gstreamer/ext/gl/gstgltransformation.c

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/*
* GStreamer
* Copyright (C) 2014 Lubosz Sarnecki <lubosz@gmail.com>
* Copyright (C) 2016 Matthew Waters <matthew@centricular.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., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
/**
* SECTION:element-gltransformation
*
* Transforms video on the GPU.
*
* <refsect2>
* <title>Examples</title>
* |[
* gst-launch-1.0 gltestsrc ! gltransformation rotation-z=45 ! glimagesink
* ]| A pipeline to rotate by 45 degrees
* |[
* gst-launch-1.0 gltestsrc ! gltransformation translation-x=0.5 ! glimagesink
* ]| Translate the video by 0.5
* |[
* gst-launch-1.0 gltestsrc ! gltransformation scale-y=0.5 scale-x=0.5 ! glimagesink
* ]| Resize the video by 0.5
* |[
* gst-launch-1.0 gltestsrc ! gltransformation rotation-x=-45 ortho=True ! glimagesink
* ]| Rotate the video around the X-Axis by -45° with an orthographic projection
* </refsect2>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstgltransformation.h"
#include <gst/gl/gstglapi.h>
#include <graphene-gobject.h>
#define GST_CAT_DEFAULT gst_gl_transformation_debug
GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
#define gst_gl_transformation_parent_class parent_class
enum
{
PROP_0,
PROP_FOV,
PROP_ORTHO,
PROP_TRANSLATION_X,
PROP_TRANSLATION_Y,
PROP_TRANSLATION_Z,
PROP_ROTATION_X,
PROP_ROTATION_Y,
PROP_ROTATION_Z,
PROP_SCALE_X,
PROP_SCALE_Y,
PROP_MVP,
PROP_PIVOT_X,
PROP_PIVOT_Y,
PROP_PIVOT_Z,
};
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_transformation_debug, "gltransformation", 0, "gltransformation element");
G_DEFINE_TYPE_WITH_CODE (GstGLTransformation, gst_gl_transformation,
GST_TYPE_GL_FILTER, DEBUG_INIT);
static void gst_gl_transformation_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec);
static void gst_gl_transformation_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec);
static gboolean gst_gl_transformation_set_caps (GstGLFilter * filter,
GstCaps * incaps, GstCaps * outcaps);
static gboolean gst_gl_transformation_src_event (GstBaseTransform * trans,
GstEvent * event);
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static void gst_gl_transformation_reset_gl (GstGLFilter * filter);
static gboolean gst_gl_transformation_stop (GstBaseTransform * trans);
static gboolean gst_gl_transformation_init_shader (GstGLFilter * filter);
static void gst_gl_transformation_callback (gpointer stuff);
static void gst_gl_transformation_build_mvp (GstGLTransformation *
transformation);
static gboolean gst_gl_transformation_filter_texture (GstGLFilter * filter,
guint in_tex, guint out_tex);
/* vertex source */
static const gchar *cube_v_src =
"attribute vec4 position; \n"
"attribute vec2 uv; \n"
"uniform mat4 mvp; \n"
"varying vec2 out_uv; \n"
"void main() \n"
"{ \n"
" gl_Position = mvp * position; \n"
" out_uv = uv; \n"
"} \n";
/* fragment source */
static const gchar *cube_f_src =
"#ifdef GL_ES \n"
" precision mediump float; \n"
"#endif \n"
"varying vec2 out_uv; \n"
"uniform sampler2D texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D (texture, out_uv);\n"
"} \n";
static void
gst_gl_transformation_class_init (GstGLTransformationClass * klass)
{
GObjectClass *gobject_class;
GstElementClass *element_class;
GstBaseTransformClass *base_transform_class;
gobject_class = (GObjectClass *) klass;
element_class = GST_ELEMENT_CLASS (klass);
base_transform_class = GST_BASE_TRANSFORM_CLASS (klass);
gobject_class->set_property = gst_gl_transformation_set_property;
