gstreamer/gst/gl/gstglfilterglass.c

338 lines
10 KiB
C
Raw Normal View History

/*
* GStreamer
* Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
* Inspired from http://www.mdk.org.pl/2007/11/17/gl-colorspace-conversions
*
* 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-glfilterglass
*
* Map textures on moving glass.
*
* <refsect2>
* <title>Examples</title>
* |[
* gst-launch -v videotestsrc ! glupload ! glfilterglass ! glimagesink
* ]| A pipeline inspired from http://www.mdk.org.pl/2007/11/17/gl-colorspace-conversions
* FBO is required.
* |[
* gst-launch -v videotestsrc ! glupload ! glfilterglass ! "video/x-raw-gl, width=640, height=480" ! glimagesink
* ]| The scene is greater than the input size.
* </refsect2>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <math.h>
#include "gstglfilterglass.h"
#define GST_CAT_DEFAULT gst_gl_filter_glass_debug
GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
static const GstElementDetails element_details =
GST_ELEMENT_DETAILS ("OpenGL glass filter",
"Filter/Effect",
"Glass Filter",
"Julien Isorce <julien.isorce@gmail.com>");
enum
{
PROP_0
};
#define DEBUG_INIT(bla) \
GST_DEBUG_CATEGORY_INIT (gst_gl_filter_glass_debug, "glfilterglass", 0, "glfilterglass element");
GST_BOILERPLATE_FULL (GstGLFilterGlass, gst_gl_filter_glass, GstGLFilter,
GST_TYPE_GL_FILTER, DEBUG_INIT);
static void gst_gl_filter_glass_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec);
static void gst_gl_filter_glass_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec);
static void gst_gl_filter_glass_reset (GstGLFilter* filter);
static void gst_gl_filter_glass_init_shader (GstGLFilter* filter);
static gboolean gst_gl_filter_glass_filter (GstGLFilter * filter,
GstGLBuffer * inbuf, GstGLBuffer * outbuf);
static void gst_gl_filter_glass_draw_background_gradient ();
static void gst_gl_filter_glass_draw_video_plane (GstGLFilter* filter,
gint width, gint height, guint texture, gfloat center_x, gfloat center_y,
gfloat start_alpha, gfloat stop_alpha, gboolean reversed);
static void gst_gl_filter_glass_callback (gint width, gint height, guint texture, gpointer stuff);
static const gchar *glass_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;"
"uniform float width, height;"
"void main () {"
" float p = 0.0525;"
" float L1 = p*width;"
" float L2 = width - L1;"
" float L3 = height - L1;"
" float w = 1.0;"
" float r = L1;"
" if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y < L1)"
" r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) );"
" else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y < L1)"
" r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) );"
" else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y > L3)"
" r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) );"
" else if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y > L3)"
" r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) );"
" if (r > L1)"
" w = 0.0;"
" vec4 color = texture2DRect (tex, gl_TexCoord[0].st);"
" gl_FragColor = vec4(color.rgb, gl_Color.a * w);"
"}";
static void
gst_gl_filter_glass_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_glass_class_init (GstGLFilterGlassClass* klass)
{
GObjectClass* gobject_class;
gobject_class = (GObjectClass *) klass;
gobject_class->set_property = gst_gl_filter_glass_set_property;
gobject_class->get_property = gst_gl_filter_glass_get_property;
GST_GL_FILTER_CLASS (klass)->filter = gst_gl_filter_glass_filter;
GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_filter_glass_init_shader;
GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_filter_glass_reset;
}
static void
gst_gl_filter_glass_init (GstGLFilterGlass* filter,
GstGLFilterGlassClass* klass)
{
filter->shader = NULL;
filter->timestamp = 0;
}
static void
gst_gl_filter_glass_reset (GstGLFilter* filter)
{
GstGLFilterGlass* glass_filter = GST_GL_FILTER_GLASS(filter);
//blocking call, wait the opengl thread has destroyed the shader
gst_gl_display_del_shader (filter->display, glass_filter->shader);
}
static void
gst_gl_filter_glass_set_property (GObject* object, guint prop_id,
const GValue* value, GParamSpec* pspec)
{
