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  • Des sites réalisés avec MediaSPIP

    2 mai 2011, par

    Cette page présente quelques-uns des sites fonctionnant sous MediaSPIP.
    Vous pouvez bien entendu ajouter le votre grâce au formulaire en bas de page.

  • Use, discuss, criticize

    13 avril 2011, par

    Talk to people directly involved in MediaSPIP’s development, or to people around you who could use MediaSPIP to share, enhance or develop their creative projects.
    The bigger the community, the more MediaSPIP’s potential will be explored and the faster the software will evolve.
    A discussion list is available for all exchanges between users.

  • Librairies et logiciels spécifiques aux médias

    10 décembre 2010, par

    Pour un fonctionnement correct et optimal, plusieurs choses sont à prendre en considération.
    Il est important, après avoir installé apache2, mysql et php5, d’installer d’autres logiciels nécessaires dont les installations sont décrites dans les liens afférants. Un ensemble de librairies multimedias (x264, libtheora, libvpx) utilisées pour l’encodage et le décodage des vidéos et sons afin de supporter le plus grand nombre de fichiers possibles. Cf. : ce tutoriel ; FFMpeg avec le maximum de décodeurs et (...)

Sur d’autres sites (4642)

  • How to write out a MOV video into a raw, uncompressed format ?

    8 juin 2015, par feroze

    I have a video in a MOV file format, shot using an IPhone. I have to convert it into an uncompressed raw format, with multiple frames laid out one after the other. This has to be written to a file for post processing.

    Is there a stock format out there that I can convert this video to, using ffmpeg ? If not, I will have to write a C program to open the MOV file and write out the video. I have never worked in video land before, so I am confused about the options.

    I took a look at ffmpeg documentation, and did a web search, but all of them are talking about using ffmpeg as a command line tool, and not about how to write out a file format that I want.

  • Android bytedeco javacpp ffmpeg decode h264 bytes to yuv and render with openGL ES 2.0. Wrong colors

    9 juin 2015, par tema_man

    there ! I try to display a video stream, which comes from server as byte array.
    Data in this array is h264 encoded image and i decode it with bytedeco javacpp-presets library in this way :

    public class DMDecoder {

    private static final String LOG_TAG = "DMDecoder";

    private AVCodec avCodec;
    private AVCodecContext avCodecContext;
    private AVFrame avFrame;
    private AVPacket avPacket;
    private boolean wasIFrame;
    private long IFrameTimeStampMs;
    private int maxFps;
    private int codecId;

    private DMDecoderCallback callback;

    public DMDecoder(DMDecoderCallback cb) {
       this.callback = cb;
       this.codecId = AV_CODEC_ID_H264;
       avcodec_register_all();
       restart();
    }

    public void restart() {
       stop();
       start();
    }

    public void stop() {
       frames = 0;
       if (avCodecContext != null) {
           avcodec_close(avCodecContext);
           avcodec_free_context(avCodecContext);
           avCodecContext = null;
       }

       if (avCodec != null) {
           av_free(avCodec);
           avCodec = null;
       }

       if (avFrame != null) {
           av_frame_free(avFrame);
           avFrame = null;
       }

       if (avPacket != null) {
           av_free_packet(avPacket);
           avPacket = null;
       }
    }

    public void start() {
       avCodec = avcodec_find_decoder(codecId);

       avCodecContext = avcodec_alloc_context3(avCodec);
       AVDictionary opts = new AVDictionary();
       avcodec_open2(avCodecContext, avCodec, opts);

       avFrame = av_frame_alloc();
       avPacket = new AVPacket();
       av_init_packet(avPacket);
    }

    public VideoFrame decode(byte[] data, int dataOffset, int dataSize) {
       avPacket.pts(AV_NOPTS_VALUE);
       avPacket.dts(AV_NOPTS_VALUE);
       avPacket.data(new BytePointer(data).position(dataOffset));
       avPacket.size(dataSize);
       avPacket.pos(-1);

       IntBuffer gotPicture = IntBuffer.allocate(1);

       int processedBytes = avcodec_decode_video2(
               avCodecContext, avFrame, gotPicture, avPacket);

       if (avFrame.width() == 0 || avFrame.height() == 0) return null;

