glfiltershader: port to GLES2

Provide a time variable
This commit is contained in:
Matthew Waters 2014-06-16 20:36:09 +10:00
parent 806a168b2e
commit 19e8dbd6ac
2 changed files with 96 additions and 8 deletions

View file

@ -60,6 +60,15 @@ enum
PROP_VARIABLES
};
static const gchar text_vertex_shader[] =
"attribute vec4 a_position; \n"
"attribute vec2 a_texcoord; \n"
"varying vec2 v_texcoord; \n"
"void main() \n"
"{ \n"
" gl_Position = a_position; \n"
" v_texcoord = a_texcoord; \n" "} \n";
#define GST_CAT_DEFAULT gst_gl_filtershader_debug
GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
@ -80,6 +89,8 @@ static gboolean gst_gl_filtershader_load_shader (GstGLFilterShader *
static gboolean gst_gl_filtershader_load_variables (GstGLFilterShader *
filter_shader, char *filename, char **storage);
static gboolean gst_gl_filtershader_init_shader (GstGLFilter * filter);
static gboolean gst_gl_filtershader_filter (GstGLFilter * filter,
GstBuffer * inbuf, GstBuffer * outbuf);
static gboolean gst_gl_filtershader_filter_texture (GstGLFilter * filter,
guint in_tex, guint out_tex);
static void gst_gl_filtershader_hcallback (gint width, gint height,
@ -136,6 +147,7 @@ gst_gl_filtershader_class_init (GstGLFilterShaderClass * klass)
"OpenGL fragment shader filter", "Filter/Effect",
"Load GLSL fragment shader from file", "<luc.deschenaux@freesurf.ch>");
GST_GL_FILTER_CLASS (klass)->filter = gst_gl_filtershader_filter;
GST_GL_FILTER_CLASS (klass)->filter_texture =
gst_gl_filtershader_filter_texture;
GST_GL_FILTER_CLASS (klass)->display_init_cb =
@ -318,8 +330,8 @@ gst_gl_filtershader_init_shader (GstGLFilter * filter)
return FALSE;
//blocking call, wait the opengl thread has compiled the shader
if (!gst_gl_context_gen_shader (filter->context, 0, hfilter_fragment_source,
&filtershader->shader0))
if (!gst_gl_context_gen_shader (filter->context, text_vertex_shader,
hfilter_fragment_source, &filtershader->shader0))
return FALSE;
@ -332,6 +344,43 @@ gst_gl_filtershader_init_shader (GstGLFilter * filter)
return TRUE;
}
static inline gboolean
_gst_clock_time_to_double (GstClockTime time, gdouble * result)
{
if (!GST_CLOCK_TIME_IS_VALID (time))
return FALSE;
*result = (gdouble) time / GST_SECOND;
return TRUE;
}
static inline gboolean
_gint64_time_val_to_double (gint64 time, gdouble * result)
{
if (time == -1)
return FALSE;
*result = (gdouble) time / GST_USECOND;
return TRUE;
}
static gboolean
gst_gl_filtershader_filter (GstGLFilter * filter, GstBuffer * inbuf,
GstBuffer * outbuf)
{
GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
if (!_gst_clock_time_to_double (GST_BUFFER_PTS (inbuf), &filtershader->time)) {
if (!_gst_clock_time_to_double (GST_BUFFER_DTS (inbuf),
&filtershader->time))
_gint64_time_val_to_double (g_get_monotonic_time (), &filtershader->time);
}
return gst_gl_filter_filter_texture (filter, inbuf, outbuf);
}
static gboolean
gst_gl_filtershader_filter_texture (GstGLFilter * filter, guint in_tex,
guint out_tex)
@ -351,18 +400,39 @@ gst_gl_filtershader_hcallback (gint width, gint height, guint texture,
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
GstGLFuncs *gl = filter->context->gl_vtable;
const GLfloat vVertices[] = {
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
1.0, -1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, -1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f, 0.0f, 1.0f
};
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
#if GST_GL_HAVE_OPENGL
if (gst_gl_context_get_gl_api (filter->context) & GST_GL_API_OPENGL) {
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
}
#endif
gst_gl_shader_use (filtershader->shader0);
gl->ActiveTexture (GL_TEXTURE1);
gl->ActiveTexture (GL_TEXTURE0);
gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (filtershader->shader0, "tex", 1);
gst_gl_shader_set_uniform_1i (filtershader->shader0, "tex", 0);
gst_gl_shader_set_uniform_1f (filtershader->shader0, "width", width);
gst_gl_shader_set_uniform_1f (filtershader->shader0, "height", height);
gst_gl_shader_set_uniform_1f (filtershader->shader0, "time",
filtershader->time);
filtershader->attr_position_loc =
gst_gl_shader_get_attribute_location (filtershader->shader0,
"a_position");
filtershader->attr_texture_loc =
gst_gl_shader_get_attribute_location (filtershader->shader0,
"a_texcoord");
if (hfilter_fragment_variables[0]) {
gst_gl_filtershader_variables_parse (filtershader->shader0,
@ -377,6 +447,21 @@ gst_gl_filtershader_hcallback (gint width, gint height, guint texture,
hfilter_fragment_variables[1] = 0;
}
gst_gl_filter_draw_texture (filter, texture, width, height);
gl->Clear (GL_COLOR_BUFFER_BIT);
gl->EnableVertexAttribArray (filtershader->attr_position_loc);
gl->EnableVertexAttribArray (filtershader->attr_texture_loc);
/* Load the vertex position */
gl->VertexAttribPointer (filtershader->attr_position_loc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), vVertices);
/* Load the texture coordinate */
gl->VertexAttribPointer (filtershader->attr_texture_loc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
gl->DisableVertexAttribArray (filtershader->attr_position_loc);
gl->DisableVertexAttribArray (filtershader->attr_texture_loc);
}

View file

@ -42,7 +42,10 @@ struct _GstGLFilterShader
gchar *filename;
gchar *presetfile;
int texSet;
gdouble time;
gint attr_position_loc;
gint attr_texture_loc;
};
struct _GstGLFilterShaderClass