C# 實(shí)現(xiàn)SDL2進(jìn)行視頻播放窗口截圖和字幕添加
使用SDL2進(jìn)行視頻播放窗口截圖和字幕添加操作
SDL API查看:https://wiki.libsdl.org/APIByCategory
視頻截圖
我就廢話不多說了,大家還是直接看代碼吧~
/// <summary> /// SDL2截圖操作類 /// </summary> public unsafe class SDLScreenshot { IntPtr window;// 窗口對(duì)象 IntPtr renderer;// 播放窗口的渲染器(來自于已初始化的播放窗口渲染器) public SDLScreenshot(IntPtr window, IntPtr renderer) { this.window = window; this.renderer = renderer; } /// <summary> /// 保存截圖 /// </summary> /// <param name="width"></param> /// <param name="height"></param> /// <param name="path"></param> public void SaveBMP(int width, int height,string path) { // 判斷渲染器是否初始化 if (renderer == IntPtr.Zero) { Console.WriteLine("renderer is null ,please call Init() method."); return; } uint Rmask=0x00FF0000, Gmask = 0x0000FF00, Bmask = 0x000000FF, Amask = 0x00000000; // 獲取圖像數(shù)據(jù) SDL.SDL_Surface* surface= (SDL.SDL_Surface*)SDL.SDL_CreateRGBSurface(0, width, height, 32, Rmask, Gmask, Bmask, Amask); //設(shè)置紋理的數(shù)據(jù) SDL.SDL_Rect destrect; destrect.x = 0; destrect.y = 0; destrect.w = width; destrect.h = height; // 讀取并渲染圖像數(shù)據(jù) SDL.SDL_RenderReadPixels(renderer, ref destrect, SDL.SDL_PIXELFORMAT_ARGB8888, surface->pixels, surface->pitch); //保存圖片 int i = SDL.SDL_SaveBMP((IntPtr)surface, path); if (i != 0) { Console.WriteLine("screenshot failed." + SDL.SDL_GetError()); } SDL.SDL_FreeSurface((IntPtr)surface); //SDL.SDL_RenderClear(renderer); //SDL.SDL_DestroyRenderer(renderer); } /// <summary> /// 加載截圖 /// </summary> /// <param name="width"></param> /// <param name="height"></param> /// <param name="path"></param> public void LoadBMP(int width, int height, string path) { // 判斷渲染器是否初始化 if (renderer == IntPtr.Zero) { Console.WriteLine("renderer is null ,please call Init() method."); return; } // 加載圖片 IntPtr surface = SDL.SDL_LoadBMP(path); if (surface == IntPtr.Zero) { Console.WriteLine("load bmp failed." + SDL.SDL_GetError()); return; } IntPtr texture = SDL.SDL_CreateTextureFromSurface(renderer, surface); if (texture == IntPtr.Zero) { Console.WriteLine("create texture failed." + SDL.SDL_GetError()); return; } SDL.SDL_FreeSurface(surface); //設(shè)置紋理的數(shù)據(jù) SDL.SDL_Rect destrect; destrect.x = 0; destrect.y = 0; destrect.w = width; destrect.h = height; SDL.SDL_Rect srcrect = destrect; //SDL.SDL_RenderClear(renderer); SDL.SDL_RenderCopy(renderer, texture, ref srcrect, ref destrect); SDL.SDL_RenderPresent(renderer); //SDL.SDL_Delay(20); SDL.SDL_DestroyTexture(texture); //SDL.SDL_DestroyRenderer(renderer); //SDL.SDL_DestroyWindow(screen); //Quit SDL //SDL.SDL_Quit(); } }
播放測(cè)試代碼:
