gstreamer/gst/gl/gstglbumper.c

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/*
* GStreamer
* Copyright (C) 2008 Cyril Comparon <cyril.comparon@gmail.com>
* 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-glbumper
*
* Bump mapping using the normal method.
*
* <refsect2>
* <title>Examples</title>
* |[
* gst-launch -v videotestsrc ! glupload ! glbumper location=normalmap.bmp ! glimagesink
* ]| A pipeline to test normal mapping.
* FBO and GLSL are required.
* </refsect2>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstglbumper.h"
#define GST_CAT_DEFAULT gst_gl_bumper_debug
GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
static const GstElementDetails element_details =
GST_ELEMENT_DETAILS ("OpenGL bumper filter",
"Filter/Effect",
"Bump mapping filter",
"Cyril Comparon <cyril.comparon@gmail.com>, Julien Isorce <julien.isorce@gmail.com>");
enum
{
PROP_0,
PROP_LOCATION
};
#define DEBUG_INIT(bla) \
GST_DEBUG_CATEGORY_INIT (gst_gl_bumper_debug, "glbumper", 0, "glbumper element");
GST_BOILERPLATE_FULL (GstGLBumper, gst_gl_bumper, GstGLFilter,
GST_TYPE_GL_FILTER, DEBUG_INIT);
static void gst_gl_bumper_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec);
static void gst_gl_bumper_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec);
static void gst_gl_bumper_reset (GstGLFilter* filter);
static void gst_gl_bumper_init_shader (GstGLFilter* filter);
static gboolean gst_gl_bumper_filter (GstGLFilter * filter,
GstGLBuffer * inbuf, GstGLBuffer * outbuf);
static void gst_gl_bumper_callback (gint width, gint height, guint texture, gpointer stuff);
//vertex source
static const gchar *bumper_v_src =
"attribute vec3 aTangent;\n"
"\n"
"varying vec3 vNormal;\n"
"varying vec3 vTangent;\n"
"varying vec3 vVertexToLight0;\n"
"varying vec3 vVertexToLight1;\n"
"\n"
"void main()\n"
"{\n"
" // transform the vertex\n"
" gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n"
"\n"
" // transform the normal and the tangent to scene coords\n"
" vNormal = normalize(gl_NormalMatrix * gl_Normal);\n"
" vTangent = normalize(gl_NormalMatrix * aTangent);\n"
"\n"
" // transforming the vertex position to modelview-space\n"
" //const vec4 vertexInSceneCoords = gl_ModelViewMatrix * gl_Vertex;\n"
"\n"
" // calculate the vector from the vertex position to the light position\n"
" vVertexToLight0 = normalize(gl_LightSource[0].position).xyz;\n"
" vVertexToLight1 = normalize(gl_LightSource[1].position).xyz;\n"
"\n"
" // transit vertex color\n"
" gl_FrontColor = gl_BackColor = gl_Color;\n"
"\n"
" // use the two first sets of texture coordinates in the fragment shader\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
" gl_TexCoord[1] = gl_MultiTexCoord1;\n"
"}\n";
//fragment source
static const gchar *bumper_f_src =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect texture0;\n"
"uniform sampler2DRect texture1;\n"
"\n"
"varying vec3 vNormal;\n"
"varying vec3 vTangent;\n"
"varying vec3 vVertexToLight0;\n"
"varying vec3 vVertexToLight1;\n"
"\n"
"void main()\n"
"{\n"
" // get the color of the textures\n"
" vec4 textureColor = texture2DRect(texture0, gl_TexCoord[0].st);\n"
" vec3 normalmapItem = texture2DRect(texture1, gl_TexCoord[1].st).xyz * 2.0 - 1.0;\n"
"\n"
" // calculate matrix that transform from tangent space to normalmap space (contrary of intuition)\n"
" vec3 binormal = cross(vNormal, vTangent);\n"
" mat3 tangentSpace2normalmapSpaceMat = mat3(vTangent, binormal, vNormal);\n"
"\n"
" // disturb the normal\n"
" vec3 disturbedNormal = tangentSpace2normalmapSpaceMat * normalmapItem;\n"
"\n"
" // calculate the diffuse term and clamping it to [0;1]\n"
" float diffuseTerm0 = clamp(dot(disturbedNormal, vVertexToLight0), 0.0, 1.0);\n"
" float diffuseTerm1 = clamp(dot(disturbedNormal, vVertexToLight1), 0.0, 1.0);\n"
"\n"
" vec3 irradiance = (diffuseTerm0 * gl_LightSource[0].diffuse.rgb + diffuseTerm1 * gl_LightSource[1].diffuse.rgb);\n"
"\n"
" // calculate the final color\n"
" gl_FragColor = vec4(irradiance * textureColor.rgb, textureColor.w);\n"
"}\n";
//Called in the gl thread
static void
gst_gl_bumper_init_resources (GstGLFilter *filter)
{
