gstreamer/sys/glsink/gstglxwindow.c

274 lines
7.5 KiB
C
Raw Normal View History

/* This stores the common OpenGL initialization stuff for all instances */
/* gcc -ansi -pedantic on GNU/Linux causes warnings and errors
* unless this is defined:
* warning: #warning "Files using this header must be compiled with _SVID_SOURCE or _XOPEN_SOURCE"
*/
#ifndef _XOPEN_SOURCE
# define _XOPEN_SOURCE 1
#endif
#include <X11/Xlib.h>
#include <GL/glx.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "gstglsink.h"
#include <string.h> /* strncmp */
/* attributes for a single buffered visual in RGBA format with at least
* 4 bits per color and a 16 bit depth buffer */
static int attrListSgl[] =
{
GLX_RGBA, GLX_RED_SIZE, 4,
GLX_GREEN_SIZE, 4,
GLX_BLUE_SIZE, 4,
GLX_DEPTH_SIZE, 16,
None
};
/* attributes for a double buffered visual in RGBA format with at least
* 4 bits per color and a 16 bit depth buffer */
static int attrListDbl[] =
{
GLX_RGBA, GLX_DOUBLEBUFFER,
GLX_RED_SIZE, 4,
GLX_GREEN_SIZE, 4,
GLX_BLUE_SIZE, 4,
GLX_DEPTH_SIZE, 16,
None
};
GLfloat LightAmbient[] = { 0.1, 0.1, 0.1, 1.0 }; /* reddish ambient light */
GLfloat LightDiffuse[] = { 0.6, 0.6, 0.6, 1.0 }; /* bluish diffuse light. */
GLfloat LightPosition[] = { 1.5, 1.5, 1.5, 0.0 }; /* position */
void
gst_glxwindow_unhook_context(GstImageInfo *info)
{
GstGLImageInfo *window = (GstGLImageInfo *) info;
if (window->ctx)
{
if (!glXMakeCurrent(window->dpy, None, NULL))
{
printf("Could not release drawing context.\n");
}
else
printf("Released drawing context.\n");
}
}
void
gst_glxwindow_hook_context(GstImageInfo *info)
{
GstGLImageInfo *window = (GstGLImageInfo *) info;
if (window->ctx && window->win && window->ctx)
{
if (!glXMakeCurrent(window->dpy, window->win, window->ctx))
{
printf("Could not acquire GLX drawing context.\n");
}
else
printf("Acquired drawing context.\n");
}
}
static void
gst_glxwindow_free (GstImageInfo *info)
{
GstGLImageInfo *window = (GstGLImageInfo *) info;
g_signal_handler_disconnect (window->sink, window->handler_id);
if (window->ctx)
{
if (!glXMakeCurrent(window->dpy, None, NULL))
{
printf("Could not release drawing context.\n");
}
glXDestroyContext(window->dpy, window->ctx);
window->ctx = NULL;
}
#if 0
/* switch back to original desktop resolution if we were in fs */
if (GLWin.fs)
{
XF86VidModeSwitchToMode(GLWin.dpy, GLWin.screen, &GLWin.deskMode);
XF86VidModeSetViewPort(GLWin.dpy, GLWin.screen, 0, 0);
}
#endif
XCloseDisplay (window->dpy);
g_free (window);
}
static void
gst_glxwindow_callback(GObject *object, GParamSpec *pspec, GstGLImageInfo *data)
{
XWindowAttributes attr;
XGetWindowAttributes(data->dpy, data->win, &attr);
if (strncmp (pspec->name, "width", 5) == 0 || strncmp (pspec->name, "height", 6) == 0)
{
gint w = 0;
gint h = 0;
g_object_get (object, "width", &w, NULL);
g_object_get (object, "height", &h, NULL);
if (w != attr.width || h != attr.height)
{
attr.width = w;
attr.height = h;
XResizeWindow (data->dpy, data->win, attr.width, attr.height);
XMapRaised (data->dpy, data->win);
// resize OpenGL
g_warning("resizing in OpenGL");
glViewport(0, 0, (GLint) w, (GLint) h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLfloat aspect = (GLfloat) h / (GLfloat) w;
glFrustum(-1.0, 1.0, -aspect, aspect, 5.0, 500.0);
}
}
if (attr.width != data->width || attr.height != data->height)
{
data->width = attr.width;
data->height = attr.height;
}
}
void
gst_glxwindow_new (GstElement *sink)
{
//XGCValues values;
GstGLImageInfo *new;
int glxMajorVersion, glxMinorVersion;
//XSetWindowAttributes attrib;
XVisualInfo *vi;