if (isSaveScreenshot) { SDLScreenshot screenshot = new SDLScreenshot(sdlVideo.window, sdlVideo.sdlrenderer); screenshot.SaveBMP(nvVideoframe.VideoFrame->width, nvVideoframe.VideoFrame->height, "screenshot.bmp"); isSaveScreenshot = false; }
測(cè)試效果圖:
注:此處截圖是直接獲取的播放窗口的圖像像素來實(shí)現(xiàn)的。
視頻字幕
/// <summary> /// SDL2字幕顯示類 /// </summary> public unsafe class SDLTTF { IntPtr renderer;// 播放窗口的渲染器(來自于已初始化的播放窗口渲染器) public SDLTTF(IntPtr renderer) { this.renderer = renderer; } /// <summary> /// 展示字幕文字 /// </summary> /// <param name="text"></param> public void ShowText(string ttfPath, int fontSize,string text) { // 初始化 ttf if (SDL_ttf.TTF_Init() < 0) { Console.WriteLine("SDL_ttf.TTF_Init() failed."); return; } // 是否初始化完成 int was_init = SDL_ttf.TTF_WasInit(); if (was_init == 1) // SDL_ttf was already initialized Console.WriteLine("SDL_ttf was already initialized"); else if (was_init == 0) // SDL_ttf was not already initialized Console.WriteLine("SDL_ttf was not already initialized"); // 判斷是否初始化 if (renderer == IntPtr.Zero) { Console.WriteLine("Not initialized by SDL_ttf.TTF_Init() ,please call Init() method."); return; } //如:打開ttfPath=simfang.ttf 字庫,設(shè)字體為fontSize=20號(hào) IntPtr font = SDL_ttf.TTF_OpenFont(ttfPath, fontSize); if (font == IntPtr.Zero) { Console.WriteLine("open font failed." + SDL.SDL_GetError()); return; } // 設(shè)置文字顏色 SDL.SDL_Color color; color.a = 255; color.r = 255; color.g = 255; color.b = 255; // 渲染文字效果 //IntPtr surface = SDL_ttf.TTF_RenderUTF8_Blended(font, text, color); IntPtr surface = SDL_ttf.TTF_RenderUNICODE_Blended(font, text, color); if (surface == IntPtr.Zero) { Console.WriteLine("show surface failed." + SDL.SDL_GetError()); } IntPtr texture = SDL.SDL_CreateTextureFromSurface(renderer, surface); if (texture == IntPtr.Zero) { Console.WriteLine("create texture failed." + SDL.SDL_GetError()); } SDL.SDL_FreeSurface(surface); // 關(guān)閉字體 SDL_ttf.TTF_CloseFont(font); // 停止顯示 SDL_ttf.TTF_Quit(); //設(shè)置紋理的數(shù)據(jù) SDL.SDL_Rect destrect; destrect.x = 0; destrect.y = 0; destrect.w = text.Length * 20; destrect.h = 20; SDL.SDL_Rect srcrect = destrect; SDL.SDL_RenderClear(renderer); SDL.SDL_RenderCopy(renderer, texture, ref srcrect, ref destrect); SDL.SDL_RenderPresent(renderer); SDL.SDL_DestroyTexture(texture); SDL.SDL_DestroyRenderer(renderer); } }
事件測(cè)試字幕添加:
需要的引用庫下載:https://www.libsdl.org/projects/SDL_ttf/
/// <summary> /// 字幕疊加****需要添加三個(gè)dll庫:SDL2_ttf.dll 、libfreetype-6.dll 、zlib1.dll /// </summary> /// <param name="sender"></param> /// <param name="e"></param> private void mbtnAddFontText_Click(object sender, EventArgs e) { Console.WriteLine("疊加字幕..............."); sdlTTF = new SDLTTF(sdlVideo.sdlrenderer); // 中英文都需要兼容 string text = "Hello 世界!"; // 設(shè)置一個(gè)字體庫并設(shè)置字體大小和顯示文字內(nèi)容 sdlTTF.ShowText("simkai.ttf",12, text); }