gobject_class->get_property = gst_gl_transformation_get_property;
base_transform_class->src_event = gst_gl_transformation_src_event;
GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_transformation_init_shader;
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GST_GL_FILTER_CLASS (klass)->display_reset_cb =
gst_gl_transformation_reset_gl;
GST_GL_FILTER_CLASS (klass)->set_caps = gst_gl_transformation_set_caps;
GST_GL_FILTER_CLASS (klass)->filter_texture =
gst_gl_transformation_filter_texture;
GST_BASE_TRANSFORM_CLASS (klass)->stop = gst_gl_transformation_stop;
g_object_class_install_property (gobject_class, PROP_FOV,
g_param_spec_float ("fov", "Fov", "Field of view angle in degrees",
0.0, G_MAXFLOAT, 90.0, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_ORTHO,
g_param_spec_boolean ("ortho", "Orthographic",
"Use orthographic projection", FALSE,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
/* Rotation */
g_object_class_install_property (gobject_class, PROP_ROTATION_X,
g_param_spec_float ("rotation-x", "X Rotation",
"Rotates the video around the X-Axis in degrees.",
-G_MAXFLOAT, G_MAXFLOAT, 0.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_ROTATION_Y,
g_param_spec_float ("rotation-y", "Y Rotation",
"Rotates the video around the Y-Axis in degrees.",
-G_MAXFLOAT, G_MAXFLOAT, 0.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_ROTATION_Z,
g_param_spec_float ("rotation-z", "Z Rotation",
"Rotates the video around the Z-Axis in degrees.",
-G_MAXFLOAT, G_MAXFLOAT, 0.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
/* Translation */
g_object_class_install_property (gobject_class, PROP_TRANSLATION_X,
g_param_spec_float ("translation-x", "X Translation",
"Translates the video at the X-Axis, in universal [0-1] coordinate.",
-G_MAXFLOAT, G_MAXFLOAT, 0.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_TRANSLATION_Y,
g_param_spec_float ("translation-y", "Y Translation",
"Translates the video at the Y-Axis, in universal [0-1] coordinate.",
-G_MAXFLOAT, G_MAXFLOAT, 0.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_TRANSLATION_Z,
g_param_spec_float ("translation-z", "Z Translation",
"Translates the video at the Z-Axis, in universal [0-1] coordinate.",
-G_MAXFLOAT, G_MAXFLOAT, 0.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
/* Scale */
g_object_class_install_property (gobject_class, PROP_SCALE_X,
g_param_spec_float ("scale-x", "X Scale",
"Scale multiplier for the X-Axis.",
-G_MAXFLOAT, G_MAXFLOAT, 1.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_SCALE_Y,
g_param_spec_float ("scale-y", "Y Scale",
"Scale multiplier for the Y-Axis.",
-G_MAXFLOAT, G_MAXFLOAT, 1.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
/* Pivot */
g_object_class_install_property (gobject_class, PROP_PIVOT_X,
g_param_spec_float ("pivot-x", "X Pivot",
"Rotation pivot point X coordinate, where 0 is the center,"
" -1 the lef +1 the right boarder and <-1, >1 outside.",
-G_MAXFLOAT, G_MAXFLOAT, 0.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_PIVOT_Y,
g_param_spec_float ("pivot-y", "Y Pivot",
"Rotation pivot point X coordinate, where 0 is the center,"
" -1 the lef +1 the right boarder and <-1, >1 outside.",
-G_MAXFLOAT, G_MAXFLOAT, 0.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_PIVOT_Z,
g_param_spec_float ("pivot-z", "Z Pivot",
"Relevant for rotation in 3D space. You look into the negative Z axis direction",
-G_MAXFLOAT, G_MAXFLOAT, 0.0,
G_PARAM_READABLE | G_PARAM_STATIC_STRINGS));
/* MVP */
