gstreamer/gst/gl/gstglmosaic.c

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/*
* GStreamer
* Copyright (C) 2009 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 "gstglmosaic.h"
#define GST_CAT_DEFAULT gst_gl_mosaic_debug
GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
static const GstElementDetails element_details =
GST_ELEMENT_DETAILS ("OpenGL mosaic",
"Filter/Effect",
"OpenGL mosaic",
"Julien Isorce <julien.isorce@gmail.com>");
enum
{
PROP_0,
};
#define DEBUG_INIT(bla) \
GST_DEBUG_CATEGORY_INIT (gst_gl_mosaic_debug, "glmosaic", 0, "glmosaic element");
GST_BOILERPLATE_FULL (GstGLMosaic, gst_gl_mosaic, GstGLMixer,
GST_TYPE_GL_MIXER, DEBUG_INIT);
static void gst_gl_mosaic_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec);
static void gst_gl_mosaic_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec);
static void gst_gl_mosaic_reset (GstGLMixer * mixer);
static gboolean gst_gl_mosaic_init_shader (GstGLMixer * mixer,
GstCaps * outcaps);
static gboolean gst_gl_mosaic_proc (GstGLMixer * mixer,
GPtrArray * buffers, GstBuffer * outbuf);
static void gst_gl_mosaic_callback (gpointer stuff);
//vertex source
static const gchar *mosaic_v_src =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform mat4 u_matrix; \n"
"uniform float xrot_degree, yrot_degree, zrot_degree; \n"
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \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 = u_matrix * matZ * matY * matX * a_position; \n"
" v_texCoord = a_texCoord; \n"
"} \n";
//fragment source
static const gchar *mosaic_f_src =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect s_texture; \n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
//" gl_FragColor = vec4( 1.0, 0.5, 1.0, 1.0 );\n"
" gl_FragColor = texture2DRect( s_texture, v_texCoord );\n"
"} \n";
static void
gst_gl_mosaic_base_init (gpointer klass)
{
GstElementClass *element_class = GST_ELEMENT_CLASS (klass);
gst_element_class_set_details (element_class, &element_details);
}
static void
gst_gl_mosaic_class_init (GstGLMosaicClass * klass)
{
GObjectClass *gobject_class;
gobject_class = (GObjectClass *) klass;
gobject_class->set_property = gst_gl_mosaic_set_property;
gobject_class->get_property = gst_gl_mosaic_get_property;
GST_GL_MIXER_CLASS (klass)->set_caps = gst_gl_mosaic_init_shader;
GST_GL_MIXER_CLASS (klass)->reset = gst_gl_mosaic_reset;
GST_GL_MIXER_CLASS (klass)->process_buffers = gst_gl_mosaic_proc;
}
static void
gst_gl_mosaic_init (GstGLMosaic * mosaic, GstGLMosaicClass * klass)
{
mosaic->shader = NULL;
mosaic->input_gl_buffers = NULL;
}
static void
gst_gl_mosaic_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec)
{
//GstGLMosaic *mixer = GST_GL_MOSAIC (object);
switch (prop_id) {
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_gl_mosaic_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec)
{
//GstGLMosaic* mixer = GST_GL_MOSAIC (object);
switch (prop_id) {
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_gl_mosaic_reset (GstGLMixer * mixer)
{
GstGLMosaic *mosaic = GST_GL_MOSAIC (mixer);
mosaic->input_gl_buffers = NULL;
//blocking call, wait the opengl thread has destroyed the shader
gst_gl_display_del_shader (mixer->display, mosaic->shader);
}
static gboolean
gst_gl_mosaic_init_shader (GstGLMixer * mixer, GstCaps * outcaps)
{
GstGLMosaic *mosaic = GST_GL_MOSAIC (mixer);
//blocking call, wait the opengl thread has compiled the shader
gst_gl_display_gen_shader (mixer->display, mosaic_v_src, mosaic_f_src,
&mosaic->shader);
return TRUE;
}
static gboolean
