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.
*/
#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",
"Put input texture on the cube faces",
"Julien Isorce <julien.isorce@gmail.com>");
enum
{
PROP_0
};
#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_filter (GstGLFilter * filter,
GstGLBuffer * inbuf, GstGLBuffer * outbuf);
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;
GST_GL_FILTER_CLASS (klass)->filter = gst_gl_filter_cube_filter;
}
static void
gst_gl_filter_cube_init (GstGLFilterCube * filter,
GstGLFilterCubeClass * klass)
{
}
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) {
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_filter (GstGLFilter * filter, GstGLBuffer * inbuf,
GstGLBuffer * outbuf)
{
GstGLFilterCube* cube = GST_GL_FILTER_CUBE(filter);
g_print ("gstglfiltercube: gst_gl_filter_cube_filter\n");
/*int i, j;
double *vertex_x, *vertex_y;
glDisable (GL_CULL_FACE);
glEnableClientState (GL_TEXTURE_COORD_ARRAY);
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);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f (1, 0, 1, 1);
glMatrixMode (GL_COLOR);
glLoadMatrixd (matrix);
glPixelTransferf (GL_POST_COLOR_MATRIX_RED_BIAS, (1 - GAIN) / 2);
glPixelTransferf (GL_POST_COLOR_MATRIX_GREEN_BIAS, (1 - GAIN) / 2);
glPixelTransferf (GL_POST_COLOR_MATRIX_BLUE_BIAS, (1 - GAIN) / 2);
}
#define N 10
#define SCALE (1.0/N)
#define NOISE() (0.1*SCALE*g_random_double_range(-1,1))
vertex_x = malloc (sizeof (double) * (N + 1) * (N + 1));
vertex_y = malloc (sizeof (double) * (N + 1) * (N + 1));
for (j = 0; j < N + 1; j++) {
for (i = 0; i < N + 1; i++) {
vertex_x[j * (N + 1) + i] = i * SCALE + NOISE ();
vertex_y[j * (N + 1) + i] = j * SCALE + NOISE ();
}
}
for (j = 0; j < N; j++) {
for (i = 0; i < N; i++) {
glBegin (GL_QUADS);
glNormal3f (0, 0, -1);
glTexCoord2f (i * SCALE, j * SCALE);
glVertex3f (vertex_x[j * (N + 1) + i], vertex_y[j * (N + 1) + i], 0);
glTexCoord2f ((i + 1) * SCALE, j * SCALE);
glVertex3f (vertex_x[j * (N + 1) + (i + 1)],
vertex_y[j * (N + 1) + (i + 1)], 0);
glTexCoord2f ((i + 1) * SCALE, (j + 1) * SCALE);
glVertex3f (vertex_x[(j + 1) * (N + 1) + (i + 1)],
vertex_y[(j + 1) * (N + 1) + (i + 1)], 0);
glTexCoord2f (i * SCALE, (j + 1) * SCALE);
glVertex3f (vertex_x[(j + 1) * (N + 1) + i],
vertex_y[(j + 1) * (N + 1) + i], 0);
glEnd ();
}
}
free (vertex_x);
free (vertex_y);
glFlush ();
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glMatrixMode (GL_TEXTURE);
glLoadIdentity ();
glMatrixMode (GL_COLOR);
glLoadIdentity ();
glPixelTransferf (GL_POST_COLOR_MATRIX_RED_SCALE, 1.0);
glPixelTransferf (GL_POST_COLOR_MATRIX_RED_BIAS, 0);
glPixelTransferf (GL_POST_COLOR_MATRIX_GREEN_BIAS, 0);
glPixelTransferf (GL_POST_COLOR_MATRIX_BLUE_BIAS, 0);*/
return TRUE;
}