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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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[332/906] just gst-indent and C90 on cluttershare example
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1 changed files with 122 additions and 90 deletions
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@ -27,6 +27,9 @@
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#include <GL/gl.h>
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#include <clutter/clutter.h>
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#ifndef WIN32
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#include <clutter/x11/clutter-x11.h>
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#endif
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#include <gst/gst.h>
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/* This example shows how to use textures that come from a
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@ -35,41 +38,46 @@
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/* hack */
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typedef struct _GstGLBuffer GstGLBuffer;
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struct _GstGLBuffer {
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GstBuffer buffer;
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struct _GstGLBuffer
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{
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GstBuffer buffer;
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GObject *obj;
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GObject *obj;
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gint width;
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gint height;
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GLuint texture;
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gint width;
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gint height;
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GLuint texture;
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};
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/* clutter scene */
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ClutterActor*
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ClutterActor *
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setup_stage (ClutterStage * stage)
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{
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ClutterTimeline *timeline = NULL;
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ClutterEffectTemplate *effect_template = NULL;
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ClutterActor *texture_actor = NULL;
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ClutterColor rect_color = { 125, 50, 200, 255 };
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ClutterActor *actorRect = NULL;
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/* timeline */
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ClutterTimeline *timeline = clutter_timeline_new (120, 50);
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timeline = clutter_timeline_new (120, 50);
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clutter_timeline_set_loop (timeline, TRUE);
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clutter_timeline_start (timeline);
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/* effect template */
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ClutterEffectTemplate *effect_template = clutter_effect_template_new (timeline, CLUTTER_ALPHA_SINE_INC);
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effect_template =
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clutter_effect_template_new (timeline, CLUTTER_ALPHA_SINE_INC);
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/* texture actor */
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ClutterActor *texture_actor = clutter_texture_new ();
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texture_actor = clutter_texture_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture_actor);
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clutter_actor_set_position (texture_actor, 300, 170);
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clutter_actor_set_scale (texture_actor, 0.8, 0.8);
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clutter_effect_rotate (effect_template, texture_actor,
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CLUTTER_Z_AXIS, 180.0,
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50, 50, 0,
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CLUTTER_ROTATE_CW,
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NULL, NULL);
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CLUTTER_Z_AXIS, 180.0, 50, 50, 0, CLUTTER_ROTATE_CW, NULL, NULL);
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clutter_actor_show (texture_actor);
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g_object_set_data (G_OBJECT (texture_actor), "stage", stage);
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@ -78,16 +86,12 @@ setup_stage (ClutterStage * stage)
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/* rectangle actor */
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ClutterColor rect_color = { 125, 50, 200, 255 };
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ClutterActor* actorRect = clutter_rectangle_new_with_color (&rect_color);
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actorRect = clutter_rectangle_new_with_color (&rect_color);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), actorRect);
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clutter_actor_set_size (actorRect, 50, 50);
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clutter_actor_set_position (actorRect, 300, 300);
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clutter_effect_rotate (effect_template, actorRect,
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CLUTTER_Z_AXIS, 180.0,
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25, 25, 0,
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CLUTTER_ROTATE_CW,
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NULL, NULL);
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CLUTTER_Z_AXIS, 180.0, 25, 25, 0, CLUTTER_ROTATE_CW, NULL, NULL);
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clutter_actor_show (actorRect);
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return texture_actor;
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@ -97,58 +101,82 @@ setup_stage (ClutterStage * stage)
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gboolean
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update_texture_actor (gpointer data)
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{
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GstGLBuffer *gst_gl_buf = (GstGLBuffer *) data;
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GstGLBuffer *gst_gl_buf = (GstGLBuffer *) data;
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CoglHandle cogl_texture = 0;
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ClutterTexture *texture_actor = NULL;
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ClutterActor *stage = NULL;
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/* Create a cogl texture from the gst gl texture */
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glEnable (GL_TEXTURE_2D);
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glBindTexture (GL_TEXTURE_2D, gst_gl_buf->texture);
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CoglHandle cogl_texture = cogl_texture_new_from_foreign (gst_gl_buf->texture,
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GL_TEXTURE_2D, gst_gl_buf->width, gst_gl_buf->height, 0, 0, COGL_PIXEL_FORMAT_RGBA_8888);
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cogl_texture_set_filters (cogl_texture, GL_LINEAR, GL_LINEAR);
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glDisable (GL_TEXTURE_2D);
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/* Create a cogl texture from the gst gl texture */
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glEnable (GL_TEXTURE_2D);
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glBindTexture (GL_TEXTURE_2D, gst_gl_buf->texture);
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cogl_texture = cogl_texture_new_from_foreign (gst_gl_buf->texture,
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GL_TEXTURE_2D, gst_gl_buf->width, gst_gl_buf->height, 0, 0,
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COGL_PIXEL_FORMAT_RGBA_8888);
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cogl_texture_set_filters (cogl_texture, GL_LINEAR, GL_LINEAR);
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glDisable (GL_TEXTURE_2D);
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/* Previous cogl texture is replaced and so its ref counter discreases to 0.