g_object_class_install_property (gobject_class, PROP_MVP,
g_param_spec_boxed ("mvp-matrix",
"Modelview Projection Matrix",
"The final Graphene 4x4 Matrix for transformation",
GRAPHENE_TYPE_MATRIX, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
gst_element_class_set_metadata (element_class, "OpenGL transformation filter",
"Filter/Effect/Video", "Transform video on the GPU",
"Lubosz Sarnecki <lubosz@gmail.com>\n"
"Matthew Waters <matthew@centricular.com>");
GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api =
GST_GL_API_OPENGL | GST_GL_API_OPENGL3 | GST_GL_API_GLES2;
}
static void
gst_gl_transformation_init (GstGLTransformation * filter)
{
filter->shader = NULL;
filter->fov = 90;
filter->aspect = 1.0;
filter->znear = 0.1;
filter->zfar = 100;
filter->xscale = 1.0;
filter->yscale = 1.0;
filter->in_tex = 0;
gst_gl_transformation_build_mvp (filter);
}
static void
gst_gl_transformation_build_mvp (GstGLTransformation * transformation)
{
GstGLFilter *filter = GST_GL_FILTER (transformation);
graphene_matrix_t modelview_matrix;
if (!filter->out_info.finfo) {
graphene_matrix_init_identity (&transformation->model_matrix);
graphene_matrix_init_identity (&transformation->view_matrix);
graphene_matrix_init_identity (&transformation->projection_matrix);
} else {
graphene_point3d_t translation_vector =
GRAPHENE_POINT3D_INIT (transformation->xtranslation * 2.0 *
transformation->aspect,
transformation->ytranslation * 2.0,
transformation->ztranslation * 2.0);
graphene_point3d_t pivot_vector =
GRAPHENE_POINT3D_INIT (-transformation->xpivot * transformation->aspect,
transformation->ypivot,
-transformation->zpivot);
graphene_point3d_t negative_pivot_vector;
graphene_vec3_t eye;
graphene_vec3_t center;
graphene_vec3_t up;
gboolean passthrough;
graphene_vec3_init (&eye, 0.f, 0.f, 1.f);
graphene_vec3_init (&center, 0.f, 0.f, 0.f);
graphene_vec3_init (&up, 0.f, 1.f, 0.f);
/* Translate into pivot origin */
graphene_matrix_init_translate (&transformation->model_matrix, &pivot_vector);
/* Scale */
graphene_matrix_scale (&transformation->model_matrix,
transformation->xscale, transformation->yscale, 1.0f);
/* Rotation */
graphene_matrix_rotate (&transformation->model_matrix,
transformation->xrotation, graphene_vec3_x_axis ());
graphene_matrix_rotate (&transformation->model_matrix,
transformation->yrotation, graphene_vec3_y_axis ());
graphene_matrix_rotate (&transformation->model_matrix,
transformation->zrotation, graphene_vec3_z_axis ());
/* Translate back from pivot origin */
graphene_point3d_scale (&pivot_vector, -1.0, &negative_pivot_vector);
graphene_matrix_translate (&transformation->model_matrix,
&negative_pivot_vector);
/* Translation */
graphene_matrix_translate (&transformation->model_matrix,
&translation_vector);
if (transformation->ortho) {
graphene_matrix_init_ortho (&transformation->projection_matrix,
-transformation->aspect, transformation->aspect,
-1, 1, transformation->znear, transformation->zfar);
} else {
graphene_matrix_init_perspective (&transformation->projection_matrix,
transformation->fov,
transformation->aspect, transformation->znear, transformation->zfar);
}
graphene_matrix_init_look_at (&transformation->view_matrix, &eye, &center,
&up);
passthrough = transformation->xtranslation == 0.
&& transformation->ytranslation == 0.
&& transformation->ztranslation == 0.
&& transformation->xrotation == 0.
&& transformation->yrotation == 0.
&& transformation->zrotation == 0.
&& transformation->xscale == 1.
&& transformation->yscale == 1.
