gstreamer/gst/gl/gstglfiltercube.c

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/*
* GStreamer
* Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
2008-09-29 21:45:10 +00:00
/**
* SECTION:element-glfiltercube
*
* The resize and redraw callbacks can be set from a client code.
*
* <refsect2>
* <title>Examples</title>
* |[
* gst-launch -v videotestsrc ! glupload ! glfiltercube ! glimagesink
* ]| A pipeline to mpa textures on the 6 cube faces..
* FBO is required.
* |[
* gst-launch -v videotestsrc ! glupload ! glfiltercube ! video/x-raw-gl, width=640, height=480 ! glimagesink
* ]| Resize scene after drawing the cube.
* The scene size is greater than the input video size.
|[
* gst-launch -v videotestsrc ! glupload ! video/x-raw-gl, width=640, height=480 ! glfiltercube ! glimagesink
* ]| Resize scene before drawing the cube.
* The scene size is greater than the input video size.
* </refsect2>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstglfiltercube.h"
#define GST_CAT_DEFAULT gst_gl_filter_cube_debug
GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
static const GstElementDetails element_details =
GST_ELEMENT_DETAILS ("OpenGL cube filter",
"Filter/Effect",
"Map input texture on the 6 cube faces",
"Julien Isorce <julien.isorce@gmail.com>");
enum
{
PROP_0,
PROP_RED,
PROP_GREEN,
PROP_BLUE,
PROP_FOVY,
PROP_ASPECT,
PROP_ZNEAR,
PROP_ZFAR
};
#define DEBUG_INIT(bla) \
GST_DEBUG_CATEGORY_INIT (gst_gl_filter_cube_debug, "glfiltercube", 0, "glfiltercube element");
GST_BOILERPLATE_FULL (GstGLFilterCube, gst_gl_filter_cube, GstGLFilter,
GST_TYPE_GL_FILTER, DEBUG_INIT);
static void gst_gl_filter_cube_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec);
static void gst_gl_filter_cube_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec);
static gboolean gst_gl_filter_cube_set_caps (GstGLFilter * filter,
GstCaps * incaps, GstCaps * outcaps);
#ifdef OPENGL_ES2
static void gst_gl_filter_cube_reset (GstGLFilter * filter);
static void gst_gl_filter_cube_init_shader (GstGLFilter * filter);
#endif
static gboolean gst_gl_filter_cube_filter (GstGLFilter * filter,
GstGLBuffer * inbuf, GstGLBuffer * outbuf);
static void gst_gl_filter_cube_callback (gint width, gint height, guint texture,
gpointer stuff);
#ifdef OPENGL_ES2
//vertex source
static const gchar *cube_v_src =
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"uniform mat4 u_matrix; \n"
"uniform float xrot_degree, yrot_degree, zrot_degree; \n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" float PI = 3.14159265; \n"
" float xrot = xrot_degree*2.0*PI/360.0; \n"
" float yrot = yrot_degree*2.0*PI/360.0; \n"
" float zrot = zrot_degree*2.0*PI/360.0; \n"
" mat4 matX = mat4 ( \n"
" 1.0, 0.0, 0.0, 0.0, \n"
" 0.0, cos(xrot), sin(xrot), 0.0, \n"
" 0.0, -sin(xrot), cos(xrot), 0.0, \n"
" 0.0, 0.0, 0.0, 1.0 ); \n"
" mat4 matY = mat4 ( \n"
" cos(yrot), 0.0, -sin(yrot), 0.0, \n"
" 0.0, 1.0, 0.0, 0.0, \n"
" sin(yrot), 0.0, cos(yrot), 0.0, \n"
" 0.0, 0.0, 0.0, 1.0 ); \n"
" mat4 matZ = mat4 ( \n"
" cos(zrot), sin(zrot), 0.0, 0.0, \n"
" -sin(zrot), cos(zrot), 0.0, 0.0, \n"
" 0.0, 0.0, 1.0, 0.0, \n"
" 0.0, 0.0, 0.0, 1.0 ); \n"
" gl_Position = matZ * matY * matX * u_matrix * a_position; \n"
