[372/906] make sdlshare example work on linux. Fix bug #593486

This commit is contained in:
Miquel Àngel Farré 2009-08-31 17:18:01 +02:00 committed by Matthew Waters
parent 008b400f4c
commit 785e001a1a

View file

@ -23,16 +23,17 @@
#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#if defined(__APPLE__) && defined(__MACH__)
#include <OpenGL/gl.h> // Header File For The OpenGL32 Library
#include <OpenGL/glu.h> // Header File For The GLu32 Library
#else
#include <GL/gl.h> // Header File For The OpenGL32 Library
#include <GL/glu.h> // Header File For The GLu32 Library
#endif
#include "SDL.h"
#include "SDL_opengl.h"
#endif
#ifndef WIN32
#include <GL/glx.h>
#include "SDL/SDL.h"
#include "SDL/SDL_opengl.h"
#include "SDL/SDL_syswm.h"
#endif
#include <GL/gl.h> // Header File For The OpenGL32 Library
#include <GL/glu.h> // Header File For The GLu32 Library
/* hack */
typedef struct _GstGLBuffer GstGLBuffer;
@ -54,100 +55,111 @@ float rtri = 0.0f;
float rquad = 0.0f;
/* A general OpenGL initialization function. Sets all of the initial parameters. */
void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
void
InitGL (int Width, int Height) // We call this right after our OpenGL window is created.
{
glViewport(0, 0, Width, Height);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glViewport (0, 0, Width, Height);
glClearColor (0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth (1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc (GL_LESS); // The Type Of Depth Test To Do
glEnable (GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel (GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset The Projection Matrix
glMatrixMode (GL_PROJECTION);
glLoadIdentity (); // Reset The Projection Matrix
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
gluPerspective (45.0f, (GLfloat) Width / (GLfloat) Height, 0.1f, 100.0f); // Calculate The Aspect Ratio Of The Window
glMatrixMode(GL_MODELVIEW);
glMatrixMode (GL_MODELVIEW);
}
/* The main drawing function. */
void DrawGLScene(GstGLBuffer *gst_gl_buf)
void
DrawGLScene (GstGLBuffer * gst_gl_buf)
{
GLuint texture = gst_gl_buf->texture;
GLfloat width = (GLfloat) gst_gl_buf->width;
GLfloat height = (GLfloat) gst_gl_buf->height;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glTranslatef(-1.5f,0.0f,-6.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef(rtri,0.0f,1.0f,0.0f); // Rotate The Triangle On The Y axis
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity (); // Reset The View
glTranslatef (-1.5f, 0.0f, -6.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef (rtri, 0.0f, 1.0f, 0.0f); // Rotate The Triangle On The Y axis
// draw a triangle (in smooth coloring mode)
glBegin(GL_POLYGON); // start drawing a polygon
glColor3f(1.0f,0.0f,0.0f); // Set The Color To Red
glVertex3f( 0.0f, 1.0f, 0.0f); // Top
glColor3f(0.0f,1.0f,0.0f); // Set The Color To Green
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
glColor3f(0.0f,0.0f,1.0f); // Set The Color To Blue
glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
glEnd(); // we're done with the polygon (smooth color interpolation)
glBegin (GL_POLYGON); // start drawing a polygon
glColor3f (1.0f, 0.0f, 0.0f); // Set The Color To Red
glVertex3f (0.0f, 1.0f, 0.0f); // Top
glColor3f (0.0f, 1.0f, 0.0f); // Set The Color To Green
glVertex3f (1.0f, -1.0f, 0.0f); // Bottom Right
glColor3f (0.0f, 0.0f, 1.0f); // Set The Color To Blue
glVertex3f (-1.0f, -1.0f, 0.0f); // Bottom Left
glEnd (); // we're done with the polygon (smooth color interpolation)
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);
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);
glLoadIdentity(); // make sure we're no longer rotated.
glTranslatef(1.5f,0.0f,-6.0f); // Move Right 3 Units, and back into the screen 6.0
glRotatef(rquad,1.0f,0.0f,0.0f); // Rotate The Quad On The X axis
glLoadIdentity (); // make sure we're no longer rotated.
glTranslatef (1.5f, 0.0f, -6.0f); // Move Right 3 Units, and back into the screen 6.0
glRotatef (rquad, 1.0f, 0.0f, 0.0f); // Rotate The Quad On The X axis
// draw a square (quadrilateral)
glColor3f(0.5f,0.5f,1.0f); // set color to a blue shade.
glBegin(GL_QUADS); // start drawing a polygon (4 sided)
glColor3f (0.5f, 0.5f, 1.0f); // set color to a blue shade.