       VideoFrame frame = new VideoFrame();

      frame.colorPlane0 = new byte[avFrame.width() * avFrame.height()];
      frame.colorPlane1 = new byte[avFrame.width() / 2 * avFrame.height() / 2];
      frame.colorPlane2 = new byte[avFrame.width() / 2 * avFrame.height() / 2];

       if (avFrame.data(0) != null) avFrame.data(0).get(frame.colorPlane0);
       if (avFrame.data(1) != null) avFrame.data(1).get(frame.colorPlane1);
       if (avFrame.data(2) != null) avFrame.data(2).get(frame.colorPlane2);

       frame.lineSize0 = avFrame.width();
       frame.lineSize1 = avFrame.width() / 2;
       frame.lineSize2 = avFrame.width() / 2;

       frame.width = avFrame.width();
       frame.height = avFrame.height();

       return frame;
     }
    }

    VideoFrame class is just simple POJO :

    public class VideoFrame {
       public byte[] colorPlane0;
       public byte[] colorPlane1;
       public byte[] colorPlane2;
       public int lineSize0;
       public int lineSize1;
       public int lineSize2;
       public int width;
       public int height;
       public long presentationTime;
    }

    After decoding i send this frame to my GLRenderer class

    public class GLRenderer implements GLSurfaceView.Renderer {

       private static final String LOG_TAG = "GLRenderer";

       private TexturePlane plane;

       private ConcurrentLinkedQueue<videoframe> frames;
       private int maxFps = 30;
       private VideoFrame currentFrame;
       private long startTime, endTime;
       private int viewWidth, viewHeight;
       private boolean isFirstFrameProcessed;

       public GLRenderer(int viewWidth, int viewHeight) {
           frames = new ConcurrentLinkedQueue&lt;>();
           this.viewWidth = viewWidth;
           this.viewHeight = viewHeight;
       }

       // mMVPMatrix is an abbreviation for "Model View Projection Matrix"
       private final float[] mMVPMatrix = new float[16];
       private final float[] mProjectionMatrix = new float[16];
       private final float[] mViewMatrix = new float[16];

       @Override

       public void onSurfaceCreated(GL10 unused, EGLConfig config) {
           // Set the background frame color
           GLES20.glClearColor(0.1f, 0.1f, 0.1f, 1.0f);

           plane = new TexturePlane();
       }

       public void setMaxFps(int maxFps) {
           this.maxFps = maxFps;
       }

       @Override
       public void onDrawFrame(GL10 unused) {


           // Draw background color
           GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT | GLES20.GL_DEPTH_BUFFER_BIT);

           // Set the camera position (View matrix)
           Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);

           // Calculate the projection and view transformation
           Matrix.multiplyMM(mMVPMatrix, 0, mProjectionMatrix, 0, mViewMatrix, 0);

           if (!isFirstFrameProcessed) checkViewPort(viewWidth, viewHeight);

           if (maxFps > 0 &amp;&amp; startTime > 0) {
               endTime = System.currentTimeMillis();
               long time = endTime - startTime;
               //
               long wantedTime = 1000 / maxFps;
               //
               long wait;
               if (time &lt; wantedTime) {
                   wait = wantedTime - time;
                   //
                   try {
                       Thread.sleep(wait);
                   } catch (InterruptedException e) {
                       Log.e(LOG_TAG, "thread interrupted exception");
                   }
               }
           }
           startTime = System.currentTimeMillis();
           tick();
           plane.draw(mMVPMatrix);
       }

       private void updateFrame(VideoFrame frame) {
           plane.updateTexture(frame.colorPlane0, frame.width, frame.height, 0);
           plane.updateTexture(frame.colorPlane1, frame.width / 2, frame.height / 2, 1);
           plane.updateTexture(frame.colorPlane2, frame.width / 2, frame.height / 2, 2);
           plane.setTextureWidth(frame.width);
           plane.setTextureHeight(frame.height);
       }

       private void tick() {

           if (frames.isEmpty()) return;

           VideoFrame frame = frames.peek();
           if (frame == null) return;

           long tms = System.currentTimeMillis();
           if (frame.presentationTime &lt;= tms) {
               updateFrame(frame);
               currentFrame = frame;
               frames.remove(frame);
           }
       }

