mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-24 02:31:03 +00:00
[372/906] make sdlshare example work on linux. Fix bug #593486
This commit is contained in:
parent
008b400f4c
commit
785e001a1a
1 changed files with 114 additions and 92 deletions
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@ -23,16 +23,17 @@
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#ifdef WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#endif
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#if defined(__APPLE__) && defined(__MACH__)
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#include <OpenGL/gl.h> // Header File For The OpenGL32 Library
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#include <OpenGL/glu.h> // Header File For The GLu32 Library
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#else
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#include <GL/gl.h> // Header File For The OpenGL32 Library
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#include <GL/glu.h> // Header File For The GLu32 Library
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#endif
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#include "SDL.h"
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#include "SDL_opengl.h"
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#endif
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#ifndef WIN32
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#include <GL/glx.h>
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#include "SDL/SDL.h"
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#include "SDL/SDL_opengl.h"
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#include "SDL/SDL_syswm.h"
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#endif
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#include <GL/gl.h> // Header File For The OpenGL32 Library
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#include <GL/glu.h> // Header File For The GLu32 Library
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/* hack */
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typedef struct _GstGLBuffer GstGLBuffer;
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@ -54,100 +55,111 @@ float rtri = 0.0f;
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float rquad = 0.0f;
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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void
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InitGL (int Width, int Height) // We call this right after our OpenGL window is created.
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{
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glViewport(0, 0, Width, Height);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glViewport (0, 0, Width, Height);
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glClearColor (0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth (1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc (GL_LESS); // The Type Of Depth Test To Do
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glEnable (GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel (GL_SMOOTH); // Enables Smooth Color Shading
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity (); // Reset The Projection Matrix
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
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gluPerspective (45.0f, (GLfloat) Width / (GLfloat) Height, 0.1f, 100.0f); // Calculate The Aspect Ratio Of The Window
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glMatrixMode(GL_MODELVIEW);
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glMatrixMode (GL_MODELVIEW);
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}
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/* The main drawing function. */
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void DrawGLScene(GstGLBuffer *gst_gl_buf)
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void
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DrawGLScene (GstGLBuffer * gst_gl_buf)
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{
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GLuint texture = gst_gl_buf->texture;
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GLfloat width = (GLfloat) gst_gl_buf->width;
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GLfloat height = (GLfloat) gst_gl_buf->height;
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
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glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity (); // Reset The View
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glTranslatef (-1.5f, 0.0f, -6.0f); // Move Left 1.5 Units And Into The Screen 6.0
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glRotatef (rtri, 0.0f, 1.0f, 0.0f); // Rotate The Triangle On The Y axis
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// draw a triangle (in smooth coloring mode)
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glBegin(GL_POLYGON); // start drawing a polygon
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glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
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glVertex3f( 0.0f, 1.0f, 0.0f); // Top
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glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
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glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
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glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
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glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
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glEnd(); // we're done with the polygon (smooth color interpolation)
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glBegin (GL_POLYGON); // start drawing a polygon
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glColor3f (1.0f, 0.0f, 0.0f); // Set The Color To Red
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glVertex3f (0.0f, 1.0f, 0.0f); // Top
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glColor3f (0.0f, 1.0f, 0.0f); // Set The Color To Green
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glVertex3f (1.0f, -1.0f, 0.0f); // Bottom Right
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glColor3f (0.0f, 0.0f, 1.0f); // Set The Color To Blue
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glVertex3f (-1.0f, -1.0f, 0.0f); // Bottom Left
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glEnd (); // we're done with the polygon (smooth color interpolation)
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glLoadIdentity(); // make sure we're no longer rotated.
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glTranslatef(1.5f,0.0f,-6.0f); // Move Right 3 Units, and back into the screen 6.0
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glRotatef(rquad,1.0f,0.0f,0.0f); // Rotate The Quad On The X axis
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glLoadIdentity (); // make sure we're no longer rotated.
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glTranslatef (1.5f, 0.0f, -6.0f); // Move Right 3 Units, and back into the screen 6.0
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glRotatef (rquad, 1.0f, 0.0f, 0.0f); // Rotate The Quad On The X axis
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// draw a square (quadrilateral)
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glColor3f(0.5f,0.5f,1.0f); // set color to a blue shade.
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glBegin(GL_QUADS); // start drawing a polygon (4 sided)
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glColor3f (0.5f, 0.5f, 1.0f); // set color to a blue shade.