&& gst_video_info_is_equal (&filter->in_info, &filter->out_info);
gst_base_transform_set_passthrough (GST_BASE_TRANSFORM (transformation),
passthrough);
}
graphene_matrix_multiply (&transformation->model_matrix,
&transformation->view_matrix, &modelview_matrix);
graphene_matrix_multiply (&modelview_matrix,
&transformation->projection_matrix, &transformation->mvp_matrix);
}
static void
gst_gl_transformation_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec)
{
GstGLTransformation *filter = GST_GL_TRANSFORMATION (object);
switch (prop_id) {
case PROP_FOV:
filter->fov = g_value_get_float (value);
break;
case PROP_ORTHO:
filter->ortho = g_value_get_boolean (value);
break;
case PROP_TRANSLATION_X:
filter->xtranslation = g_value_get_float (value);
break;
case PROP_TRANSLATION_Y:
filter->ytranslation = g_value_get_float (value);
break;
case PROP_TRANSLATION_Z:
filter->ztranslation = g_value_get_float (value);
break;
case PROP_ROTATION_X:
filter->xrotation = g_value_get_float (value);
break;
case PROP_ROTATION_Y:
filter->yrotation = g_value_get_float (value);
break;
case PROP_ROTATION_Z:
filter->zrotation = g_value_get_float (value);
break;
case PROP_SCALE_X:
filter->xscale = g_value_get_float (value);
break;
case PROP_SCALE_Y:
filter->yscale = g_value_get_float (value);
break;
case PROP_PIVOT_X:
filter->xpivot = g_value_get_float (value);
break;
case PROP_PIVOT_Y:
filter->ypivot = g_value_get_float (value);
break;
case PROP_PIVOT_Z:
filter->zpivot = g_value_get_float (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
gst_gl_transformation_build_mvp (filter);
}
static void
gst_gl_transformation_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec)
{
GstGLTransformation *filter = GST_GL_TRANSFORMATION (object);
switch (prop_id) {
case PROP_FOV:
g_value_set_float (value, filter->fov);
break;
case PROP_ORTHO:
g_value_set_boolean (value, filter->ortho);
break;
case PROP_TRANSLATION_X:
g_value_set_float (value, filter->xtranslation);
break;
case PROP_TRANSLATION_Y:
g_value_set_float (value, filter->ytranslation);
break;
case PROP_TRANSLATION_Z:
g_value_set_float (value, filter->ztranslation);
break;
case PROP_ROTATION_X:
g_value_set_float (value, filter->xrotation);
break;
case PROP_ROTATION_Y:
g_value_set_float (value, filter->yrotation);
break;
case PROP_ROTATION_Z:
g_value_set_float (value, filter->zrotation);
break;
case PROP_SCALE_X:
g_value_set_float (value, filter->xscale);
break;
case PROP_SCALE_Y:
g_value_set_float (value, filter->yscale);
break;
case PROP_PIVOT_X:
g_value_set_float (value, filter->xpivot);
break;
case PROP_PIVOT_Y:
g_value_set_float (value, filter->ypivot);
break;
case PROP_PIVOT_Z:
g_value_set_float (value, filter->zpivot);
break;
case PROP_MVP:
g_value_set_boxed (value, (gconstpointer) & filter->mvp_matrix);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static gboolean
gst_gl_transformation_set_caps (GstGLFilter * filter, GstCaps * incaps,
GstCaps * outcaps)
{
GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
transformation->aspect =
(gdouble) GST_VIDEO_INFO_WIDTH (&filter->out_info) /
(gdouble) GST_VIDEO_INFO_HEIGHT (&filter->out_info);
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transformation->caps_change = TRUE;
gst_gl_transformation_build_mvp (transformation);
return TRUE;
}
static void
_find_plane_normal (const graphene_point3d_t * A, const graphene_point3d_t * B,
const graphene_point3d_t * C, graphene_vec3_t * plane_normal)
{
graphene_vec3_t U, V, A_v, B_v, C_v;
graphene_point3d_to_vec3 (A, &A_v);
graphene_point3d_to_vec3 (B, &B_v);
graphene_point3d_to_vec3 (C, &C_v);
graphene_vec3_subtract (&B_v, &A_v, &U);
graphene_vec3_subtract (&C_v, &A_v, &V);