GstGLBumper *bumper = GST_GL_BUMPER (filter);
GError *error = NULL;
//GdkPixbuf *pixbuf = NULL;
bumper->pixbuf = gdk_pixbuf_new_from_file (bumper->location, &error);
bumper->bumpmap_width = gdk_pixbuf_get_width (bumper->pixbuf);
bumper->bumpmap_height = gdk_pixbuf_get_height (bumper->pixbuf);
glGenTextures (1, &bumper->bumpmap);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, bumper->bumpmap);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA,
bumper->bumpmap_width, bumper->bumpmap_height, 0,
gdk_pixbuf_get_has_alpha (bumper->pixbuf) ? GL_RGBA : GL_RGB,
GL_UNSIGNED_BYTE, gdk_pixbuf_get_pixels (bumper->pixbuf));
}
//Called in the gl thread
static void
gst_gl_bumper_reset_resources (GstGLFilter *filter)
{
GstGLBumper *bumper = GST_GL_BUMPER (filter);
if (bumper->bumpmap)
{
glDeleteTextures (1, &bumper->bumpmap);
bumper->bumpmap = 0;
}
}
static void
gst_gl_bumper_base_init (gpointer klass)
{
GstElementClass *element_class = GST_ELEMENT_CLASS (klass);
gst_element_class_set_details (element_class, &element_details);
}
static void
gst_gl_bumper_class_init (GstGLBumperClass* klass)
{
GObjectClass* gobject_class;
gobject_class = (GObjectClass *) klass;
gobject_class->set_property = gst_gl_bumper_set_property;
gobject_class->get_property = gst_gl_bumper_get_property;
GST_GL_FILTER_CLASS (klass)->filter = gst_gl_bumper_filter;
GST_GL_FILTER_CLASS (klass)->display_init_cb = gst_gl_bumper_init_resources;
GST_GL_FILTER_CLASS (klass)->display_reset_cb = gst_gl_bumper_reset_resources;
GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_bumper_init_shader;
GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_bumper_reset;
g_object_class_install_property (gobject_class,
PROP_LOCATION, g_param_spec_string ("location",
"Normal map location",
"Normal map location",
NULL, G_PARAM_READWRITE));
}
static void
gst_gl_bumper_init (GstGLBumper* bumper,
GstGLBumperClass* klass)
{
bumper->shader = NULL;
bumper->bumpmap = 0;
bumper->bumpmap_width = 0;
bumper->bumpmap_height = 0;
bumper->pixbuf = NULL;
bumper->location = NULL;
}
static void
gst_gl_bumper_reset (GstGLFilter* filter)
{
GstGLBumper* bumper_filter = GST_GL_BUMPER(filter);
//blocking call, wait the opengl thread has destroyed the shader
gst_gl_display_del_shader (filter->display, bumper_filter->shader);
}
static void
gst_gl_bumper_set_property (GObject* object, guint prop_id,
const GValue* value, GParamSpec* pspec)
{
GstGLBumper *bumper = GST_GL_BUMPER (object);
switch (prop_id)
{
case PROP_LOCATION:
if (bumper->location != NULL)
g_free (bumper->location);
bumper->location = g_value_dup_string (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_gl_bumper_get_property (GObject* object, guint prop_id,
GValue* value, GParamSpec* pspec)
{
GstGLBumper *bumper = GST_GL_BUMPER (object);
switch (prop_id)
{
case PROP_LOCATION:
g_value_set_string (value, bumper->location);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_gl_bumper_init_shader (GstGLFilter* filter)
{
GstGLBumper *bumper = GST_GL_BUMPER (filter);
//blocking call, wait the opengl thread has compiled the shader
gst_gl_display_gen_shader (filter->display, bumper_v_src, bumper_f_src, &bumper->shader);
}
static gboolean
gst_gl_bumper_filter (GstGLFilter* filter, GstGLBuffer* inbuf,
GstGLBuffer* outbuf)
{
gpointer bumper_filter = GST_GL_BUMPER (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_bumper_callback,
inbuf->width, inbuf->height, inbuf->texture,
//bumper_filter->fovy, bumper_filter->aspect, bumper_filter->znear, bumper_filter->zfar,
45, (gdouble)filter->width/(gdouble)filter->height, 0.1, 50,
GST_GL_DISPLAY_PROJECTION_PERSPECIVE, bumper_filter);
return TRUE;
}
//opengl scene, params: input texture (not the output filter->texture)
static void
gst_gl_bumper_callback (gint width, gint height, guint texture, gpointer stuff)
{
static GLfloat xrot = 0;
static GLfloat yrot = 0;
static GLfloat zrot = 0;
GstGLBumper* bumper = GST_GL_BUMPER (stuff);
GLint locTangent = 0;
//choose the lights
GLfloat light_direction0[] = { 1.0, 0.0, -1.0, 0.0 }; // light goes along -x
GLfloat light_direction1[] = { -1.0, 0.0, -1.0, 0.0 }; // light goes along x
