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",
"Map input texture on the 6 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_callback (guint width, guint height, guint texture, GLhandleARB shader);
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_filter = GST_GL_FILTER_CUBE(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_filter_cube_callback,
inbuf->width, inbuf->height, inbuf->texture, 0);
return TRUE;
}
//opengl scene, params: input texture (not the output filter->texture)
static void
gst_gl_filter_cube_callback (guint width, guint height, guint texture, GLhandleARB shader)
{
static GLfloat xrot = 0;
static GLfloat yrot = 0;
static GLfloat zrot = 0;
glEnable(GL_DEPTH_TEST);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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_TO_EDGE);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0f,0.0f,-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);
glBegin(GL_QUADS);
// Front Face
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
// Back Face
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
// Top Face
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
// Bottom Face
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, -1.0f, 1.0f);
glTexCoord2f((gfloat)width,(gfloat)height); glVertex3f(-1.0f, -1.0f, 1.0f);
// Right face
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f);
glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
// Left Face
glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f);
glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f);
glEnd();
xrot+=0.3f;
yrot+=0.2f;
zrot+=0.4f;
}