" v_texCoord = a_texCoord; \n"
"} \n";
//fragment source
static const gchar *cube_f_src =
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
"} \n";
#endif
static void
gst_gl_filter_cube_base_init (gpointer klass)
{
GstElementClass *element_class = GST_ELEMENT_CLASS (klass);
gst_element_class_set_details (element_class, &element_details);
}
static void
gst_gl_filter_cube_class_init (GstGLFilterCubeClass * klass)
{
GObjectClass *gobject_class;
gobject_class = (GObjectClass *) klass;
gobject_class->set_property = gst_gl_filter_cube_set_property;
gobject_class->get_property = gst_gl_filter_cube_get_property;
#ifdef OPENGL_ES2
GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_filter_cube_init_shader;
GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_filter_cube_reset;
#endif
GST_GL_FILTER_CLASS (klass)->set_caps = gst_gl_filter_cube_set_caps;
GST_GL_FILTER_CLASS (klass)->filter = gst_gl_filter_cube_filter;
g_object_class_install_property (gobject_class, PROP_RED,
g_param_spec_float ("red", "Red", "Background red color",
0.0f, 1.0f, 0.0f, G_PARAM_WRITABLE));
g_object_class_install_property (gobject_class, PROP_GREEN,
g_param_spec_float ("green", "Green", "Background reen color",
0.0f, 1.0f, 0.0f, G_PARAM_WRITABLE));
g_object_class_install_property (gobject_class, PROP_BLUE,
g_param_spec_float ("blue", "Blue", "Background blue color",
0.0f, 1.0f, 0.0f, G_PARAM_WRITABLE));
g_object_class_install_property (gobject_class, PROP_FOVY,
g_param_spec_double ("fovy", "Fovy", "Field of view angle in degrees",
0.0, 180.0, 45.0, G_PARAM_WRITABLE));
g_object_class_install_property (gobject_class, PROP_ASPECT,
g_param_spec_double ("aspect", "Aspect",
"Field of view in the x direction", 0.0, 100, 0.0, G_PARAM_WRITABLE));
g_object_class_install_property (gobject_class, PROP_ZNEAR,
g_param_spec_double ("znear", "Znear",
"Specifies the distance from the viewer to the near clipping plane",
0.0, 100.0, 0.1, G_PARAM_WRITABLE));
g_object_class_install_property (gobject_class, PROP_ZFAR,
g_param_spec_double ("zfar", "Zfar",
"Specifies the distance from the viewer to the far clipping plane",
0.0, 1000.0, 100.0, G_PARAM_WRITABLE));
}
static void
gst_gl_filter_cube_init (GstGLFilterCube * filter, GstGLFilterCubeClass * klass)
{
#ifdef OPENGL_ES
filter->shader = NULL;
#endif
filter->fovy = 45;
filter->aspect = 0;
filter->znear = 0.1;
filter->zfar = 100;
}
static void
gst_gl_filter_cube_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec)
{
GstGLFilterCube *filter = GST_GL_FILTER_CUBE (object);
switch (prop_id) {
case PROP_RED:
filter->red = g_value_get_float (value);
break;
case PROP_GREEN:
filter->green = g_value_get_float (value);
break;
case PROP_BLUE:
filter->blue = g_value_get_float (value);
break;
case PROP_FOVY:
filter->fovy = g_value_get_double (value);
break;
case PROP_ASPECT:
filter->aspect = g_value_get_double (value);
break;
case PROP_ZNEAR:
filter->znear = g_value_get_double (value);
break;
case PROP_ZFAR:
filter->zfar = g_value_get_double (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_gl_filter_cube_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec)
{
//GstGLFilterCube* filter = GST_GL_FILTER_CUBE (object);
