gltransformation: rewrite the inverse transformation logic

It now returns the correct values for both orthographic and perspective
projections and takes into account the aspect ratio of the video, handles
the Y-flipping in GL and by us and uses some more helpers from graphene.
This commit is contained in:
Matthew Waters 2016-08-19 15:35:49 +10:00 committed by Tim-Philipp Müller
parent 792299d9ae
commit 8f82ec9254
2 changed files with 182 additions and 105 deletions

View file

@ -55,6 +55,15 @@ GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
#define gst_gl_transformation_parent_class parent_class
#define VEC4_FORMAT "%f,%f,%f,%f"
#define VEC4_ARGS(v) graphene_vec4_get_x (v), graphene_vec4_get_y (v), graphene_vec4_get_z (v), graphene_vec4_get_w (v)
#define VEC3_FORMAT "%f,%f,%f"
#define VEC3_ARGS(v) graphene_vec3_get_x (v), graphene_vec3_get_y (v), graphene_vec3_get_z (v)
#define VEC2_FORMAT "%f,%f"
#define VEC2_ARGS(v) graphene_vec2_get_x (v), graphene_vec2_get_y (v)
#define POINT3D_FORMAT "%f,%f,%f"
#define POINT3D_ARGS(p) (p)->x, (p)->y, (p)->z
enum
{
PROP_0,
@ -277,14 +286,13 @@ gst_gl_transformation_build_mvp (GstGLTransformation * transformation)
graphene_point3d_t negative_pivot_vector;
graphene_vec3_t eye;
graphene_vec3_t center;
graphene_vec3_t up;
gboolean current_passthrough;
gboolean passthrough;
graphene_vec3_init (&eye, 0.f, 0.f, 1.f);
graphene_vec3_init (&transformation->camera_position, 0.f, 0.f, 1.f);
graphene_vec3_init (&center, 0.f, 0.f, 0.f);
graphene_vec3_init (&up, 0.f, 1.f, 0.f);
@ -323,8 +331,8 @@ gst_gl_transformation_build_mvp (GstGLTransformation * transformation)
transformation->aspect, transformation->znear, transformation->zfar);
}
graphene_matrix_init_look_at (&transformation->view_matrix, &eye, &center,
&up);
graphene_matrix_init_look_at (&transformation->view_matrix,
&transformation->camera_position, &center, &up);
current_passthrough =
gst_base_transform_is_passthrough (GST_BASE_TRANSFORM (transformation));
@ -345,6 +353,13 @@ gst_gl_transformation_build_mvp (GstGLTransformation * transformation)
&transformation->view_matrix, &modelview_matrix);
graphene_matrix_multiply (&modelview_matrix,
&transformation->projection_matrix, &transformation->mvp_matrix);
graphene_matrix_inverse (&transformation->model_matrix,
&transformation->inv_model_matrix);
graphene_matrix_inverse (&transformation->view_matrix,
&transformation->inv_view_matrix);
graphene_matrix_inverse (&transformation->projection_matrix,
&transformation->inv_projection_matrix);
}
static void
@ -447,6 +462,7 @@ gst_gl_transformation_get_property (GObject * object, guint prop_id,
g_value_set_float (value, filter->zpivot);
break;
case PROP_MVP:
/* FIXME: need to decompose this to support navigation events */
g_value_set_boxed (value, (gconstpointer) & filter->mvp_matrix);
break;
default:
@ -473,142 +489,198 @@ gst_gl_transformation_set_caps (GstGLFilter * filter, GstCaps * incaps,
}
static void
_find_plane_normal (const graphene_point3d_t * A, const graphene_point3d_t * B,
const graphene_point3d_t * C, graphene_vec3_t * plane_normal)
_intersect_plane_and_ray (graphene_plane_t * video_plane, graphene_ray_t * ray,
graphene_point3d_t * result)
{
graphene_vec3_t U, V, A_v, B_v, C_v;
graphene_point3d_to_vec3 (A, &A_v);
graphene_point3d_to_vec3 (B, &B_v);
graphene_point3d_to_vec3 (C, &C_v);
graphene_vec3_subtract (&B_v, &A_v, &U);
graphene_vec3_subtract (&C_v, &A_v, &V);
graphene_vec3_cross (&U, &V, plane_normal);
graphene_vec3_normalize (plane_normal, plane_normal);
float t = graphene_ray_get_distance_to_plane (ray, video_plane);
GST_TRACE ("Calculated a distance of %f to the plane", t);
graphene_ray_get_position_at (ray, t, result);
}
static void
_find_model_coords (GstGLTransformation * transformation,
const graphene_point3d_t * screen_coords, graphene_point3d_t * res)
_screen_coord_to_world_ray (GstGLTransformation * transformation, float x,
float y, graphene_ray_t * ray)
{
graphene_matrix_t modelview, inverse_proj, inverse_modelview;
graphene_vec4_t v1, v2;
graphene_point3d_t p1;
gfloat w;
