What's the difference in openGL and EAGL / openAL? - iphone

Sometimes I read EAGL, openAL ... wikipedia doesn't tell me something about EAGL.

openAL is an Audio Library as opposed to a graphics Library.
EAGL is an iPhone utility for using openGL ES, which is a version of openGL for Embedded Systems.

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What can be the substitute for SDL to direct ffmpeg decoded videos to screen in IOS?

I making a iOS video player using ffmpeg, the flow likes this:
Video File---> [FFMPEG Decoder] --> decoded frames --> [a media director] --> /iphone screen (full and partial)/
A media director will handle the tasks of rendering decoded video frames to iOS ui (UIView, UIWindow etc), outputting audio samples to iOS speaker, and threads management.
SDL is one of those libs, but SDL is mainly made for game making purpose and seem to be not really mature for iOS.
What can be the substitute for SDL?
On Mac OS X I used CoreImage/CoreVideo for this, decoding frame into a CVImageBuffer and rendering them into a CoreImage context. I'm not sure CoreImage contexts are supported on iOS though. Maybe this thread will help on this: How to turn a CVPixelBuffer into a UIImage?
A better way on iOS might be to draw your frames with OpenGLES.
SDL uses opengl and FFMpeg, you can come pretty close using ffmpeg and apple native api's functions. We've done it with several video players.
This certainly will get you started.
https://github.com/mooncatventures-group

How to play video without AVPlayer or Movie Player on iOS

I need to play custom format video on iOS, with all the rendering done by myself.
My current choice is OpenGL ES, but it takes too much CPU from profiling result (mostly in glTexImage2D).
Is there any faster alternatives for my need?
Thanks!
AVPlayer is going to be fast because the code has been optimized to decompress using GPU acceleration and llvm optimizations. If you want to use OpenGL ES, you will probably end up using EAGLContext, creating texture shaders and doing other low-level optimizations. Our app can composite multiple layers on top of video at a high frame rate with very low CPU load.
I guess you can use openmax application layer integration using egl which will stream the video to opengl es 2.0 via egl and can be stored or displayed to opengl es screen. Can help you if i can have the snippet :)

how to record screen video as like Talking Tomcat application does in iphone?

hey i m trying the record the gameplay of my game so that i can upload its video to youtube from device itself...m trying to do same thing as Talking tomcat app for iphone..recording the video then playing it ,etc...
i m using glReadPixels() for reading framebuffer data and then writing it to video with the help of AVAssetWriter in AVFoundation framwork. But reading the data on each drawing decreases the FPS from around 30-35 to 2-3 only while using glReadPixels.
i think Talking tomcat is also made with the help of Opengl ES it also has the video recording facility but it doesnot slows down while reading each frame any idea.... ?
In case someone want to implement the same..i figured out myself.
First of all to my surprise i found that talking tomcat is not a 3D game app...it uses frame animations for all movements. and if some one wants to capture the that kind of view then they can use following code---
UIGraphicsBeginImageContext(self.view.bounds.size); //self.view.window.frame.size
[self.view.layer renderInContext:UIGraphicsGetCurrentContext()];
UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext();
UIGraphicsEndImageContext();
UIImageWriteToSavedPhotosAlbum(viewImage, nil, nil, nil);
and then use AVAssetWriter for creating the video from that frames. ofcourse you can find code for that in some other post.. For me its not useful as i have to capture 3D part..
Cheers
The question isn't new, but I thought I'd pitch in:
We provide an SDK called "Everyplay" that allows you to do exactly what you're looking for. It's free to use, and is lightweight.
We provide out-of-the-box integrations for Unity3D, cocos2d (1.x, 2.x), cocos2d-x, and you can of course integrate to a custom OpenGL-based game engine.
The documentation is available at https://developers.everyplay.com/doc
The documentation contains an example app key to use when developing, but you can of course sign up for your own client key at https://developers.everyplay.com/