gst_gl_mosaic_proc (GstGLMixer * mix, GPtrArray * buffers, GstBuffer * outbuf)
{
GstGLMosaic *mosaic = GST_GL_MOSAIC (mix);
GstGLBuffer *gl_out_buffer = GST_GL_BUFFER (outbuf);
mosaic->input_gl_buffers = buffers;
//blocking call, use a FBO
gst_gl_display_use_fbo_v2 (mix->display, mix->width, mix->height,
mix->fbo, mix->depthbuffer, gl_out_buffer->texture,
gst_gl_mosaic_callback, (gpointer) mosaic);
return TRUE;
}
//opengl scene, params: input texture (not the output mixer->texture)
static void
gst_gl_mosaic_callback (gpointer stuff)
{
GstGLMosaic *mosaic = GST_GL_MOSAIC (stuff);
static GLfloat xrot = 0;
static GLfloat yrot = 0;
static GLfloat zrot = 0;
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
};
const GLushort indices[] = {
0, 1, 2,
0, 2, 3
};
guint count = 0;
gboolean do_next = TRUE;
gst_gl_shader_use (NULL);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
glDisable (GL_TEXTURE_RECTANGLE_ARB);
glEnable (GL_DEPTH_TEST);
glClearColor (0.0, 0.0, 0.0, 0.0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gst_gl_shader_use (mosaic->shader);
attr_position_loc =
gst_gl_shader_get_attribute_location (mosaic->shader, "a_position");
attr_texture_loc =
gst_gl_shader_get_attribute_location (mosaic->shader, "a_texCoord");
while (do_next && count < mosaic->input_gl_buffers->len && count < 6) {
GstGLBuffer *gl_in_buffer =
g_ptr_array_index (mosaic->input_gl_buffers, count);
if (gl_in_buffer && gl_in_buffer->texture) {
GLuint texture = gl_in_buffer->texture;
GLfloat width = (GLfloat) gl_in_buffer->width;
GLfloat height = (GLfloat) gl_in_buffer->height;
const GLfloat v_vertices[] = {
//front face
1.0f, 1.0f, -1.0f,
width, 0.0f,
1.0f, -1.0f, -1.0f,
width, height,
-1.0f, -1.0f, -1.0f,
0.0f, height,
-1.0f, 1.0f, -1.0f,
0.0f, 0.0f,
//right face
1.0f, 1.0f, 1.0f,
width, 0.0f,
1.0f, -1.0f, 1.0f,
0.0f, 0.0f,
1.0f, -1.0f, -1.0f,
0.0f, height,
1.0f, 1.0f, -1.0f,
width, height,
//left face
-1.0f, 1.0f, 1.0f,
width, 0.0f,
-1.0f, 1.0f, -1.0f,
width, height,
-1.0f, -1.0f, -1.0f,
0.0f, height,
-1.0f, -1.0f, 1.0f,
0.0f, 0.0f,
//top face
1.0f, -1.0f, 1.0f,
width, 0.0f,
-1.0f, -1.0f, 1.0f,
0.0f, 0.0f,
-1.0f, -1.0f, -1.0f,
0.0f, height,
1.0f, -1.0f, -1.0f,
width, height,
//bottom face
1.0f, 1.0f, 1.0f,
width, 0.0f,
1.0f, 1.0f, -1.0f,
width, height,
-1.0f, 1.0f, -1.0f,
0.0f, height,
-1.0f, 1.0f, 1.0f,
0.0f, 0.0f,
//back face
1.0f, 1.0f, 1.0f,
width, 0.0f,
-1.0f, 1.0f, 1.0f,
0.0f, 0.0f,
-1.0f, -1.0f, 1.0f,
0.0f, height,
1.0f, -1.0f, 1.0f,
width, height
};
glVertexAttribPointerARB (attr_position_loc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[5 * 4 * count]);
glVertexAttribPointerARB (attr_texture_loc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[5 * 4 * count + 3]);
glEnableVertexAttribArrayARB (attr_position_loc);
glEnableVertexAttribArrayARB (attr_texture_loc);
glActiveTextureARB (GL_TEXTURE0_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
gst_gl_shader_set_uniform_1i (mosaic->shader, "s_texture", 0);
gst_gl_shader_set_uniform_1f (mosaic->shader, "xrot_degree", xrot);
gst_gl_shader_set_uniform_1f (mosaic->shader, "yrot_degree", yrot);
gst_gl_shader_set_uniform_1f (mosaic->shader, "zrot_degree", zrot);
gst_gl_shader_set_uniform_matrix_4fv (mosaic->shader, "u_matrix", 1,
GL_FALSE, matrix);
glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
++count;
} else {
do_next = FALSE;
}
}
glDisableVertexAttribArrayARB (attr_position_loc);
glDisableVertexAttribArrayARB (attr_texture_loc);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
glDisable (GL_DEPTH_TEST);
gst_gl_shader_use (NULL);
xrot += 0.6f;
yrot += 0.4f;
zrot += 0.8f;
}