glBegin (GL_QUADS); // start drawing a polygon (4 sided)
glTexCoord3f (0.0f, height, 0.0f);
glVertex3f(-1.0f, 1.0f, 0.0f); // Top Left
glVertex3f (-1.0f, 1.0f, 0.0f); // Top Left
glTexCoord3f (width, height, 0.0f);
glVertex3f( 1.0f, 1.0f, 0.0f); // Top Right
glVertex3f (1.0f, 1.0f, 0.0f); // Top Right
glTexCoord3f (width, 0.0f, 0.0f);
glVertex3f( 1.0f,-1.0f, 0.0f); // Bottom Right
glVertex3f (1.0f, -1.0f, 0.0f); // Bottom Right
glTexCoord3f (0.0f, 0.0f, 0.0f);
glVertex3f(-1.0f,-1.0f, 0.0f); // Bottom Left
glEnd(); // done with the polygon
glVertex3f (-1.0f, -1.0f, 0.0f); // Bottom Left
glEnd (); // done with the polygon
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
rtri+=1.0f; // Increase The Rotation Variable For The Triangle
rquad-=1.0f; // Decrease The Rotation Variable For The Quad
rtri += 1.0f; // Increase The Rotation Variable For The Triangle
rquad -= 1.0f; // Decrease The Rotation Variable For The Quad
// swap buffers to display, since we're double buffered.
SDL_GL_SwapBuffers();
SDL_GL_SwapBuffers ();
}
gboolean update_sdl_scene (GstElement *fakesink)
gboolean
update_sdl_scene (void *fk)
{
GMainLoop *loop = g_object_get_data (G_OBJECT (fakesink), "loop");
GAsyncQueue *queue_input_buf = g_object_get_data (G_OBJECT (fakesink), "queue_input_buf");
GAsyncQueue *queue_output_buf = g_object_get_data (G_OBJECT (fakesink), "queue_output_buf");
GstGLBuffer *gst_gl_buf = g_async_queue_pop (queue_input_buf);
GstElement *fakesink = (GstElement *) fk;
GMainLoop *loop =
(GMainLoop *) g_object_get_data (G_OBJECT (fakesink), "loop");
GAsyncQueue *queue_input_buf =
(GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink),
"queue_input_buf");
GAsyncQueue *queue_output_buf =
(GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink),
"queue_output_buf");
GstGLBuffer *gst_gl_buf = (GstGLBuffer *) g_async_queue_pop (queue_input_buf);
SDL_Event event;
while ( SDL_PollEvent(&event) ) {
if ( event.type == SDL_QUIT ) {
g_main_loop_quit(loop);
while (SDL_PollEvent (&event)) {
if (event.type == SDL_QUIT) {
g_main_loop_quit (loop);
}
if ( event.type == SDL_KEYDOWN ) {
if ( event.key.keysym.sym == SDLK_ESCAPE ) {
g_main_loop_quit(loop);
if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_ESCAPE) {
g_main_loop_quit (loop);
}
}
}
DrawGLScene(gst_gl_buf);
DrawGLScene (gst_gl_buf);
/* push buffer so it can be unref later */
g_async_queue_push (queue_output_buf, gst_gl_buf);
@ -157,35 +169,41 @@ gboolean update_sdl_scene (GstElement *fakesink)
/* fakesink handoff callback */
void
on_gst_buffer (GstElement *fakesink, GstBuffer *buf, GstPad *pad, gpointer data)
on_gst_buffer (GstElement * fakesink, GstBuffer * buf, GstPad * pad,
gpointer data)
{
GAsyncQueue *queue_input_buf = NULL;
GAsyncQueue *queue_output_buf = NULL;
/* ref then push buffer to use it in sdl */
gst_buffer_ref (buf);
queue_input_buf = g_object_get_data (G_OBJECT (fakesink), "queue_input_buf");
queue_input_buf =
(GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink),
"queue_input_buf");
g_async_queue_push (queue_input_buf, buf);
if (g_async_queue_length (queue_input_buf) > 3)
g_idle_add (update_sdl_scene, fakesink);
g_idle_add (update_sdl_scene, (gpointer) fakesink);
/* pop then unref buffer we have finished to use in sdl */
queue_output_buf = g_object_get_data (G_OBJECT (fakesink), "queue_output_buf");
queue_output_buf =
(GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink),
"queue_output_buf");
if (g_async_queue_length (queue_output_buf) > 3) {
GstBuffer *buf_old = g_async_queue_pop (queue_output_buf);
GstBuffer *buf_old = (GstBuffer *) g_async_queue_pop (queue_output_buf);
gst_buffer_unref (buf_old);
}
}
/* gst bus signal watch callback */
void
end_stream_cb (GstBus *bus, GstMessage *msg, GMainLoop *loop)
end_stream_cb (GstBus * bus, GstMessage * msg, GMainLoop * loop)
{
switch (GST_MESSAGE_TYPE (msg)) {
case GST_MESSAGE_EOS:
g_print ("End-of-stream\n");
g_print ("For more information, try to run: GST_DEBUG=gldisplay:2 ./sdlshare\n");
g_print
("For more information, try to run: GST_DEBUG=gldisplay:2 ./sdlshare\n");
break;
