mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-12-20 23:36:38 +00:00
gltestsrc: implement snow pattern with GLSL.
https://bugzilla.gnome.org/show_bug.cgi?id=735131
This commit is contained in:
parent
82a3a34475
commit
3736f944b5
4 changed files with 114 additions and 20 deletions
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@ -189,29 +189,78 @@ gst_gl_test_src_smpte (GstGLTestSrc * v, GstBuffer * buffer, int w, int h)
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}
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void
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gst_gl_test_src_snow (GstGLTestSrc * v, GstBuffer * buffer, int w, int h)
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gst_gl_test_src_shader (GstGLTestSrc * v, GstBuffer * buffer, int w, int h)
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{
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#if GST_GL_HAVE_OPENGL
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if (gst_gl_context_get_gl_api (v->context) & GST_GL_API_OPENGL) {
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glClearColor (0.0, 0.0, 0.0, 1.0);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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GstGLFuncs *gl = v->context->gl_vtable;
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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/* *INDENT-OFF* */
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/* FIXME snow requires a fragment shader. Please write. */
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glColor4f (0.5, 0.5, 0.5, 1.0);
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glBegin (GL_QUADS);
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glVertex3f (-1.0 + 2.0 * (0.0), -1.0 + 2.0 * 1, 0);
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glVertex3f (-1.0 + 2.0 * (1.0), -1.0 + 2.0 * 1, 0);
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glVertex3f (-1.0 + 2.0 * (1.0), -1.0 + 2.0 * (0.0), 0);
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glVertex3f (-1.0 + 2.0 * (0.0), -1.0 + 2.0 * (0.0), 0);
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glEnd ();
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const GLfloat positions[] = {
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-1.0, 1.0, 0.0, 1.0,
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1.0, 1.0, 0.0, 1.0,
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1.0, -1.0, 0.0, 1.0,
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-1.0, -1.0, 0.0, 1.0,
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};
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const GLfloat identitiy_matrix[] = {
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0,
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};
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const GLfloat uvs[] = {
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0.0, 1.0,
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1.0, 1.0,
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1.0, 0.0,
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0.0, 0.0,
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};
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/* *INDENT-ON* */
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GLushort indices[] = { 0, 1, 2, 3, 0 };
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GLint attr_position_loc = 0;
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GLint attr_uv_loc = 0;
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if (gst_gl_context_get_gl_api (v->context)) {
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gst_gl_context_clear_shader (v->context);
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gl->BindTexture (GL_TEXTURE_2D, 0);
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gl->Disable (GL_TEXTURE_2D);
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gst_gl_shader_use (v->shader);
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attr_position_loc =
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gst_gl_shader_get_attribute_location (v->shader, "position");
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attr_uv_loc = gst_gl_shader_get_attribute_location (v->shader, "uv");
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/* Load the vertex position */
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gl->VertexAttribPointer (attr_position_loc, 4, GL_FLOAT,
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GL_FALSE, 0, positions);
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/* Load the texture coordinate */
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gl->VertexAttribPointer (attr_uv_loc, 2, GL_FLOAT, GL_FALSE, 0, uvs);
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gl->EnableVertexAttribArray (attr_position_loc);
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gl->EnableVertexAttribArray (attr_uv_loc);
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gst_gl_shader_set_uniform_matrix_4fv (v->shader, "mvp",
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1, GL_FALSE, identitiy_matrix);
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gst_gl_shader_set_uniform_1f (v->shader, "time",
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(gfloat) v->running_time / GST_SECOND);
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gst_gl_shader_set_uniform_1f (v->shader, "aspect_ratio",
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(gfloat) w / (gfloat) h);
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gl->DrawElements (GL_TRIANGLE_STRIP, 5, GL_UNSIGNED_SHORT, indices);
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gl->DisableVertexAttribArray (attr_position_loc);
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gl->DisableVertexAttribArray (attr_uv_loc);
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gst_gl_context_clear_shader (v->context);
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}
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#endif
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}
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static void
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@ -32,7 +32,7 @@ struct vts_color_struct {
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void gst_gl_test_src_smpte (GstGLTestSrc * v,
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GstBuffer *buffer, int w, int h);
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void gst_gl_test_src_snow (GstGLTestSrc * v,
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void gst_gl_test_src_shader (GstGLTestSrc * v,
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GstBuffer *buffer, int w, int h);
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void gst_gl_test_src_black (GstGLTestSrc * v,
