // Makes Sure Memory's Cleared
dmScreenSettings.dmSize=sizeof(dmScreenSettings); // Size Of The Devmode Structure
dmScreenSettings.dmPelsWidth = width; // Selected Screen Width
dmScreenSettings.dmPelsHeight = height; // Selected Screen Height
dmScreenSettings.dmBitsPerPel = bits; // Selected Bits Per Pixel
dmScreenSettings.dmFields=DM_BITSPERPEL|DM_PELSWIDTH|DM_PELSHEIGHT;

// Try To Set Selected Mode And Get Results. NOTE: CDS_FULLSCREEN Gets Rid Of Start Bar.
if (ChangeDisplaySettings(&dmScreenSettings,CDS_FULLSCREEN)!=DISP_CHANGE_SUCCESSFUL)
{
// If The Mode Fails, Offer Two Options. Quit Or Use Windowed Mode.
if (MessageBox(NULL,TEXT("The Requested Fullscreen Mode Is Not Supported By\nYour Video Card. Use Windowed Mode Instead?"),TEXT("NeHe GL"),MB_YESNO|MB_ICONEXCLAMATION)==IDYES)
{
fullscreen=FALSE; // Windowed Mode Selected. Fullscreen = FALSE
}
else
{
// Pop Up A Message Box Letting User Know The Program Is Closing.
MessageBox(NULL,TEXT("Program Will Now Close."),TEXT("ERROR"),MB_OK|MB_ICONSTOP);
return FALSE; // Return FALSE
}
}
}

if (fullscreen) // Are We Still In Fullscreen Mode?
{
dwExStyle=WS_EX_APPWINDOW; // Window Extended Style
dwStyle=WS_POPUP; // Windows Style
ShowCursor(FALSE); // Hide Mouse Pointer
}
else
{
dwExStyle=WS_EX_APPWINDOW | WS_EX_WINDOWEDGE; // Window Extended Style
dwStyle=WS_OVERLAPPEDWINDOW; // Windows Style
}

AdjustWindowRectEx(&WindowRect, dwStyle, FALSE, dwExStyle); // Adjust Window To True Requested Size

// Create The Window
if (!(hWnd=CreateWindowEx( dwExStyle, // Extended Style For The Window
TEXT("OpenGL"), // Class Name
title, // Window Title
//TEXT("My Title"),
dwStyle | // Defined Window Style
WS_CLIPSIBLINGS | // Required Window Style
WS_CLIPCHILDREN, // Required Window Style
0, 0, // Window Position
WindowRect.right-WindowRect.left, // Calculate Window Width
WindowRect.bottom-WindowRect.top, // Calculate Window Height
NULL, // No Parent Window
NULL, // No Menu
hInstance, // Instance
NULL))) // Dont Pass Anything To WM_CREATE
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,TEXT("Window Creation Error."),TEXT("ERROR"),MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

static PIXELFORMATDESCRIPTOR pfd= // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
bits, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // No Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
16, // 16Bit Z-Buffer (Depth Buffer)
0, // No Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};

if (!(hDC=GetDC(hWnd))) // Did We Get A Device Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,TEXT("Can't Create A GL Device Context."),TEXT("ERROR"),MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if (!(PixelFormat=ChoosePixelFormat(hDC,&pfd))) // Did Windows Find A Matching Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,TEXT("Can't Find A Suitable PixelFormat."),TEXT("ERROR"),MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(!SetPixelFormat(hDC,PixelFormat,&pfd)) // Are We Able To Set The Pixel Format?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,TEXT("Can't Set The PixelFormat."),TEXT("ERROR"),MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if (!(hRC=wglCreateContext(hDC))) // Are We Able To Get A Rendering Context?
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,TEXT("Can't Create A GL Rendering Context."),TEXT("ERROR"),MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

if(!wglMakeCurrent(hDC,hRC)) // Try To Activate The Rendering Context
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,TEXT("Can't Activate The GL Rendering Context."),TEXT("ERROR"),MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

