From 785e001a1a6619dc03ce1de61572f6842408e7bc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Miquel=20=C3=80ngel=20Farr=C3=A9?= Date: Mon, 31 Aug 2009 17:18:01 +0200 Subject: [PATCH] [372/906] make sdlshare example work on linux. Fix bug #593486 --- tests/examples/sdl/sdlshare.c | 206 +++++++++++++++++++--------------- 1 file changed, 114 insertions(+), 92 deletions(-) diff --git a/tests/examples/sdl/sdlshare.c b/tests/examples/sdl/sdlshare.c index cf85bb9548..4749f2ad00 100644 --- a/tests/examples/sdl/sdlshare.c +++ b/tests/examples/sdl/sdlshare.c @@ -23,16 +23,17 @@ #ifdef WIN32 #define WIN32_LEAN_AND_MEAN #include -#endif -#if defined(__APPLE__) && defined(__MACH__) -#include // Header File For The OpenGL32 Library -#include // Header File For The GLu32 Library -#else -#include // Header File For The OpenGL32 Library -#include // Header File For The GLu32 Library -#endif #include "SDL.h" #include "SDL_opengl.h" +#endif +#ifndef WIN32 +#include +#include "SDL/SDL.h" +#include "SDL/SDL_opengl.h" +#include "SDL/SDL_syswm.h" +#endif +#include // Header File For The OpenGL32 Library +#include // 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); }