switch (prop_id) {
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static gboolean
gst_gl_filter_cube_set_caps (GstGLFilter * filter, GstCaps * incaps,
GstCaps * outcaps)
{
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
if (cube_filter->aspect == 0)
cube_filter->aspect = (gdouble) filter->width / (gdouble) filter->height;
return TRUE;
}
#ifdef OPENGL_ES2
static void
gst_gl_filter_cube_reset (GstGLFilter * filter)
{
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
//blocking call, wait the opengl thread has destroyed the shader
gst_gl_display_del_shader (filter->display, cube_filter->shader);
}
static void
gst_gl_filter_cube_init_shader (GstGLFilter * filter)
{
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
//blocking call, wait the opengl thread has compiled the shader
gst_gl_display_gen_shader (filter->display, cube_v_src, cube_f_src,
&cube_filter->shader);
}
#endif
static gboolean
gst_gl_filter_cube_filter (GstGLFilter * filter, GstGLBuffer * inbuf,
GstGLBuffer * outbuf)
{
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
//blocking call, use a FBO
gst_gl_display_use_fbo (filter->display, filter->width, filter->height,
filter->fbo, filter->depthbuffer, outbuf->texture,
gst_gl_filter_cube_callback, inbuf->width, inbuf->height, inbuf->texture,
cube_filter->fovy, cube_filter->aspect, cube_filter->znear,
cube_filter->zfar, GST_GL_DISPLAY_PROJECTION_PERSPECIVE,
(gpointer) cube_filter);
return TRUE;
}
//opengl scene, params: input texture (not the output filter->texture)
static void
gst_gl_filter_cube_callback (gint width, gint height, guint texture,
gpointer stuff)
{
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (stuff);
static GLfloat xrot = 0;
static GLfloat yrot = 0;
static GLfloat zrot = 0;
#ifndef OPENGL_ES2
glEnable (GL_DEPTH_TEST);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
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);
glBegin (GL_QUADS);
// Front Face
glTexCoord2f ((gfloat) width, 0.0f);
glVertex3f (-1.0f, -1.0f, 1.0f);
glTexCoord2f (0.0f, 0.0f);
glVertex3f (1.0f, -1.0f, 1.0f);
glTexCoord2f (0.0f, (gfloat) height);
glVertex3f (1.0f, 1.0f, 1.0f);
glTexCoord2f ((gfloat) width, (gfloat) height);
glVertex3f (-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f (0.0f, 0.0f);
glVertex3f (-1.0f, -1.0f, -1.0f);
glTexCoord2f (0.0f, (gfloat) height);
glVertex3f (-1.0f, 1.0f, -1.0f);
glTexCoord2f ((gfloat) width, (gfloat) height);
glVertex3f (1.0f, 1.0f, -1.0f);
glTexCoord2f ((gfloat) width, 0.0f);
glVertex3f (1.0f, -1.0f, -1.0f);
// Top Face
glTexCoord2f ((gfloat) width, (gfloat) height);
glVertex3f (-1.0f, 1.0f, -1.0f);
glTexCoord2f ((gfloat) width, 0.0f);
glVertex3f (-1.0f, 1.0f, 1.0f);
glTexCoord2f (0.0f, 0.0f);
glVertex3f (1.0f, 1.0f, 1.0f);
glTexCoord2f (0.0f, (gfloat) height);
glVertex3f (1.0f, 1.0f, -1.0f);
// Bottom Face
glTexCoord2f ((gfloat) width, 0.0f);
glVertex3f (-1.0f, -1.0f, -1.0f);
glTexCoord2f (0.0f, 0.0f);
glVertex3f (1.0f, -1.0f, -1.0f);
glTexCoord2f (0.0f, (gfloat) height);
glVertex3f (1.0f, -1.0f, 1.0f);
glTexCoord2f ((gfloat) width, (gfloat) height);
glVertex3f (-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f (0.0f, 0.0f);