       @Override
       public void onSurfaceChanged(GL10 unused, int width, int height) {
           checkViewPort(width, height);
           viewWidth = width;
           viewHeight = height;
           plane.setTextureWidth(width);
           plane.setTextureHeight(height);
       }

       private void checkViewPort(int width, int height) {
           float viewRatio = (float) width / height;
           if (currentFrame != null) {
               float targetRatio = (float) currentFrame.width / currentFrame.height;
               int x, y, newWidth, newHeight;
               if (targetRatio > viewRatio) {
                   newWidth = width;
                   newHeight = (int) (width / targetRatio);
                   x = 0;
                   y = (height - newHeight) / 2;
               } else {
                   newHeight = height;
                   newWidth = (int) (height * targetRatio);
                   y = 0;
                   x = (width - newWidth) / 2;
               }
               GLES20.glViewport(x, y, newWidth, newHeight);
           } else {
               GLES20.glViewport(0, 0, width, height);
           }

           Matrix.frustumM(mProjectionMatrix, 0, 1, -1, -1, 1, 3, 4);
       }

       public void addFrame(VideoFrame frame) {
           if (frame != null) {
               frames.add(frame);
           }
       }
    }
    </videoframe>

    GLRenderer works with simple openGL polygon, on which i draw all textures

       public class TexturePlane {

       private static final String LOG_TAG = "TexturePlane";

       private final String vertexShaderCode = "" +
       "uniform mat4 uMVPMatrix;" +
       "attribute vec4 vPosition;" +
       "attribute vec2 a_TexCoordinate;" +
       "varying vec2 v_TexCoordinate;" +

       "void main() {" +
       "  gl_Position = uMVPMatrix * vPosition;" +
       "  v_TexCoordinate = a_TexCoordinate;" +
       "}";

       private final String fragmentShaderCode = "" +
       "precision mediump float;" +
       "varying vec2 v_TexCoordinate;" +
       "uniform sampler2D s_texture_y;" +
       "uniform sampler2D s_texture_u;" +
       "uniform sampler2D s_texture_v;" +

       "void main() {" +
       "   float y = texture2D(s_texture_y, v_TexCoordinate).r;" +
       "   float u = texture2D(s_texture_u, v_TexCoordinate).r - 0.5;" +
       "   float v = texture2D(s_texture_v, v_TexCoordinate).r - 0.5;" +

       "   float r = y + 1.13983 * v;" +
       "   float g = y - 0.39465 * u - 0.58060 * v;" +
       "   float b = y + 2.03211 * u;" +

       "   gl_FragColor = vec4(r, g, b, 1.0);" +

       "}";

       private final FloatBuffer vertexBuffer;
       private final FloatBuffer textureBuffer;
       private final ShortBuffer drawListBuffer;
       private final int mProgram;
       private int mPositionHandle;
       private int mMVPMatrixHandle;

           // number of coordinates per vertex in this array
       private static final int COORDS_PER_VERTEX = 3;
       private static final int COORDS_PER_TEXTURE = 2;

       private static float squareCoords[] = {
           -1f, 1f, 0.0f,
           -1f, -1f, 0.0f,
           1f, -1f, 0.0f,
           1f, 1f, 0.0f
       };

       private static float uvs[] = {
           0.0f, 0.0f,
           0.0f, 1.0f,
           1.0f, 1.0f,
           1.0f, 0.0f
       };

       private final short drawOrder[] = {0, 1, 2, 0, 2, 3}; // order to draw vertices
       private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex

       private int textureWidth = 640;
       private int textureHeight = 480;

       private int yTextureUniformHandle;
       private int uTextureUniformHandle;
       private int vTextureUniformHandle;

       private int yTextureHandle;
       private int uTextureHandle;
       private int vTextureHandle;

       private int mTextureCoordinateHandle;

       public void setTextureWidth(int textureWidth) {
           this.textureWidth = textureWidth;
       }

       public int getTextureWidth() {
           return textureWidth;
       }

       public void setTextureHeight(int textureHeight) {
           this.textureHeight = textureHeight;
       }

       public int getTextureHeight() {
           return textureHeight;
       }

       /**
        * Sets up the drawing object data for use in an OpenGL ES context.
        */
       public TexturePlane() {
               // initialize vertex byte buffer for shape coordinates
           ByteBuffer bb = ByteBuffer.allocateDirect(squareCoords.length * 4);
           bb.order(ByteOrder.nativeOrder());
           vertexBuffer = bb.asFloatBuffer();
           vertexBuffer.put(squareCoords);
           vertexBuffer.position(0);