graphene_vec3_cross (&U, &V, plane_normal);
graphene_vec3_normalize (plane_normal, plane_normal);
}
static void
_find_model_coords (GstGLTransformation * transformation,
const graphene_point3d_t * screen_coords, graphene_point3d_t * res)
{
graphene_matrix_t modelview, inverse_proj, inverse_modelview;
graphene_vec4_t v1, v2;
graphene_point3d_t p1;
gfloat w;
graphene_vec4_init (&v1, screen_coords->x, screen_coords->y, screen_coords->z,
1.);
graphene_matrix_inverse (&transformation->projection_matrix, &inverse_proj);
graphene_matrix_transform_vec4 (&inverse_proj, &v1, &v2);
/* perspective division */
w = graphene_vec4_get_w (&v2);
p1.x = graphene_vec4_get_x (&v2) / w;
p1.y = graphene_vec4_get_y (&v2) / w;
p1.z = graphene_vec4_get_z (&v2) / w;
graphene_matrix_multiply (&transformation->model_matrix,
&transformation->view_matrix, &modelview);
graphene_matrix_inverse (&modelview, &inverse_modelview);
graphene_matrix_transform_point3d (&inverse_modelview, &p1, res);
}
static gboolean
gst_gl_transformation_src_event (GstBaseTransform * trans, GstEvent * event)
{
GstGLTransformation *transformation = GST_GL_TRANSFORMATION (trans);
GstGLFilter *filter = GST_GL_FILTER (trans);
gdouble new_x, new_y, x, y;
GstStructure *structure;
gboolean ret;
GST_DEBUG_OBJECT (trans, "handling %s event", GST_EVENT_TYPE_NAME (event));
switch (GST_EVENT_TYPE (event)) {
case GST_EVENT_NAVIGATION:
event =
GST_EVENT (gst_mini_object_make_writable (GST_MINI_OBJECT (event)));
structure = (GstStructure *) gst_event_get_structure (event);
if (gst_structure_get_double (structure, "pointer_x", &x) &&
gst_structure_get_double (structure, "pointer_y", &y)) {
gfloat w = (gfloat) GST_VIDEO_INFO_WIDTH (&filter->in_info);
gfloat h = (gfloat) GST_VIDEO_INFO_HEIGHT (&filter->in_info);
graphene_point3d_t screen_point_near, screen_point_far;
graphene_point3d_t model_coord_near, model_coord_far;
graphene_point3d_t bottom_left, bottom_right, top_left, top_right;
graphene_point3d_t result;
graphene_vec3_t plane_normal;
graphene_plane_t video_plane;
gfloat d;
GST_DEBUG_OBJECT (trans, "converting %f,%f", x, y);
graphene_point3d_init (&top_left, -1., 1., 0.);
graphene_point3d_init (&top_right, 1., 1., 0.);
graphene_point3d_init (&bottom_left, -1., -1., 0.);
graphene_point3d_init (&bottom_right, 1., -1., 0.);
/* to NDC */
graphene_point3d_init (&screen_point_near, 2. * x / w - 1.,
2. * y / h - 1., -1.);
graphene_point3d_init (&screen_point_far, 2. * x / w - 1.,
2. * y / h - 1., 1.);
_find_plane_normal (&bottom_left, &top_left, &top_right, &plane_normal);
graphene_plane_init_from_point (&video_plane, &plane_normal, &top_left);
d = graphene_plane_get_constant (&video_plane);
/* get the closest and furthest points in the viewing area for the
* specified screen coordinate in order to construct a ray */
_find_model_coords (transformation, &screen_point_near,
&model_coord_near);
_find_model_coords (transformation, &screen_point_far,
&model_coord_far);
{
graphene_vec3_t model_coord_near_vec3, model_coord_far_vec3;
graphene_vec3_t tmp, intersection, coord_dir;
gfloat num, denom, t;
/* get the direction of the ray */
graphene_point3d_to_vec3 (&model_coord_near, &model_coord_near_vec3);
graphene_point3d_to_vec3 (&model_coord_far, &model_coord_far_vec3);
graphene_vec3_subtract (&model_coord_near_vec3, &model_coord_far_vec3,
&coord_dir);
/* Intersect the ray with the video plane to find the distance, t:
* Ray: P = P0 + t Pdir
* Plane: P dot N + d = 0
*
* Substituting for P and rearranging gives:
*
* t = (P0 dot N + d) / (Pdir dot N) */
denom = graphene_vec3_dot (&coord_dir, &plane_normal);
num = graphene_vec3_dot (&model_coord_near_vec3, &plane_normal);
t = -(num + d) / denom;
/* video coord = P0 + t Pdir */