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* According to the source code, glDeleteTexture is not called when the previous
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* ref counter of the previous cogl texture is reaching 0 because is_foreign is TRUE */
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ClutterTexture *texture_actor = g_type_get_qdata (G_TYPE_FROM_INSTANCE (gst_gl_buf), g_quark_from_string ("texture_actor"));
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clutter_texture_set_cogl_texture (CLUTTER_TEXTURE (texture_actor), cogl_texture);
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cogl_texture_unref (cogl_texture);
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texture_actor =
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g_type_get_qdata (G_TYPE_FROM_INSTANCE (gst_gl_buf),
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g_quark_from_string ("texture_actor"));
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clutter_texture_set_cogl_texture (CLUTTER_TEXTURE (texture_actor),
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cogl_texture);
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cogl_texture_unref (cogl_texture);
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/* Keep a ref on the current gst_gl_buffer associated to the texture_actor.
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* The old gst_gl_buffer is unref */
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g_object_set_data_full (G_OBJECT (texture_actor), "gst_gl_buffer",
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gst_gl_buf, (GDestroyNotify) gst_mini_object_unref);
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/* Keep a ref on the current gst_gl_buffer associated to the texture_actor.
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* The old gst_gl_buffer is unref */
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g_object_set_data_full (G_OBJECT (texture_actor), "gst_gl_buffer",
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gst_gl_buf, (GDestroyNotify) gst_mini_object_unref);
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/* we can now show the clutter scene if not yet visible */
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ClutterActor *stage = g_object_get_data (G_OBJECT (texture_actor), "stage");
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if (!CLUTTER_ACTOR_IS_VISIBLE (stage))
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clutter_actor_show_all (stage);
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/* we can now show the clutter scene if not yet visible */
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stage = g_object_get_data (G_OBJECT (texture_actor), "stage");
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if (!CLUTTER_ACTOR_IS_VISIBLE (stage))
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clutter_actor_show_all (stage);
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return FALSE;
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return FALSE;
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}
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/* fakesink handoff callback */
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void
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on_gst_buffer (GstElement* element, GstBuffer* buf, GstPad* pad, ClutterActor* texture_actor)
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on_gst_buffer (GstElement * element, GstBuffer * buf, GstPad * pad,
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ClutterActor * texture_actor)
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{
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/* increase ref because our pipeline and clutter scene have not a same framerate */
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gst_buffer_ref (buf);
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/* increase ref because our pipeline and clutter scene have not a same framerate */
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gst_buffer_ref (buf);
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/* Just to avoid a global variable of texture_actor
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* Texture_actor is not null because callback connection is set after the
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* texture_actor was being setted up */
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g_assert (texture_actor);
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g_type_set_qdata (G_TYPE_FROM_INSTANCE (buf), g_quark_from_string ("texture_actor"), texture_actor);
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/* Just to avoid a global variable of texture_actor
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* Texture_actor is not null because callback connection is set after the
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* texture_actor was being setted up */
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g_assert (texture_actor);
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g_type_set_qdata (G_TYPE_FROM_INSTANCE (buf),
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g_quark_from_string ("texture_actor"), texture_actor);
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/* Here we are in the pipeline thread. It means that this thread may be
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* not the same as the clutter thread
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* make sure that the texture actor is updated in the clutter thread */
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clutter_threads_add_idle (update_texture_actor, buf);
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/* Here we are in the pipeline thread. It means that this thread may be
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* not the same as the clutter thread
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* make sure that the texture actor is updated in the clutter thread */
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clutter_threads_add_idle (update_texture_actor, buf);
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}
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int
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main (int argc, char *argv[])
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{
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GLenum err = 0;
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#ifdef WIN32
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HGLRC clutter_gl_context = 0;
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HDC clutter_dc = 0;
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#else
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Display *clutter_display = NULL;
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Window clutter_win = 0;
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GLXContext clutter_gl_context = NULL;
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#endif
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GstPipeline *pipeline = NULL;
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GstElement *glupload = NULL;
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GstState state = 0;
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ClutterActor *stage = NULL;
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ClutterActor *clutter_texture = NULL;
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GstElement *fakesink = NULL;
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/* init clutter then gstreamer */
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@ -157,69 +185,73 @@ main (int argc, char *argv[])
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/* init glew */
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GLenum err = glewInit ();
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err = glewInit ();
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if (err != GLEW_OK)