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glBegin (GL_QUADS); // start drawing a polygon (4 sided)
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glTexCoord3f (0.0f, height, 0.0f);
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glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
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glVertex3f (-1.0f, 1.0f, 0.0f); // Top Left
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glTexCoord3f (width, height, 0.0f);
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glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right
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glVertex3f (1.0f, 1.0f, 0.0f); // Top Right
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glTexCoord3f (width, 0.0f, 0.0f);
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glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
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glVertex3f (1.0f, -1.0f, 0.0f); // Bottom Right
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glTexCoord3f (0.0f, 0.0f, 0.0f);
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glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
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glEnd(); // done with the polygon
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glVertex3f (-1.0f, -1.0f, 0.0f); // Bottom Left
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glEnd (); // done with the polygon
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
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rtri+=1.0f; // Increase The Rotation Variable For The Triangle
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rquad-=1.0f; // Decrease The Rotation Variable For The Quad
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rtri += 1.0f; // Increase The Rotation Variable For The Triangle
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rquad -= 1.0f; // Decrease The Rotation Variable For The Quad
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// swap buffers to display, since we're double buffered.
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SDL_GL_SwapBuffers();
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SDL_GL_SwapBuffers ();
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}
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gboolean update_sdl_scene (GstElement *fakesink)
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gboolean
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update_sdl_scene (void *fk)
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{
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GMainLoop *loop = g_object_get_data (G_OBJECT (fakesink), "loop");
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GAsyncQueue *queue_input_buf = g_object_get_data (G_OBJECT (fakesink), "queue_input_buf");
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GAsyncQueue *queue_output_buf = g_object_get_data (G_OBJECT (fakesink), "queue_output_buf");
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GstGLBuffer *gst_gl_buf = g_async_queue_pop (queue_input_buf);
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GstElement *fakesink = (GstElement *) fk;
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GMainLoop *loop =
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(GMainLoop *) g_object_get_data (G_OBJECT (fakesink), "loop");
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GAsyncQueue *queue_input_buf =
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(GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink),
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"queue_input_buf");
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GAsyncQueue *queue_output_buf =
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(GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink),
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"queue_output_buf");
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GstGLBuffer *gst_gl_buf = (GstGLBuffer *) g_async_queue_pop (queue_input_buf);
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SDL_Event event;
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while ( SDL_PollEvent(&event) ) {
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if ( event.type == SDL_QUIT ) {
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g_main_loop_quit(loop);
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while (SDL_PollEvent (&event)) {
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if (event.type == SDL_QUIT) {
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g_main_loop_quit (loop);
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}
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if ( event.type == SDL_KEYDOWN ) {
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if ( event.key.keysym.sym == SDLK_ESCAPE ) {
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g_main_loop_quit(loop);
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if (event.type == SDL_KEYDOWN) {
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if (event.key.keysym.sym == SDLK_ESCAPE) {
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g_main_loop_quit (loop);
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}
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}
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}
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DrawGLScene(gst_gl_buf);
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DrawGLScene (gst_gl_buf);
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/* push buffer so it can be unref later */
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g_async_queue_push (queue_output_buf, gst_gl_buf);
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@ -157,35 +169,41 @@ gboolean update_sdl_scene (GstElement *fakesink)
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/* fakesink handoff callback */
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void
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on_gst_buffer (GstElement *fakesink, GstBuffer *buf, GstPad *pad, gpointer data)
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on_gst_buffer (GstElement * fakesink, GstBuffer * buf, GstPad * pad,
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gpointer data)
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{
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GAsyncQueue *queue_input_buf = NULL;
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GAsyncQueue *queue_output_buf = NULL;
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/* ref then push buffer to use it in sdl */
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gst_buffer_ref (buf);
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queue_input_buf = g_object_get_data (G_OBJECT (fakesink), "queue_input_buf");
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queue_input_buf =
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(GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink),
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"queue_input_buf");
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g_async_queue_push (queue_input_buf, buf);
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if (g_async_queue_length (queue_input_buf) > 3)
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g_idle_add (update_sdl_scene, fakesink);
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g_idle_add (update_sdl_scene, (gpointer) fakesink);
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/* pop then unref buffer we have finished to use in sdl */
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queue_output_buf = g_object_get_data (G_OBJECT (fakesink), "queue_output_buf");
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queue_output_buf =
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(GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink),
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"queue_output_buf");
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if (g_async_queue_length (queue_output_buf) > 3) {
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GstBuffer *buf_old = g_async_queue_pop (queue_output_buf);
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GstBuffer *buf_old = (GstBuffer *) g_async_queue_pop (queue_output_buf);
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gst_buffer_unref (buf_old);
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}
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}
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/* gst bus signal watch callback */
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void
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end_stream_cb (GstBus *bus, GstMessage *msg, GMainLoop *loop)
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end_stream_cb (GstBus * bus, GstMessage * msg, GMainLoop * loop)
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{
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switch (GST_MESSAGE_TYPE (msg)) {
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case GST_MESSAGE_EOS:
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g_print ("End-of-stream\n");
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g_print ("For more information, try to run: GST_DEBUG=gldisplay:2 ./sdlshare\n");
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g_print