glVertex3f (1.0f, -1.0f, -1.0f);
glTexCoord2f (0.0f, (gfloat) height);
glVertex3f (1.0f, 1.0f, -1.0f);
glTexCoord2f ((gfloat) width, (gfloat) height);
glVertex3f (1.0f, 1.0f, 1.0f);
glTexCoord2f ((gfloat) width, 0.0f);
glVertex3f (1.0f, -1.0f, 1.0f);
// Left Face
glTexCoord2f ((gfloat) width, 0.0f);
glVertex3f (-1.0f, -1.0f, -1.0f);
glTexCoord2f (0.0f, 0.0f);
glVertex3f (-1.0f, -1.0f, 1.0f);
glTexCoord2f (0.0f, (gfloat) height);
glVertex3f (-1.0f, 1.0f, 1.0f);
glTexCoord2f ((gfloat) width, (gfloat) height);
glVertex3f (-1.0f, 1.0f, -1.0f);
glEnd ();
#else
const GLfloat v_vertices [] = {
//front face
1.0f, 1.0f, -1.0f,
1.0f, 0.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
0.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
0.0f, 0.0f,
//back face
1.0f, 1.0f, 1.0f,
1.0f, 0.0f,
-1.0f, 1.0f, 1.0f,
0.0f, 0.0f,
-1.0f, -1.0f, 1.0f,
0.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f,
//right face
1.0f, 1.0f, 1.0f,
1.0f, 0.0f,
1.0f, -1.0f, 1.0f,
0.0f, 0.0f,
1.0f, -1.0f, -1.0f,
0.0f, 1.0f,
1.0f, 1.0f, -1.0f,
1.0f, 1.0f,
//left face
-1.0f, 1.0f, 1.0f,
1.0f, 0.0f,
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
0.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
0.0f, 0.0f,
//top face
1.0f, -1.0f, 1.0f,
1.0f, 0.0f,
-1.0f, -1.0f, 1.0f,
0.0f, 0.0f,
-1.0f, -1.0f, -1.0f,
0.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f,
//bottom face
1.0f, 1.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
0.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
0.0f, 0.0f
};
GLushort indices[] = {
0, 1, 2,
0, 2, 3,
4, 5, 6,
4, 6, 7,
8, 9, 10,
8, 10, 11,
12, 13, 14,
12, 14, 15,
16, 17, 18,
16, 18, 19,
20, 21, 22,
20, 22, 23
};
GLint attr_position_loc = 0;
GLint attr_texture_loc = 0;
const GLfloat matrix[] = {
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f};
glEnable (GL_DEPTH_TEST);
glClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gst_gl_shader_use (cube_filter->shader);
attr_position_loc =
gst_gl_shader_get_attribute_location (cube_filter->shader,
"a_position");
attr_texture_loc =
gst_gl_shader_get_attribute_location (cube_filter->shader,
"a_texCoord");
//Load the vertex position
glVertexAttribPointer (attr_position_loc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof(GLfloat), v_vertices);
//Load the texture coordinate
glVertexAttribPointer (attr_texture_loc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof(GLfloat), &v_vertices[3]);
glEnableVertexAttribArray (attr_position_loc);
glEnableVertexAttribArray (attr_texture_loc);
glActiveTexture (GL_TEXTURE0);
glBindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (cube_filter->shader, "s_texture", 0);
gst_gl_shader_set_uniform_1f (cube_filter->shader, "xrot_degree", xrot);
gst_gl_shader_set_uniform_1f (cube_filter->shader, "yrot_degree", yrot);
gst_gl_shader_set_uniform_1f (cube_filter->shader, "zrot_degree", zrot);
gst_gl_shader_set_uniform_matrix_4fv (cube_filter->shader, "u_matrix", 1, GL_FALSE, matrix);
glDrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
glDisableVertexAttribArray (attr_position_loc);
glDisableVertexAttribArray (attr_texture_loc);
#endif
glDisable (GL_DEPTH_TEST);
xrot += 0.3f;
yrot += 0.2f;
zrot += 0.4f;
}