How to apply "filters" to AVCaptureVideoPreviewLayer

My app is currently using AVFoundation to take the raw camera data from the rear camera of an iPhone and display it on an AVCaptureVideoPreviewLayer in real time.
My goal is to to conditionally apply simple image filters to the preview layer. The images aren't saved, so I do not need to capture the output. For example, I would like to toggle a setting that converts the video coming in on the preview layer to Black & White.
I found a question here that seems to accomplish something similar by capturing the individual video frames in a buffer, applying the desired transformations, then displaying each frame as an UIImage. For several reasons, this seems like overkill for my project and I'd like to avoid any performance issues this may cause.
Is this the only way to accomplish my goal?
As I mentioned, I am not looking to capture any of the AVCaptureSession's video, merely preview it.
Probably the most performant way of handling this would be to use OpenGL ES for filtering and display of these video frames. You won't be able to do much with an AVCaptureVideoPreviewLayer directly, aside from adjusting its opacity when overlaid with another view or layer.
I have a sample application here where I grab frames from the camera and apply OpenGL ES 2.0 shaders to process the video in realtime for display. In this application (explained in detail here), I was using color-based filtering to track objects in the camera view, but others have modified this code to do some neat video processing effects. All GPU-based filters in this application that display to the screen run at 60 FPS on my iPhone 4.
The only iOS device out there that supports video, yet doesn't have an OpenGL ES 2.0 capable GPU, is the iPhone 3G. If you need to target that device as well, you might be able to take the base code for video capture and generation of OpenGL ES textures, and then use the filter code from Apple's GLImageProcessing sample application. That application is built around OpenGL ES 1.1, support for which is present on all iOS devices.
However, I highly encourage looking at the use of OpenGL ES 2.0 for this, because you can pull off many more kinds of effect using shaders than you can with the fixed function OpenGL ES 1.1 pipeline.
(Edit: 2/13/2012) As an update on the above, I've now created an open source framework called GPUImage that encapsulates this kind of custom image filtering. It also handles capturing video and displaying it to the screen after being filtered, requiring as few as six lines of code to set all of this up. For more on the framework, you can read my more detailed announcement.
I would recommend looking at the Rosy Writer example from the ios development library. Brad Larson's GPUImage Library is pretty awesome but it seems a little overkill for this question.
If you are just interested in adding OpenGL Shaders (aka Filters) to a AVCaptureVideoPreviewLayer the workflow is to send the output of the capture session to an OpenGL view for rendering.
AVCaptureVideoDataOutput *videoOut = [[AVCaptureVideoDataOutput alloc] init];
videoOut.videoSettings = #{ (id)kCVPixelBufferPixelFormatTypeKey : #(_renderer.inputPixelFormat) };
[videoOut setSampleBufferDelegate:self queue:_videoDataOutputQueue];
Then in the captureOutput: delegate send the sample buffer to OpenGL Renderer
- (void)captureOutput:(AVCaptureOutput *)captureOutput didOutputSampleBuffer:(CMSampleBufferRef)sampleBuffer fromConnection:(AVCaptureConnection *)connection
{
CVPixelBufferRef sourcePixelBuffer = CMSampleBufferGetImageBuffer( sampleBuffer );
_renderer copyRenderedPixelBuffer:sourcePixelBuffer];
}
In OpenGL Renderer attach the sourcePixelBuffer to a texture and you can filter it within the OpenGL Shaders. The shader is a program that is run on a perpixel base. The Rosy Writer example also shows examples of using different filtering techniques other than OpenGL.
Apple's example AVCamFilter does it all

how to play video in Open GLES

I am having problem with MPMoviePlayer( i want to customize the MPMoviePlayer).
Can anyOne tell me how to play video using Open GLES in iphone???
I want to do buffer level handling of the video streams....
Thanks in advance
The builtin frameworks do not provide support for that sort of customization, they expect you to use MPFramework as is.
If you want to do decompress your video into an OpenGL texture in a supported way you need to include your own decoder, decode the buffers, and blit them into a texture.
As Ben mentioned, this will bypass the builtin H.264 HW, which will result in substantially higher power use and reduce battery life. It may also make maintaining your target framerate difficult, depending on the size of your video and what else you are doing with CPU.