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("For more information, try to run: GST_DEBUG=gldisplay:2 ./sdlshare\n");
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break;
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case GST_MESSAGE_ERROR:
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g_main_loop_quit (loop);
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}
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int main(int argc, char **argv)
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int
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main (int argc, char **argv)
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{
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#ifdef WIN32
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@ -231,28 +250,29 @@ int main(int argc, char **argv)
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GstBus *bus = NULL;
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GstElement *glupload = NULL;
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GstElement *fakesink = NULL;
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GstState state = 0;
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GstState state;
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GAsyncQueue *queue_input_buf = NULL;
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GAsyncQueue *queue_output_buf = NULL;
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/* Initialize SDL for video output */
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if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
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fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError());
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if (SDL_Init (SDL_INIT_VIDEO) < 0) {
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fprintf (stderr, "Unable to initialize SDL: %s\n", SDL_GetError ());
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return -1;
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}
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/* Create a 640x480 OpenGL screen */
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if ( SDL_SetVideoMode(640, 480, 0, SDL_OPENGL) == NULL ) {
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fprintf(stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError());
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SDL_Quit();
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if (SDL_SetVideoMode (640, 480, 0, SDL_OPENGL) == NULL) {
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fprintf (stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError ());
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SDL_Quit ();
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return -1;
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}
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/* Set the title bar in environments that support it */
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SDL_WM_SetCaption("SDL and gst-plugins-gl", NULL);
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SDL_WM_SetCaption ("SDL and gst-plugins-gl", NULL);
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/* Loop, drawing and checking events */
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InitGL(640, 480);
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InitGL (640, 480);
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gst_init (&argc, &argv);
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loop = g_main_loop_new (NULL, FALSE);
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sdl_dc = wglGetCurrentDC ();
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wglMakeCurrent (0, 0);
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#else
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SDL_VERSION (&info.version);
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SDL_GetWMInfo (&info);
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sdl_display = info.info.x11.display;
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sdl_win = info.info.x11.wmwindow;
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sdl_win = info.info.x11.window;
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sdl_gl_context = glXGetCurrentContext ();
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glXMakeCurrent (clutter_display, None, 0);
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glXMakeCurrent (sdl_display, None, 0);
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#endif
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pipeline =
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GST_PIPELINE (gst_parse_launch
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("videotestsrc ! video/x-raw-yuv, width=320, height=240, framerate=(fraction)30/1 ! "
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"glupload ! gleffects effect=5 ! fakesink sync=1",
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NULL));
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GST_PIPELINE (gst_parse_launch
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("videotestsrc ! video/x-raw-yuv, width=320, height=240, framerate=(fraction)30/1 ! "
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"glupload ! gleffects effect=5 ! fakesink sync=1", NULL));
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bus = gst_pipeline_get_bus (GST_PIPELINE (pipeline));
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gst_bus_add_signal_watch (bus);
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/* sdl_gl_context is an external OpenGL context with which gst-plugins-gl want to share textures */
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glupload = gst_bin_get_by_name (GST_BIN (pipeline), "glupload0");
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g_object_set (G_OBJECT (glupload), "external-opengl-context", sdl_gl_context, NULL);
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g_object_set (G_OBJECT (glupload), "external-opengl-context",
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sdl_gl_context, NULL);
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g_object_unref (glupload);
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/* NULL to PAUSED state pipeline to make sure the gst opengl context is created and
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* shared with the sdl one */
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gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PAUSED);
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state = GST_STATE_PAUSED;
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if (gst_element_get_state (GST_ELEMENT (pipeline), &state, NULL,
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GST_CLOCK_TIME_NONE) != GST_STATE_CHANGE_SUCCESS) {
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if (gst_element_get_state (GST_ELEMENT (pipeline), &state, NULL,
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GST_CLOCK_TIME_NONE) != GST_STATE_CHANGE_SUCCESS) {
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g_debug ("failed to pause pipeline\n");
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return -1;
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}
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#ifdef WIN32
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wglMakeCurrent (sdl_dc, sdl_gl_context);
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#else
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glXMakeCurrent (sdl_display, sdl_win, clutter_gl_context);
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glXMakeCurrent (sdl_display, sdl_win, sdl_gl_context);
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#endif
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/* append a gst-gl texture to this queue when you do not need it no more */
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@ -339,18 +361,18 @@ int main(int argc, char **argv)
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glXMakeCurrent (sdl_display, None, 0);
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#endif
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SDL_Quit();
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SDL_Quit ();
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/* make sure there is no pending gst gl buffer in the communication queues
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* between sdl and gst-gl
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*/
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while (g_async_queue_length (queue_input_buf) > 0) {
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GstBuffer *buf = g_async_queue_pop (queue_input_buf);
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GstBuffer *buf = (GstBuffer *) g_async_queue_pop (queue_input_buf);
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gst_buffer_unref (buf);
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}
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while (g_async_queue_length (queue_output_buf) > 0) {
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GstBuffer *buf = g_async_queue_pop (queue_output_buf);
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GstBuffer *buf = (GstBuffer *) g_async_queue_pop (queue_output_buf);
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gst_buffer_unref (buf);
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}
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