graphene_vec3_scale (&coord_dir, t, &tmp);
graphene_vec3_add (&tmp, &model_coord_near_vec3, &intersection);
graphene_point3d_init_from_vec3 (&result, &intersection);
}
new_x = (result.x / transformation->aspect + 1.) * w / 2;
new_y = (result.y + 1.) * h / 2;
if (new_x < 0. || new_x > w || new_y < 0 || new_y > h) {
/* coords off video surface */
gst_event_unref (event);
return TRUE;
}
GST_DEBUG_OBJECT (trans, "to %fx%f", new_x, new_y);
gst_structure_set (structure, "pointer_x", G_TYPE_DOUBLE, new_x,
"pointer_y", G_TYPE_DOUBLE, new_y, NULL);
}
break;
default:
break;
}
ret = GST_BASE_TRANSFORM_CLASS (parent_class)->src_event (trans, event);
return ret;
}
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static void
gst_gl_transformation_reset_gl (GstGLFilter * filter)
{
GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
const GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
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if (transformation->vao) {
gl->DeleteVertexArrays (1, &transformation->vao);
transformation->vao = 0;
}
if (transformation->vertex_buffer) {
gl->DeleteBuffers (1, &transformation->vertex_buffer);
transformation->vertex_buffer = 0;
}
if (transformation->vbo_indices) {
gl->DeleteBuffers (1, &transformation->vbo_indices);
transformation->vbo_indices = 0;
}
if (transformation->shader) {
gst_object_unref (transformation->shader);
transformation->shader = NULL;
}
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}
static gboolean
gst_gl_transformation_stop (GstBaseTransform * trans)
{
GstGLBaseFilter *basefilter = GST_GL_BASE_FILTER (trans);
GstGLTransformation *transformation = GST_GL_TRANSFORMATION (trans);
/* blocking call, wait until the opengl thread has destroyed the shader */
if (basefilter->context && transformation->shader) {
gst_gl_context_del_shader (basefilter->context, transformation->shader);
transformation->shader = NULL;
}
return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans);
}
static gboolean
gst_gl_transformation_init_shader (GstGLFilter * filter)
{
GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
if (transformation->shader) {
gst_object_unref (transformation->shader);
transformation->shader = NULL;
}
if (gst_gl_context_get_gl_api (GST_GL_BASE_FILTER (filter)->context)) {
/* blocking call, wait until the opengl thread has compiled the shader */
return gst_gl_context_gen_shader (GST_GL_BASE_FILTER (filter)->context,
cube_v_src, cube_f_src, &transformation->shader);
}
return TRUE;
}
static gboolean
gst_gl_transformation_filter_texture (GstGLFilter * filter, guint in_tex,
guint out_tex)
{
GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
transformation->in_tex = in_tex;
/* blocking call, use a FBO */
gst_gl_context_use_fbo_v2 (GST_GL_BASE_FILTER (filter)->context,
GST_VIDEO_INFO_WIDTH (&filter->out_info),
GST_VIDEO_INFO_HEIGHT (&filter->out_info),
filter->fbo, filter->depthbuffer,
out_tex, gst_gl_transformation_callback, (gpointer) transformation);
return TRUE;
}
static const GLushort indices[] = { 0, 1, 2, 3, 0 };
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static void
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_upload_vertices (GstGLTransformation * transformation)
{
const GstGLFuncs *gl =
GST_GL_BASE_FILTER (transformation)->context->gl_vtable;
/* *INDENT-OFF* */
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GLfloat vertices[] = {
-transformation->aspect, 1.0, 0.0, 1.0, 0.0, 1.0,
transformation->aspect, 1.0, 0.0, 1.0, 1.0, 1.0,
transformation->aspect, -1.0, 0.0, 1.0, 1.0, 0.0,
-transformation->aspect, -1.0, 0.0, 1.0, 0.0, 0.0
};
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/* *INDENT-ON* */