Atom wmDelete;
Window winDummy;
unsigned int borderDummy;
Colormap cmap;
char* title = "GLSink (experimental)";
new = g_new0 (GstGLImageInfo, 1);
if (sink == NULL)
{
sink = gst_element_factory_make ("glsink", "glsink");
g_assert (sink != NULL);
}
/* fill in the ImageInfo */
new->info.id = GST_MAKE_FOURCC ('X', 'l', 'i', 'b');
new->info.free_info = gst_glxwindow_free;
new->dpy = XOpenDisplay (NULL);
if (!new->dpy) {
g_warning ("open display failed!\n");
g_free (new);
return;
}
new->screen = DefaultScreen(new->dpy);
/* get an appropriate visual */
vi = glXChooseVisual(new->dpy, new->screen, attrListDbl);
if (vi == NULL)
{
vi = glXChooseVisual(new->dpy, new->screen, attrListSgl);
GST_DEBUG("Only Singlebuffered Visual!\n");
}
else
{
GST_DEBUG("Got Doublebuffered Visual!\n");
}
glXQueryVersion(new->dpy, &glxMajorVersion, &glxMinorVersion);
GST_DEBUG("glX-Version %d.%d\n", glxMajorVersion, glxMinorVersion);
/* create a GLX context */
new->ctx = glXCreateContext(new->dpy, vi, 0, GL_TRUE);
/* create a color map */
cmap = XCreateColormap(new->dpy, RootWindow(new->dpy, vi->screen),
vi->visual, AllocNone);
new->attr.colormap = cmap;
new->attr.border_pixel = 0;
/* set sizes */
new->x = 0;
new->y = 0;
new->width = 10;
new->height = 10;
new->rotX = 0;
new->rotY = 0;
new->zoom = 1;
new->zoomdir = 0.01;
{
/* create a window in window mode*/
new->attr.event_mask = ExposureMask | KeyPressMask | ButtonPressMask |
StructureNotifyMask;
new->win = XCreateWindow(new->dpy, RootWindow(new->dpy, vi->screen),
new->x, new->y, new->width, new->height, 0, vi->depth, InputOutput, vi->visual,
CWBorderPixel | CWColormap | CWEventMask, &new->attr);
if (!new->win)
{
g_warning ("create window failed\n");
g_free (new);
return;
}
/* only set window title and handle wm_delete_events if in windowed mode */
wmDelete = XInternAtom(new->dpy, "WM_DELETE_WINDOW", True);
XSetWMProtocols(new->dpy, new->win, &wmDelete, 1);
XSetStandardProperties(new->dpy, new->win, title,
title, None, NULL, 0, NULL);
XMapRaised(new->dpy, new->win);
}
/* connect the glx-context to the window */
glXMakeCurrent(new->dpy, new->win, new->ctx);
XGetGeometry(new->dpy, new->win, &winDummy, &new->x, &new->y,
&new->width, &new->height, &borderDummy, &new->depth);
printf("Depth %d\n", new->depth);
if (glXIsDirect(new->dpy, new->ctx))
GST_DEBUG ("Congrats, you have Direct Rendering!\n");
else
GST_DEBUG ("Sorry, no Direct Rendering possible!\n");
g_warning("Initializing OpenGL parameters\n");
/* initialize OpenGL drawing */
glEnable(GL_DEPTH_TEST);
//glShadeModel(GL_SMOOTH);
glEnable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
glClearDepth(1.0f);
glClearColor(0, 0, 0, 0);
glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient); /* add lighting. (ambient) */
glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse); /* add lighting. (diffuse). */
glLightfv(GL_LIGHT0, GL_POSITION,LightPosition); /* set light position. */
//glEnable(GL_LIGHT0); // Quick And Dirty Lighting (Assumes Light0 Is Set Up)
//glEnable(GL_LIGHTING); // Enable Lighting
glDisable(GL_COLOR_MATERIAL); // Enable Material Coloring
glEnable(GL_AUTO_NORMAL); // let OpenGL generate the Normals
glDisable(GL_BLEND);
glPolygonMode(GL_FRONT, GL_FILL);
glPolygonMode(GL_BACK, GL_FILL);
glShadeModel(GL_SMOOTH);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
XSelectInput (new->dpy, new->win, ExposureMask | StructureNotifyMask);
g_object_set (sink, "hook", new, NULL);
new->sink = sink;
new->handler_id = g_signal_connect (sink, "notify", G_CALLBACK (gst_glxwindow_callback), new);
}