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g_debug ("failed to init GLEW: %s", glewGetErrorString (err));
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/* retrieve and turn off clutter opengl context */
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/* retrieve and turn off clutter opengl context */
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stage = clutter_stage_get_default ();
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#ifdef WIN32
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HGLRC clutter_gl_context = wglGetCurrentContext ();
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HDC clutter_dc = wglGetCurrentDC ();
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wglMakeCurrent (0, 0);
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clutter_gl_context = wglGetCurrentContext ();
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clutter_dc = wglGetCurrentDC ();
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wglMakeCurrent (0, 0);
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#else
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Display *clutter_display = clutter_x11_get_default_display ();
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Window clutter_win = clutter_x11_get_stage_window (CLUTTER_STAGE (stage));
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GLXContext clutter_gl_context = glXGetCurrentContext ();
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glXMakeCurrent (clutter_display, None, 0);
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clutter_display = clutter_x11_get_default_display ();
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clutter_win = clutter_x11_get_stage_window (CLUTTER_STAGE (stage));
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clutter_gl_context = glXGetCurrentContext ();
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glXMakeCurrent (clutter_display, None, 0);
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#endif
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/* setup gstreamer pipeline */
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/* setup gstreamer pipeline */
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GstPipeline *pipeline =
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pipeline =
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GST_PIPELINE (gst_parse_launch
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("videotestsrc ! video/x-raw-rgb, bpp=32, depth=32, width=320, height=240, framerate=(fraction)30/1 ! "
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"glupload ! fakesink sync=1", NULL));
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"glupload ! fakesink sync=1", NULL));
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/* clutter_gl_context is an external OpenGL context with which gst-plugins-gl want to share textures */
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GstElement *glupload = gst_bin_get_by_name (GST_BIN (pipeline), "glupload0");
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g_object_set (G_OBJECT (glupload), "external-opengl-context", (guint64) GPOINTER_TO_UINT (clutter_gl_context), NULL);
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g_object_unref (glupload);
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/* clutter_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",
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(guint64) GPOINTER_TO_UINT (clutter_gl_context), NULL);
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g_object_unref (glupload);
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/* play pipeline */
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gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING);
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GstState state = GST_STATE_PLAYING;
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if (gst_element_get_state (GST_ELEMENT (pipeline), &state, NULL, GST_CLOCK_TIME_NONE) != GST_STATE_CHANGE_SUCCESS)
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{
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g_debug ("failed to play pipeline\n");
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return -1;
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}
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gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING);
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state = GST_STATE_PLAYING;
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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 play pipeline\n");
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return -1;
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}
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/* turn on back clutter opengl context */
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/* turn on back clutter opengl context */
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#ifdef WIN32
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wglMakeCurrent (clutter_dc, clutter_gl_context);
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wglMakeCurrent (clutter_dc, clutter_gl_context);
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#else
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glXMakeCurrent (clutter_display, clutter_win, clutter_gl_context);
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glXMakeCurrent (clutter_display, clutter_win, clutter_gl_context);
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#endif
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/* clutter stage */
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/* clutter stage */
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ClutterActor* stage = clutter_stage_get_default ();
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clutter_actor_set_size (stage, 640, 480);
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clutter_actor_set_position (stage, 0, 0);
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clutter_stage_set_title (CLUTTER_STAGE (stage), "clutter and gst-plugins-gl");
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ClutterActor *clutter_texture = setup_stage (CLUTTER_STAGE (stage));
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clutter_actor_set_size (stage, 640, 480);
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clutter_actor_set_position (stage, 0, 0);
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clutter_stage_set_title (CLUTTER_STAGE (stage), "clutter and gst-plugins-gl");
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clutter_texture = setup_stage (CLUTTER_STAGE (stage));
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/* set a callback to retrieve the gst gl textures */
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/* set a callback to retrieve the gst gl textures */
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GstElement *fakesink = gst_bin_get_by_name (GST_BIN (pipeline), "fakesink0");
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g_object_set (G_OBJECT (fakesink), "signal-handoffs", TRUE, NULL);
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g_signal_connect (fakesink, "handoff", G_CALLBACK (on_gst_buffer), clutter_texture);
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g_object_unref (fakesink);
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fakesink = gst_bin_get_by_name (GST_BIN (pipeline), "fakesink0");
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g_object_set (G_OBJECT (fakesink), "signal-handoffs", TRUE, NULL);
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g_signal_connect (fakesink, "handoff", G_CALLBACK (on_gst_buffer),
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clutter_texture);
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g_object_unref (fakesink);
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/* main loop */
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/* main loop */
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clutter_main ();
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