make OS=windows ARCH=x86_64 Link libopenh264.dll or static .lib into your game engine. #include "codec_api.h" ISVCEncoder* encoder = nullptr; WelsCreateSVCEncoder(&encoder);
ISVCDecoder* decoder = nullptr; WelsCreateDecoder(&decoder); SDecodingParam decParam; decParam.uiTargetDqLayer = UCHAR_MAX; decParam.eEcActiveIdc = ERROR_CON_SLICE_COPY; decoder->Initialize(&decParam);
uint8_t* h264_stream = ...; // read from file uint8_t* yuv_out = new uint8_t[width height 3/2]; decoder->DecodeFrameNoDelay(h264_stream, stream_len, yuv_out); the killer's game openh264
SSourcePicture pic; pic.iPicWidth = width; pic.iPicHeight = height; pic.iColorFormat = videoFormatI420; pic.pData[0] = y_plane; pic.pData[1] = u_plane; pic.pData[2] = v_plane; SFrameBSInfo info; encoder->EncodeFrame(&pic, &info);
SEncParamExt param; encoder->GetDefaultParams(¶m); param.iUsageType = CAMERA_VIDEO_REAL_TIME; // Low latency param.iPicWidth = 1280; param.iPicHeight = 720; param.fMaxFrameRate = 30.0f; param.iTargetBitrate = 2000000; // 2 Mbps param.iRCMode = RC_BITRATE_MODE; make OS=windows ARCH=x86_64 Link libopenh264
Set iUsageType = SCREEN_CONTENT_REAL_TIME for low-motion UI overlays (health bars, maps). Use constant bitrate to avoid network spikes. 5. Common Pitfalls & Fixes | Problem | Solution | |---------|----------| | High CPU usage | Reduce resolution or use iRCMode = RC_QUALITY_MODE | | Color shift | Ensure correct RGB↔YUV matrix (BT.709 for HDTV) | | Dropped frames | Increase iMaxNalSz and use EncodeParameterSets() before first frame | | Audio sync | Store PTS (presentation timestamps) separately — H.264 stream has no audio | 6. Legal & Licensing Note OpenH264 is BSD 2-Clause — free for commercial use. However, it uses patents from MPEG LA, but Cisco provides a patent license when using the binary form from their official distribution.
encoder->Initialize(¶m); OpenH264 expects YUV 4:2:0. Convert your frame buffer: However, it uses patents from MPEG LA, but
(example for Windows/MSVC):