case GST_MESSAGE_ERROR:
@ -213,7 +231,8 @@ end_stream_cb (GstBus *bus, GstMessage *msg, GMainLoop *loop)
g_main_loop_quit (loop);
}
int main(int argc, char **argv)
int
main (int argc, char **argv)
{
#ifdef WIN32
@ -231,28 +250,29 @@ int main(int argc, char **argv)
GstBus *bus = NULL;
GstElement *glupload = NULL;
GstElement *fakesink = NULL;
GstState state = 0;
GstState state;
GAsyncQueue *queue_input_buf = NULL;
GAsyncQueue *queue_output_buf = NULL;
/* Initialize SDL for video output */
if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
fprintf(stderr, "Unable to initialize SDL: %s\n", SDL_GetError());
if (SDL_Init (SDL_INIT_VIDEO) < 0) {
fprintf (stderr, "Unable to initialize SDL: %s\n", SDL_GetError ());
return -1;
}
/* Create a 640x480 OpenGL screen */
if ( SDL_SetVideoMode(640, 480, 0, SDL_OPENGL) == NULL ) {
fprintf(stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError());
SDL_Quit();
if (SDL_SetVideoMode (640, 480, 0, SDL_OPENGL) == NULL) {
fprintf (stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError ());
SDL_Quit ();
return -1;
}
/* Set the title bar in environments that support it */
SDL_WM_SetCaption("SDL and gst-plugins-gl", NULL);
SDL_WM_SetCaption ("SDL and gst-plugins-gl", NULL);
/* Loop, drawing and checking events */
InitGL(640, 480);
InitGL (640, 480);
gst_init (&argc, &argv);
loop = g_main_loop_new (NULL, FALSE);
@ -263,17 +283,18 @@ int main(int argc, char **argv)
sdl_dc = wglGetCurrentDC ();
wglMakeCurrent (0, 0);
#else
SDL_VERSION (&info.version);
SDL_GetWMInfo (&info);
sdl_display = info.info.x11.display;
sdl_win = info.info.x11.wmwindow;
sdl_win = info.info.x11.window;
sdl_gl_context = glXGetCurrentContext ();
glXMakeCurrent (clutter_display, None, 0);
glXMakeCurrent (sdl_display, None, 0);
#endif
pipeline =
GST_PIPELINE (gst_parse_launch
("videotestsrc ! video/x-raw-yuv, width=320, height=240, framerate=(fraction)30/1 ! "
"glupload ! gleffects effect=5 ! fakesink sync=1",
NULL));
GST_PIPELINE (gst_parse_launch
("videotestsrc ! video/x-raw-yuv, width=320, height=240, framerate=(fraction)30/1 ! "
"glupload ! gleffects effect=5 ! fakesink sync=1", NULL));
bus = gst_pipeline_get_bus (GST_PIPELINE (pipeline));
gst_bus_add_signal_watch (bus);
@ -284,15 +305,16 @@ int main(int argc, char **argv)
/* sdl_gl_context is an external OpenGL context with which gst-plugins-gl want to share textures */
glupload = gst_bin_get_by_name (GST_BIN (pipeline), "glupload0");
g_object_set (G_OBJECT (glupload), "external-opengl-context", sdl_gl_context, NULL);
g_object_set (G_OBJECT (glupload), "external-opengl-context",
sdl_gl_context, NULL);
g_object_unref (glupload);
/* NULL to PAUSED state pipeline to make sure the gst opengl context is created and
* shared with the sdl one */
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PAUSED);
state = GST_STATE_PAUSED;
if (gst_element_get_state (GST_ELEMENT (pipeline), &state, NULL,
GST_CLOCK_TIME_NONE) != GST_STATE_CHANGE_SUCCESS) {
if (gst_element_get_state (GST_ELEMENT (pipeline), &state, NULL,
GST_CLOCK_TIME_NONE) != GST_STATE_CHANGE_SUCCESS) {
g_debug ("failed to pause pipeline\n");
return -1;
}
@ -301,7 +323,7 @@ int main(int argc, char **argv)
#ifdef WIN32
wglMakeCurrent (sdl_dc, sdl_gl_context);
#else
glXMakeCurrent (sdl_display, sdl_win, clutter_gl_context);
glXMakeCurrent (sdl_display, sdl_win, sdl_gl_context);
#endif
/* append a gst-gl texture to this queue when you do not need it no more */
@ -339,18 +361,18 @@ int main(int argc, char **argv)
glXMakeCurrent (sdl_display, None, 0);
#endif
SDL_Quit();
SDL_Quit ();
/* make sure there is no pending gst gl buffer in the communication queues
* between sdl and gst-gl
*/
while (g_async_queue_length (queue_input_buf) > 0) {
GstBuffer *buf = g_async_queue_pop (queue_input_buf);
GstBuffer *buf = (GstBuffer *) g_async_queue_pop (queue_input_buf);
gst_buffer_unref (buf);
}
while (g_async_queue_length (queue_output_buf) > 0) {
GstBuffer *buf = g_async_queue_pop (queue_output_buf);
GstBuffer *buf = (GstBuffer *) g_async_queue_pop (queue_output_buf);
gst_buffer_unref (buf);
}