               // initialize byte buffer for the draw list
           ByteBuffer dlb = ByteBuffer.allocateDirect(drawOrder.length * 2);
           dlb.order(ByteOrder.nativeOrder());
           drawListBuffer = dlb.asShortBuffer();
           drawListBuffer.put(drawOrder);
           drawListBuffer.position(0);

               // initialize byte buffer for the draw list
           ByteBuffer tbb = ByteBuffer.allocateDirect(uvs.length * 4);
           tbb.order(ByteOrder.nativeOrder());
           textureBuffer = tbb.asFloatBuffer();
           textureBuffer.put(uvs);
           textureBuffer.position(0);

               mProgram = GLES20.glCreateProgram();             // create empty OpenGL Program
               compileShaders();
               setupTextures();
           }

           public void setupTextures() {
               yTextureHandle = setupTexture(null, textureWidth, textureHeight, 0);
               uTextureHandle = setupTexture(null, textureWidth, textureHeight, 1);
               vTextureHandle = setupTexture(null, textureWidth, textureHeight, 2);
           }

           public int setupTexture(ByteBuffer data, int width, int height, int index) {
               final int[] textureHandle = new int[1];

               GLES20.glGenTextures(1, textureHandle, 0);

               if (textureHandle[0] != 0) {
                       // Bind to the texture in OpenGL
                   GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + index);
                   GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle[0]);

                   updateTexture(data, width, height, index);

                       // Set filtering
                   GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MAG_FILTER, GLES20.GL_LINEAR);
                   GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_MIN_FILTER, GLES20.GL_LINEAR);

                       // Set wrapping mode
                   GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_S, GLES20.GL_REPEAT);
                   GLES20.glTexParameterf(GLES20.GL_TEXTURE_2D, GLES20.GL_TEXTURE_WRAP_T, GLES20.GL_REPEAT);
               }

               if (textureHandle[0] == 0) {
                   Log.e(LOG_TAG, "Error loading texture.");
               }

               return textureHandle[0];
           }

           public void updateTexture(byte[] data, int width, int height, int index) {

               if (data == null) {
                   if (width == 0 || height == 0) {
                       width = textureWidth;
                       height = textureHeight;
                   }

                   data = new byte[width * height];
                   if (index == 0) {
                       Arrays.fill(data, y);
                   } else if (index == 1) {
                       Arrays.fill(data, u);
                   } else {
                       Arrays.fill(data, v);
                   }
               }

               byteBuffer.wrap(data);
               byteBuffer.position(0);

               GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + index);

               GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE,
                   width, height, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, byteBuffer);
           }

           private void compileShaders() {
               // prepare shaders and OpenGL program
               int vertexShader = loadShader(
                   GLES20.GL_VERTEX_SHADER,
                   vertexShaderCode);
               int fragmentShader = loadShader(
                   GLES20.GL_FRAGMENT_SHADER,
                   fragmentShaderCode);

               GLES20.glAttachShader(mProgram, vertexShader);   // add the vertex shader to program
               GLES20.glAttachShader(mProgram, fragmentShader); // add the fragment shader to program
               GLES20.glLinkProgram(mProgram);                  // create OpenGL program executables
               checkGlError("glLinkProgram");

               // Add program to OpenGL environment
               GLES20.glUseProgram(mProgram);

               mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
               mTextureCoordinateHandle = GLES20.glGetAttribLocation(mProgram, "a_TexCoordinate");

               GLES20.glEnableVertexAttribArray(mPositionHandle);
               GLES20.glEnableVertexAttribArray(mTextureCoordinateHandle);

               yTextureUniformHandle = GLES20.glGetUniformLocation(mProgram, "s_texture_y");
               uTextureUniformHandle = GLES20.glGetUniformLocation(mProgram, "s_Texture_u");
               vTextureUniformHandle = GLES20.glGetUniformLocation(mProgram, "s_Texture_v");

               mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
               checkGlError("glGetUniformLocation");
           }