GLfloat light_diffuse0[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_diffuse1[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 };
//eye point
glMatrixMode(GL_PROJECTION);
gluLookAt(0.0, 0.0, -6.0,
0.0, 0.0, 0.0,
0.0, 1.0, 0.0);
glMatrixMode(GL_MODELVIEW);
//scene conf
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glShadeModel(GL_SMOOTH);
//set the lights
glLightfv(GL_LIGHT0, GL_POSITION, light_direction0);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
glLightfv(GL_LIGHT1, GL_POSITION, light_direction1);
glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse1);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
glEnable(GL_LIGHT1);
//configure shader
gst_gl_shader_use (bumper->shader);
locTangent = gst_gl_shader_get_attribute_location (bumper->shader, "aTangent");
//set the normal map
glActiveTextureARB (GL_TEXTURE1_ARB);
gst_gl_shader_set_uniform_1i (bumper->shader, "texture1", 1);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, bumper->bumpmap);
//set the video texture
glActiveTextureARB (GL_TEXTURE0_ARB);
gst_gl_shader_set_uniform_1i (bumper->shader, "texture0", 0);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
//glTranslatef(2.0f, 2.0f, 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);
//Cube
glBegin(GL_QUADS);
// front face
glNormal3d(0.0, 0.0, -1.0);
glVertexAttrib3dARB(locTangent, 0.0, 1.0, 0.0);
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
glVertex3d( 1.0, 1.0, -1.0); // B
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
glVertex3d( 1.0, -1.0, -1.0); // A
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
glVertex3d(-1.0, -1.0, -1.0); // D
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
glVertex3d(-1.0, 1.0, -1.0); // C
// right face
glNormal3d(-1.0, 0.0, 0.0);
glVertexAttrib3dARB(locTangent, 0.0, 1.0, 0.0);
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
glVertex3d(-1.0, 1.0, -1.0); // C
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
glVertex3d(-1.0, -1.0, -1.0); // D
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
glVertex3d(-1.0, -1.0, 1.0); // H
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
glVertex3d(-1.0, 1.0, 1.0); // G
// back face
glNormal3d(0.0, 0.0, 1.0);
glVertexAttrib3dARB(locTangent, 0.0, 1.0, 0.0);
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
glVertex3d(-1.0, 1.0, 1.0); // G
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
glVertex3d(-1.0, -1.0, 1.0); // H
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
glVertex3d( 1.0, -1.0, 1.0); // E
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
glVertex3d( 1.0, 1.0, 1.0); // F
// left face
glNormal3d(1.0, 0.0, 0.0);
glVertexAttrib3dARB(locTangent, 0.0, 1.0, 0.0);
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
glVertex3d( 1.0, 1.0, 1.0); // F
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
glVertex3d( 1.0, -1.0, 1.0); // E
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
glVertex3d( 1.0, -1.0, -1.0); // A
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
glVertex3d( 1.0, 1.0, -1.0); // B
// top face
glNormal3d(0.0, 1.0, 0.0);
glVertexAttrib3dARB(locTangent, 0.0, 0.0, 1.0);
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
glVertex3d( 1.0, 1.0, 1.0); // F
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
glVertex3d( 1.0, 1.0, -1.0); // B
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
glVertex3d(-1.0, 1.0, -1.0); // C
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
glVertex3d(-1.0, 1.0, 1.0); // G
// bottom face
glNormal3d(0.0, -1.0, 0.0);
glVertexAttrib3dARB(locTangent, 0.0, 0.0, -1.0);
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
glVertex3d( 1.0, -1.0, -1.0); // A
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
glVertex3d( 1.0, -1.0, 1.0); // E
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
glVertex3d(-1.0, -1.0, 1.0); // H
glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
glVertex3d(-1.0, -1.0, -1.0); // D
glEnd();
glUseProgram(0);
glDisable(GL_LIGHT0);
glDisable(GL_LIGHT1);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
xrot+=1.0f;
yrot+=0.9f;
zrot+=1.1f;
}