//GstGLFilterGlass *filter = GST_GL_FILTER_GLASS (object);
switch (prop_id)
{
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_gl_filter_glass_get_property (GObject* object, guint prop_id,
GValue* value, GParamSpec* pspec)
{
//GstGLFilterGlass *filter = GST_GL_FILTER_GLASS (object);
switch (prop_id)
{
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_gl_filter_glass_init_shader (GstGLFilter* filter)
{
GstGLFilterGlass* glass_filter = GST_GL_FILTER_GLASS (filter);
//blocking call, wait the opengl thread has compiled the shader
gst_gl_display_gen_shader (filter->display, 0, glass_fragment_source, &glass_filter->shader);
}
static gboolean
gst_gl_filter_glass_filter (GstGLFilter* filter, GstGLBuffer* inbuf,
GstGLBuffer* outbuf)
{
gpointer glass_filter = GST_GL_FILTER_GLASS (filter);
GST_GL_FILTER_GLASS(glass_filter)->timestamp = GST_BUFFER_TIMESTAMP (inbuf);
//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_glass_callback,
inbuf->width, inbuf->height, inbuf->texture,
80, (gdouble)filter->width/(gdouble)filter->height, 1.0, 5000.0,
GST_GL_DISPLAY_PROJECTION_PERSPECIVE, (gpointer)glass_filter);
return TRUE;
}
static gint64
get_time (void)
{
static GTimeVal val;
g_get_current_time (&val);
return (val.tv_sec * G_USEC_PER_SEC) + val.tv_usec;
}
static void
gst_gl_filter_glass_draw_background_gradient ()
{
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
glOrtho (-100, 100, -100, 100, -1000.0, 1000.0);
glBegin (GL_QUADS);
glColor4f (0.0f, 0.0f, 0.0f, 1.0f);
glVertex2f (-100.0f, -100.0f);
glVertex2f (100.0f, -100.0f);
glColor4f (0.0f, 0.0f, 0.2f, 1.0f);
glVertex2f (100.0f, 80.0f);
glVertex2f (-100.0f, 80.0f);
glVertex2f (100.0f, 80.0f);
glVertex2f (-100.0f, 80.0f);
glVertex2f (-100.0f, 100.0f);
glVertex2f (100.0f, 100.0f);
glEnd ();
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
}
static void
gst_gl_filter_glass_draw_video_plane (GstGLFilter* filter,
gint width, gint height, guint texture,
gfloat center_x, gfloat center_y,
gfloat start_alpha, gfloat stop_alpha,
gboolean reversed)
{
GstGLFilterGlass* glass_filter = GST_GL_FILTER_GLASS (filter);
gfloat topy;
gfloat bottomy;
if (reversed) {
topy = center_y - 1.0f;
bottomy = center_y + 1.0f;
} else {
topy = center_y + 1.0f;
bottomy = center_y - 1.0f;
}
gst_gl_shader_use (glass_filter->shader);
glActiveTextureARB (GL_TEXTURE0_ARB);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glDisable (GL_TEXTURE_RECTANGLE_ARB);
gst_gl_shader_set_uniform_1i (glass_filter->shader, "tex", 0);
gst_gl_shader_set_uniform_1f (glass_filter->shader, "width", (gfloat)width);
gst_gl_shader_set_uniform_1f (glass_filter->shader, "height", (gfloat)height);
glBegin (GL_QUADS);
glColor4f (1.0f, 1.0f, 1.0f, start_alpha);
glTexCoord2i (0, height);
glVertex2f (center_x - 1.6f, topy);
glTexCoord2i (width, height);
glVertex2f (center_x + 1.6f, topy);
glColor4f (1.0, 1.0, 1.0, stop_alpha);
glTexCoord2i (width, 0);
glVertex2f (center_x + 1.6f, bottomy);
glTexCoord2i (0, 0);
glVertex2f (center_x - 1.6f, bottomy);
glEnd ();
gst_gl_shader_use (0);
}
//opengl scene, params: input texture (not the output filter->texture)
static void
gst_gl_filter_glass_callback (gint width, gint height, guint texture, gpointer stuff)
{
static gint64 start_time = 0;
GstGLFilter* filter = GST_GL_FILTER (stuff);
GstGLFilterGlass* glass_filter = GST_GL_FILTER_GLASS (stuff);
if (start_time == 0)
start_time = get_time ();
else
{
gint64 time_left = (glass_filter->timestamp / 1000) - (get_time () - start_time);
time_left -= 1000000 / 25;
if (time_left > 2000)
{
GST_LOG ("escape");
return;
}
}
glTranslatef(0.0f, 2.0f, -3.0f);
gst_gl_filter_glass_draw_background_gradient ();
//Rotation
if (start_time != 0) {
gint64 time_passed = get_time () - start_time;
glRotated (sin (time_passed / 1200000.0) * 45.0, 0.0, 1.0, 0.0);
}
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//Reflection
gst_gl_filter_glass_draw_video_plane (filter, width, height, texture,
0.0f, 0.0f, 0.3f, 0.0f, TRUE);
//Main video
gst_gl_filter_glass_draw_video_plane (filter, width, height, texture,
0.0f, -2.0f, 1.0f, 1.0f, FALSE);
glDisable (GL_TEXTURE_RECTANGLE_ARB);
glDisable (GL_BLEND);
}