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GstBuffer *buffer, int w, int h);
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@ -111,6 +111,8 @@ static gboolean gst_gl_test_src_decide_allocation (GstBaseSrc * basesrc,
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static void gst_gl_test_src_callback (gpointer stuff);
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static gboolean gst_gl_test_src_init_shader (GstGLTestSrc * gltestsrc);
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#define GST_TYPE_GL_TEST_SRC_PATTERN (gst_gl_test_src_pattern_get_type ())
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static GType
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gst_gl_test_src_pattern_get_type (void)
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@ -227,6 +229,27 @@ gst_gl_test_src_fixate (GstBaseSrc * bsrc, GstCaps * caps)
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return caps;
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}
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const gchar *snow_vertex_src = "attribute vec4 position; \
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attribute vec2 uv; \
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uniform mat4 mvp; \
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varying vec2 out_uv; \
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void main() \
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{ \
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gl_Position = mvp * position; \
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out_uv = uv; \
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}";
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const gchar *snow_fragment_src = "uniform float time; \
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varying vec2 out_uv; \
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\
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float rand(vec2 co){ \
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return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453); \
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} \
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void main() \
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{ \
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gl_FragColor = rand(time * out_uv) * vec4(1); \
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}";
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static void
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gst_gl_test_src_set_pattern (GstGLTestSrc * gltestsrc, gint pattern_type)
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{
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@ -239,7 +262,9 @@ gst_gl_test_src_set_pattern (GstGLTestSrc * gltestsrc, gint pattern_type)
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gltestsrc->make_image = gst_gl_test_src_smpte;
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break;
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case GST_GL_TEST_SRC_SNOW:
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gltestsrc->make_image = gst_gl_test_src_snow;
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gltestsrc->vertex_src = snow_vertex_src;
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gltestsrc->fragment_src = snow_fragment_src;
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gltestsrc->make_image = gst_gl_test_src_shader;
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break;
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case GST_GL_TEST_SRC_BLACK:
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gltestsrc->make_image = gst_gl_test_src_black;
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@ -446,6 +471,19 @@ gst_gl_test_src_is_seekable (GstBaseSrc * psrc)
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return TRUE;
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}
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static gboolean
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gst_gl_test_src_init_shader (GstGLTestSrc * gltestsrc)
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{
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if (gst_gl_context_get_gl_api (gltestsrc->context)) {
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/* blocking call, wait until the opengl thread has compiled the shader */
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if (gltestsrc->vertex_src == NULL)
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return FALSE;
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return gst_gl_context_gen_shader (gltestsrc->context, gltestsrc->vertex_src,
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gltestsrc->fragment_src, &gltestsrc->shader);
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}
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return TRUE;
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}
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static GstFlowReturn
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gst_gl_test_src_fill (GstPushSrc * psrc, GstBuffer * buffer)
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{
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@ -691,6 +729,8 @@ gst_gl_test_src_decide_allocation (GstBaseSrc * basesrc, GstQuery * query)
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else
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gst_query_add_allocation_pool (query, pool, size, min, max);
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gst_gl_test_src_init_shader (src);
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gst_object_unref (pool);
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return TRUE;
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@ -98,6 +98,8 @@ struct _GstGLTestSrc {
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GLuint fbo;
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GLuint depthbuffer;
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GstGLShader *shader;
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GstBuffer* buffer;
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GstBufferPool *pool;
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@ -111,6 +113,9 @@ struct _GstGLTestSrc {
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gint64 n_frames; /* total frames sent */
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gboolean negotiated;
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const gchar *vertex_src;
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const gchar *fragment_src;
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void (*make_image) (GstGLTestSrc* v, GstBuffer* buffer, gint w, gint h);
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};
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