ShowWindow(hWnd,SW_SHOW); // Show The Window
SetForegroundWindow(hWnd); // Slightly Higher Priority
SetFocus(hWnd); // Sets Keyboard Focus To The Window
ReSizeGLScene(width, height); // Set Up Our Perspective GL Screen

if (!InitGL()) // Initialize Our Newly Created GL Window
{
KillGLWindow(); // Reset The Display
MessageBox(NULL,TEXT("Initialization Failed."),TEXT("ERROR"),MB_OK|MB_ICONEXCLAMATION);
return FALSE; // Return FALSE
}

return TRUE; // Success
}

LRESULT CALLBACK WndProc( HWND hWnd, // Handle For This Window
UINT uMsg, // Message For This Window
WPARAM wParam, // Additional Message Information
LPARAM lParam) // Additional Message Information
{
switch (uMsg) // Check For Windows Messages
{
case WM_ACTIVATE: // Watch For Window Activate Message
{
if (!HIWORD(wParam)) // Check Minimization State
{
active=TRUE; // Program Is Active
}
else
{
active=FALSE; // Program Is No Longer Active
}

return 0; // Return To The Message Loop
}

case WM_SYSCOMMAND: // Intercept System Commands
{
switch (wParam) // Check System Calls
{
case SC_SCREENSAVE: // Screensaver Trying To Start?
case SC_MONITORPOWER: // Monitor Trying To Enter Powersave?
return 0; // Prevent From Happening
}
break; // Exit
}

case WM_CLOSE: // Did We Receive A Close Message?
{
PostQuitMessage(0); // Send A Quit Message
return 0; // Jump Back
}

case WM_KEYDOWN: // Is A Key Being Held Down?
{
keys[wParam] = TRUE; // If So, Mark It As TRUE
return 0; // Jump Back
}

case WM_KEYUP: // Has A Key Been Released?
{
keys[wParam] = FALSE; // If So, Mark It As FALSE
return 0; // Jump Back
}

case WM_SIZE: // Resize The OpenGL Window
{
ReSizeGLScene(LOWORD(lParam),HIWORD(lParam)); // LoWord=Width, HiWord=Height
return 0; // Jump Back
}
}

// Pass All Unhandled Messages To DefWindowProc
return DefWindowProc(hWnd,uMsg,wParam,lParam);
}

int WINAPI WinMain( HINSTANCE hInstance, // Instance
HINSTANCE hPrevInstance, // Previous Instance
LPSTR lpCmdLine, // Command Line Parameters
int nCmdShow) // Window Show State
{
av_register_all();

if(av_open_input_file(&pFormatCtx, "demo-bus-video.wmv", NULL, 0, NULL)!=0)
{
MessageBox(NULL,TEXT("av_open error"),TEXT("Error"),MB_OK); // Couldn't open file
PostQuitMessage(0);
return 0;
}

if(av_find_stream_info(pFormatCtx)<0)
{
MessageBox(NULL,TEXT("No streams"),TEXT("Error"),MB_OK);
PostQuitMessage(0);
return 0;
}

//dump_format(pFormatCtx, 0, "streaminfo.log", false);

unsigned int i;
int videoStream = -1;

for(i=0; i<pformatctx->nb_streams; i++)
{
if(pFormatCtx->streams[i]->codec->codec_type==CODEC_TYPE_VIDEO)
{
videoStream=i;
break;
}
if(videoStream==-1)
{
MessageBox(NULL,TEXT("No video streams"),TEXT("Error"),MB_OK);
PostQuitMessage(0);
return 0;
}
}

pCodecCtx=pFormatCtx->streams[videoStream]->codec;

AVCodec *pCodec;

avcodec_init();
avcodec_register_all();

pCodec=avcodec_find_decoder(pCodecCtx->codec_id);
if(pCodec==NULL)
{
MessageBox(NULL,TEXT("No codec availaible"),TEXT("Error"),MB_OK);
PostQuitMessage(0);
return 0;
}

if(avcodec_open(pCodecCtx, pCodec)<0)
{
MessageBox(NULL,TEXT("Codec could not be opened"),TEXT("Error"),MB_OK);
PostQuitMessage(0);
return 0;
}

pFrameRGB=avcodec_alloc_frame();
pFrame=avcodec_alloc_frame();

int numBytes=avpicture_get_size(PIX_FMT_RGB24, pCodecCtx->width,pCodecCtx->height);
uint8_t *buffer=new uint8_t[numBytes];

avpicture_fill((AVPicture *)pFrameRGB, buffer, PIX_FMT_RGB24, pCodecCtx->width, pCodecCtx->height);
SwsContext *pSWSCtx = sws_getContext(pCodecCtx->width, pCodecCtx->height, pCodecCtx->pix_fmt, pCodecCtx->width, pCodecCtx->height, PIX_FMT_RGB24, SWS_FAST_BILINEAR, NULL, NULL, NULL);

MSG msg; // Windows Message Structure
BOOL done=FALSE; // Bool Variable To Exit Loop

// Ask The User Which Screen Mode They Prefer
if (MessageBox(NULL,TEXT("Would You Like To Run In Fullscreen Mode?"), TEXT("Start FullScreen?"),MB_YESNO|MB_ICONQUESTION)==IDNO)
{
fullscreen=FALSE; // Windowed Mode
}