測(cè)試效果圖:
如果是播放過程中顯示字幕一定要在視頻渲染完成后渲染字幕,如下面工具類的方法:
/// <summary> /// 播放視頻 /// </summary> /// <param name="width"></param> /// <param name="height"></param> /// <param name="pixels"></param> /// <param name="pixelsSize"></param> /// <param name="pitch"></param> /// <returns></returns> public int SDL_Display(int width, int height, IntPtr pixels, int pixelsSize, int pitch) { lock (this) { while (isPause) { SDL.SDL_Delay(20);//延遲播放 } #region SDL 視頻數(shù)據(jù)渲染播放 //設(shè)置紋理的數(shù)據(jù) sdlrect.x = 0; sdlrect.y = 0; sdlrect.w = width; sdlrect.h = height; SDL.SDL_UpdateTexture(sdltexture, ref sdlrect, pixels, pitch); //SDL.SDL_UpdateTexture(sdltexture, IntPtr.Zero, pixels, pitch);//此處代碼導(dǎo)致播放窗口綠色陰影 //復(fù)制紋理信息到渲染器目標(biāo) SDL.SDL_RenderClear(sdltexture); //SDL.SDL_Rect srcRect = sdlrect; //SDL.SDL_RenderCopy(sdlrenderer, sdltexture, ref srcRect, ref sdlrect); SDL.SDL_RenderCopy(sdlrenderer, sdltexture, IntPtr.Zero, IntPtr.Zero); //字幕渲染顯示-特別提醒:此處必須放置于視頻渲染之后,否則字幕不會(huì)顯示 if (ttfText!=null&&!ttfText.Equals("")) { RenderToShowTTF(ttfText); } //else //{ // RenderToShowTTF( "未設(shè)置字幕內(nèi)容"); //} //視頻渲染顯示 SDL.SDL_RenderPresent(sdlrenderer); //SDL.SDL_Delay(40); //SDL.SDL_PollEvent(out sdlevent); //switch (sdlevent.type) //{ // case SDL.SDL_EventType.SDL_QUIT: // SDL.SDL_Quit(); // return -1; // default: // break; //} return 0; } //SDL.SDL_RenderClear(sdlrenderer); //SDL.SDL_RenderCopy(sdlrenderer, sdltexture, ref srcRect, ref sdlrect); //SDL.SDL_RenderPresent(sdlrenderer); Delay 40ms //SDL.SDL_Delay(40); #endregion //#region SDL 視頻數(shù)據(jù)渲染播放 //設(shè)置紋理的數(shù)據(jù) sdlrect.x = 0; sdlrect.y = 0; sdlrect.w = width; sdlrect.h = height; SDL.SDL_UpdateTexture(sdltexture, ref sdlrect, pixels, pitch); //復(fù)制紋理信息到渲染器目標(biāo) SDL.SDL_Rect srcRect = sdlrect; SDL.SDL_RenderCopy(sdlrenderer, sdltexture, ref srcRect, ref sdlrect); //視頻渲染顯示 SDL.SDL_RenderPresent(sdlrenderer); //SDL.SDL_Delay(40); SDL.SDL_PollEvent(out sdlevent); switch (sdlevent.type) { case SDL.SDL_EventType.SDL_QUIT: SDL.SDL_Quit(); return -1; default: break; } return 0; //#endregion } /// <summary> /// 設(shè)置字幕顯示內(nèi)容 /// </summary> /// <param name="ttfPath"></param> /// <param name="fontSize"></param> public void SDL_TTF_TEXT(string ttfPath, string text, int fontSize) { this.ttfPath = ttfPath; this.ttfText = text; this.ttfFontSize = fontSize; } /// <summary> /// 渲染字幕 /// </summary> /// <param name="text"></param> private