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gl->BindBuffer (GL_ARRAY_BUFFER, transformation->vertex_buffer);
gl->BufferData (GL_ARRAY_BUFFER, 4 * 6 * sizeof (GLfloat), vertices,
GL_STATIC_DRAW);
}
static void
_bind_buffer (GstGLTransformation * transformation)
{
const GstGLFuncs *gl =
GST_GL_BASE_FILTER (transformation)->context->gl_vtable;
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gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, transformation->vbo_indices);
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gl->BindBuffer (GL_ARRAY_BUFFER, transformation->vertex_buffer);
/* Load the vertex position */
gl->VertexAttribPointer (transformation->attr_position, 4, GL_FLOAT,
GL_FALSE, 6 * sizeof (GLfloat), (void *) 0);
/* Load the texture coordinate */
gl->VertexAttribPointer (transformation->attr_texture, 2, GL_FLOAT, GL_FALSE,
6 * sizeof (GLfloat), (void *) (4 * sizeof (GLfloat)));
gl->EnableVertexAttribArray (transformation->attr_position);
gl->EnableVertexAttribArray (transformation->attr_texture);
}
static void
_unbind_buffer (GstGLTransformation * transformation)
{
const GstGLFuncs *gl =
GST_GL_BASE_FILTER (transformation)->context->gl_vtable;
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
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gl->BindBuffer (GL_ARRAY_BUFFER, 0);
gl->DisableVertexAttribArray (transformation->attr_position);
gl->DisableVertexAttribArray (transformation->attr_texture);
}
static void
gst_gl_transformation_callback (gpointer stuff)
{
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
GLfloat temp_matrix[16];
gst_gl_context_clear_shader (GST_GL_BASE_FILTER (filter)->context);
gl->BindTexture (GL_TEXTURE_2D, 0);
gl->ClearColor (0.f, 0.f, 0.f, 0.f);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gst_gl_shader_use (transformation->shader);
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, transformation->in_tex);
gst_gl_shader_set_uniform_1i (transformation->shader, "texture", 0);
graphene_matrix_to_float (&transformation->mvp_matrix, temp_matrix);
gst_gl_shader_set_uniform_matrix_4fv (transformation->shader, "mvp",
1, GL_FALSE, temp_matrix);
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if (!transformation->vertex_buffer) {
transformation->attr_position =
gst_gl_shader_get_attribute_location (transformation->shader,
"position");
transformation->attr_texture =
gst_gl_shader_get_attribute_location (transformation->shader, "uv");
if (gl->GenVertexArrays) {
gl->GenVertexArrays (1, &transformation->vao);
gl->BindVertexArray (transformation->vao);
}
gl->GenBuffers (1, &transformation->vertex_buffer);
gl->GenBuffers (1, &transformation->vbo_indices);
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, transformation->vbo_indices);
gl->BufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices,
GL_STATIC_DRAW);
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transformation->caps_change = TRUE;
}
if (gl->GenVertexArrays)
gl->BindVertexArray (transformation->vao);
if (transformation->caps_change) {
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_upload_vertices (transformation);
_bind_buffer (transformation);
} else if (!gl->GenVertexArrays) {
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_bind_buffer (transformation);
}
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gl->DrawElements (GL_TRIANGLE_STRIP, 5, GL_UNSIGNED_SHORT, 0);
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if (gl->GenVertexArrays)
gl->BindVertexArray (0);
else
_unbind_buffer (transformation);
gst_gl_context_clear_shader (GST_GL_BASE_FILTER (filter)->context);
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transformation->caps_change = FALSE;
}