// Create Our OpenGL Window
if (!CreateGLWindow(TEXT("NeHe's Texture Mapping Tutorial"),640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}

while(!done) // Loop That Runs While done=FALSE
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) // Is There A Message Waiting?
{
if (msg.message==WM_QUIT) // Have We Received A Quit Message?
{
done=TRUE; // If So done=TRUE
}
else // If Not, Deal With Window Messages
{
TranslateMessage(&msg); // Translate The Message
DispatchMessage(&msg); // Dispatch The Message
}
}
else // If There Are No Messages
{
AVPacket packet;
int frameFinished;
int curr_frame;

if(av_read_frame(pFormatCtx, &packet)>=0)
{
if(packet.stream_index==videoStream)
{
avcodec_decode_video(pCodecCtx, pFrame, &frameFinished,packet.data, packet.size);

if(frameFinished)
{
sws_scale(pSWSCtx, pFrame->data, pFrame->linesize, 0, pCodecCtx->height, pFrameRGB->data, pFrameRGB->linesize);
}
}
}
else curr_frame = 0;

av_free_packet(&packet);

// Draw The Scene. Watch For ESC Key And Quit Messages From DrawGLScene()
if ((active && !DrawGLScene()) || keys[VK_ESCAPE]) // Active? Was There A Quit Received?
{
done=TRUE; // ESC or DrawGLScene Signalled A Quit
}
else // Not Time To Quit, Update Screen
{
SwapBuffers(hDC); // Swap Buffers (Double Buffering)
}

if (keys[VK_F1]) // Is F1 Being Pressed?
{
keys[VK_F1]=FALSE; // If So Make Key FALSE
KillGLWindow(); // Kill Our Current Window
fullscreen=!fullscreen; // Toggle Fullscreen / Windowed Mode
// Recreate Our OpenGL Window
if (!CreateGLWindow(TEXT("NeHe's Texture Mapping Tutorial"),640,480,16,fullscreen))
{
return 0; // Quit If Window Was Not Created
}
}
}
}

// Shutdown
KillGLWindow(); // Kill The Window
return (msg.wParam); // Exit The Program

// Free movie texture
glDeleteTextures(1,&movieTexture);

// Free sws context
av_free(pSWSCtx);

// Free the RGB image
av_free(buffer);
av_free(pFrameRGB);

// Free the YUV frame
av_free(pFrame);

// Close the codec
avcodec_close(pCodecCtx);

// Close the video file
av_close_input_file(pFormatCtx);

}
GeneralRe: no lib files - swscale lib and configure command Pin
Quickshot17-Mar-10 10:53
Quickshot17-Mar-10 10:53 
GeneralRe: no lib files Pin
JaydeepB17-Mar-10 13:11
JaydeepB17-Mar-10 13:11 
QuestionHow to convert .wma format data to mp3 format, on the fly? Pin
semaphore124-Dec-09 23:10
semaphore124-Dec-09 23:10 
GeneralLink error Pin
metalmonkey16-Jun-09 13:53
metalmonkey16-Jun-09 13:53 
GeneralRe: Link error Pin
metalmonkey16-Jun-09 17:15
metalmonkey16-Jun-09 17:15 
GeneralMy vote of 1 Pin
squibman25-Mar-09 11:52
squibman25-Mar-09 11:52 
AnswerRe: My vote of 1 Pin
squibman26-Mar-09 11:40
squibman26-Mar-09 11:40 
GeneralRe: My vote of 1 Pin
RajaManikandan_R16-Sep-10 17:38
RajaManikandan_R16-Sep-10 17:38 
Generalexecute configure Pin
JlkBrgr23-Jul-08 23:32
JlkBrgr23-Jul-08 23:32 
GeneralRe: execute configure Pin
JlkBrgr23-Jul-08 23:56
JlkBrgr23-Jul-08 23:56 
GeneralRe: execute configure Pin
squibman26-Mar-09 11:48
squibman26-Mar-09 11:48 
QuestionIs it possible to compile the ffmpeg under VC++? Pin
Shuang. Wu22-Jun-08 18:21
Shuang. Wu22-Jun-08 18:21 
AnswerRe: Is it possible to compile the ffmpeg under VC++? Pin
RajaManikandan_R16-Sep-10 18:09
RajaManikandan_R16-Sep-10 18:09 
Generalask about the features in this project Pin
mulyky1-Dec-07 18:17
mulyky1-Dec-07 18:17 

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