       /**
        * Utility method for compiling a OpenGL shader.
        * <p></p>
        * <p><strong>Note:</strong> When developing shaders, use the checkGlError()
        * method to debug shader coding errors.</p>
        *
        * @param type       - Vertex or fragment shader type.
        * @param shaderCode - String containing the shader code.
        * @return - Returns an id for the shader.
        */
       public int loadShader(int type, String shaderCode) {

               // create a vertex shader type (GLES20.GL_VERTEX_SHADER)
               // or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
           int shader = GLES20.glCreateShader(type);

               // add the source code to the shader and compile it
           GLES20.glShaderSource(shader, shaderCode);
           GLES20.glCompileShader(shader);

           return shader;
       }

       /**
        * Utility method for debugging OpenGL calls. Provide the name of the call
        * just after making it:
        * <p></p>
        * <pre>
        * mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
        * MyGLRenderer.checkGlError("glGetUniformLocation");</pre>
        *
        * If the operation is not successful, the check throws an error.
        *
        * @param glOperation - Name of the OpenGL call to check.
        */
       public void checkGlError(String glOperation) {
           int error;
           String errorString;
           while ((error = GLES20.glGetError()) != GLES20.GL_NO_ERROR) {
               errorString = GLU.gluErrorString(error);
               String message = glOperation + ": glError " + error + ": " + errorString;
               Log.e(LOG_TAG, message);
               throw new RuntimeException(message);
           }
       }

       public void draw(float[] mvpMatrix) {

               // Prepare the triangle coordinate data
           GLES20.glVertexAttribPointer(
               mPositionHandle, COORDS_PER_VERTEX,
               GLES20.GL_FLOAT, false,
               vertexStride, vertexBuffer);

           GLES20.glVertexAttribPointer(
               mTextureCoordinateHandle, COORDS_PER_TEXTURE,
               GLES20.GL_FLOAT, false,
               0, textureBuffer);

           GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
           checkGlError("glUniformMatrix4fv");

           GLES20.glUniform1i(yTextureUniformHandle, 0);
           GLES20.glUniform1i(uTextureUniformHandle, 1);
           GLES20.glUniform1i(vTextureUniformHandle, 2);

               // Draw the square
           GLES20.glDrawElements(
               GLES20.GL_TRIANGLES, drawOrder.length,
               GLES20.GL_UNSIGNED_SHORT, drawListBuffer);
       }
    }

    But i have a problem there. My GL surface display image with wrong colors. image

    What i’m doing wrong ?

    UPDATE :

    As Ronald S. Bultje say, i added glBindTexture(...) function in my code. And now updateTexture(...) method looks like this :

    public void updateTexture(byte[] data, int width, int height, int index) {

       if (data == null) {
           if (width == 0 || height == 0) {
               width = textureWidth;
               height = textureHeight;
           }

           data = new byte[width * height];
           if (index == 0) {
               Arrays.fill(data, y);
           } else if (index == 1) {
               Arrays.fill(data, u);
           } else {
               Arrays.fill(data, v);
           }
       }

       byteBuffer.wrap(data);
       byteBuffer.position(0);

       GLES20.glActiveTexture(GLES20.GL_TEXTURE0 + index);

       int textureHandle = index == 0 ? yTextureHandle : index == 1 ? uTextureHandle : vTextureHandle;
       GLES20.glBindTexture(GLES20.GL_TEXTURE_2D, textureHandle);

       GLES20.glTexImage2D(GLES20.GL_TEXTURE_2D, 0, GLES20.GL_LUMINANCE,
           width, height, 0, GLES20.GL_LUMINANCE, GLES20.GL_UNSIGNED_BYTE, byteBuffer);
    }
  • experiencing memory leakage issues before doing video encoding of images

    2 octobre 2012, par AndroidGeek

    We are building up Android 3D Animation App. We have quite a few (close to 1000) images.

    This is taking time, as we are having memory leakages and next step is to video encoding with ffpmpeg.

    Steps which are taken from our side :

    1. Capture Images identified for encoding
    2. Save them in cache or buffer
    3. Exercise the video encoding option on these images using NDK or Command Line Arguments with FFmpeg
    4. Append Audio to encoded video

    We are experiencing difficulties in second step and this is becoming memory overhead issue. We are using arrays (or hash maps), as mentioned earlier there have been quite a sizable number of images for this video encoding exercise.