void RenderToShowTTF(string text) { // 初始化 ttf if (SDL_ttf.TTF_Init() < 0) { Console.WriteLine("SDL_ttf.TTF_Init() failed."); return; } // 是否初始化完成 int was_init = SDL_ttf.TTF_WasInit(); if (was_init == 1) // SDL_ttf was already initialized Console.WriteLine("SDL_ttf was already initialized"); else if (was_init == 0) // SDL_ttf was not already initialized Console.WriteLine("SDL_ttf was not already initialized"); //如:打開ttfPath=simfang.ttf 字庫,設(shè)字體為fontSize=20號(hào) IntPtr font = SDL_ttf.TTF_OpenFont(ttfPath, ttfFontSize); if (font == IntPtr.Zero) { Console.WriteLine("open font failed." + SDL.SDL_GetError()); return; } // 設(shè)置文字字體 SDL_ttf.TTF_SetFontStyle(font, SDL_ttf.TTF_STYLE_BOLD); // 設(shè)置文字顏色 SDL.SDL_Color color; color.a = 255; color.r = 255; color.g = 255; color.b = 255; // 渲染文字效果 //IntPtr surface = SDL_ttf.TTF_RenderText_Blended(font, text, color); IntPtr surface = SDL_ttf.TTF_RenderUTF8_Blended(font, text, color); //IntPtr surface = SDL_ttf.TTF_RenderUNICODE_Blended(font, text, color); if (surface == IntPtr.Zero) { Console.WriteLine("show surface failed." + SDL.SDL_GetError()); } IntPtr texture = SDL.SDL_CreateTextureFromSurface(sdlrenderer, surface); if (texture == IntPtr.Zero) { Console.WriteLine("create texture failed." + SDL.SDL_GetError()); } SDL.SDL_FreeSurface(surface); // 關(guān)閉字體 SDL_ttf.TTF_CloseFont(font); // 停止顯示 SDL_ttf.TTF_Quit(); // 計(jì)算合適的寬度和高度 int texWidth = 0; int texHeight = 0; uint format = 0; int access = 0; // 下面這行代碼解決字體虛浮不清問題 SDL.SDL_QueryTexture(texture, out format, out access, out texWidth, out texHeight); //設(shè)置紋理的數(shù)據(jù) SDL.SDL_Rect destrect; destrect.x = 0; destrect.y = 0; destrect.w = texWidth; destrect.h = texHeight; SDL.SDL_Rect srcrect = destrect; SDL.SDL_RenderCopy(sdlrenderer, texture, ref srcrect, ref destrect); }
效果就會(huì)好很多:
請(qǐng)看這里的“中華人民共和國”
注意:
常用中英文ttf字體包中包含了:times new roman,中山行書百年紀(jì)念版,calibri,Christopherhand,DejaVuSansMono,方正蘭亭黑,James Fajardo,Monaco,微軟雅黑,仿宋,黑體,楷體,宋體,yahei_mono,仿宋_GB2312,楷體_GB2312,迷你簡行楷碑等。
本文使用的是simkai.ttf。
下面是部分字體文件名:
bb1550.ttf
calibri.ttf
calibrib.ttf
calibrii.ttf
calibriz.ttf
comesinhandy.ttf
DejaVuSansMono-Bold.ttf
DejaVuSansMono-BoldOblique.ttf
DejaVuSansMono-Oblique.ttf
DejaVuSansMono.ttf
DroidSansFallback.ttf
James_Fajardo.ttf
Monaco.ttf
msyh.ttf
msyhbd.ttf
simfang.ttf
simhei.ttf
simkai.ttf
simsun.ttc
times.ttf
timesbd.ttf
timesbi.ttf
timesi.ttf
yahei_mono.ttf
如果懶得下載,Windows里面有字體,在C:\Windows\Fonts目錄下。
以上這篇C# 實(shí)現(xiàn)SDL2進(jìn)行視頻播放窗口截圖和字幕添加就是小編分享給大家的全部內(nèi)容了,希望能給大家一個(gè)參考,也希望大家多多支持腳本之家。
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