GstGLFilter *filter = GST_GL_FILTER (transformation);
gfloat w = (gfloat) GST_VIDEO_INFO_WIDTH (&filter->in_info);
gfloat h = (gfloat) GST_VIDEO_INFO_HEIGHT (&filter->in_info);
graphene_vec3_t ray_eye_vec3, ray_world_dir, *ray_origin, *ray_direction;
graphene_vec3_t ray_ortho_dir;
graphene_point3d_t ray_clip, ray_eye;
graphene_vec2_t screen_coord;
graphene_vec4_init (&v1, screen_coords->x, screen_coords->y, screen_coords->z,
1.);
graphene_matrix_inverse (&transformation->projection_matrix, &inverse_proj);
graphene_matrix_transform_vec4 (&inverse_proj, &v1, &v2);
/* GL is y-flipped. i.e. 0, 0 is the bottom left corner in screen space */
graphene_vec2_init (&screen_coord, (2. * x / w - 1.) / transformation->aspect,
1. - 2. * y / h);
/* perspective division */
w = graphene_vec4_get_w (&v2);
p1.x = graphene_vec4_get_x (&v2) / w;
p1.y = graphene_vec4_get_y (&v2) / w;
p1.z = graphene_vec4_get_z (&v2) / w;
graphene_point3d_init (&ray_clip, graphene_vec2_get_x (&screen_coord),
graphene_vec2_get_y (&screen_coord), -1.);
graphene_matrix_transform_point3d (&transformation->inv_projection_matrix,
&ray_clip, &ray_eye);
graphene_matrix_multiply (&transformation->model_matrix,
&transformation->view_matrix, &modelview);
graphene_matrix_inverse (&modelview, &inverse_modelview);
graphene_matrix_transform_point3d (&inverse_modelview, &p1, res);
graphene_vec3_init (&ray_eye_vec3, ray_eye.x, ray_eye.y, -1.);
if (transformation->ortho) {
graphene_vec3_init (&ray_ortho_dir, 0., 0., 1.);
ray_origin = &ray_eye_vec3;
ray_direction = &ray_ortho_dir;
} else {
graphene_matrix_transform_vec3 (&transformation->inv_view_matrix,
&ray_eye_vec3, &ray_world_dir);
graphene_vec3_normalize (&ray_world_dir, &ray_world_dir);
ray_origin = &transformation->camera_position;
ray_direction = &ray_world_dir;
}
graphene_ray_init_from_vec3 (ray, ray_origin, ray_direction);
GST_TRACE_OBJECT (transformation, "Calculated ray origin: " VEC3_FORMAT
" direction: " VEC3_FORMAT " from screen coordinates: " VEC2_FORMAT
" with %s projection",
VEC3_ARGS (ray_origin), VEC3_ARGS (ray_direction),
VEC2_ARGS (&screen_coord),
transformation->ortho ? "ortho" : "perspection");
}
static void
_init_world_video_plane (GstGLTransformation * transformation,
graphene_plane_t * video_plane)
{
graphene_point3d_t bottom_left, bottom_right, top_left, top_right;
graphene_point3d_t world_bottom_left, world_bottom_right;
graphene_point3d_t world_top_left, world_top_right;
graphene_point3d_init (&top_left, -transformation->aspect, 1., 0.);
graphene_point3d_init (&top_right, transformation->aspect, 1., 0.);
graphene_point3d_init (&bottom_left, -transformation->aspect, -1., 0.);
graphene_point3d_init (&bottom_right, transformation->aspect, -1., 0.);
graphene_matrix_transform_point3d (&transformation->model_matrix,
&bottom_left, &world_bottom_left);
graphene_matrix_transform_point3d (&transformation->model_matrix,
&bottom_right, &world_bottom_right);
graphene_matrix_transform_point3d (&transformation->model_matrix,
&top_left, &world_top_left);
graphene_matrix_transform_point3d (&transformation->model_matrix,
&top_right, &world_top_right);
graphene_plane_init_from_points (video_plane, &world_bottom_left,
&world_top_right, &world_top_left);
}
static gboolean
_screen_coord_to_model_coord (GstGLTransformation * transformation,
double x, double y, double *res_x, double *res_y)
{
GstGLFilter *filter = GST_GL_FILTER (transformation);
double w = (double) GST_VIDEO_INFO_WIDTH (&filter->in_info);
double h = (double) GST_VIDEO_INFO_HEIGHT (&filter->in_info);
graphene_point3d_t world_point, model_coord;
graphene_plane_t video_plane;
graphene_ray_t ray;
double new_x, new_y;
_init_world_video_plane (transformation, &video_plane);
_screen_coord_to_world_ray (transformation, x, y, &ray);
_intersect_plane_and_ray (&video_plane, &ray, &world_point);
graphene_matrix_transform_point3d (&transformation->inv_model_matrix,
&world_point, &model_coord);
/* ndc to pixels. We render the frame Y-flipped so need to unflip the
* y coordinate */
new_x = (model_coord.x + 1.) * w / 2;
new_y = (1. - model_coord.y) * h / 2;
if (new_x < 0. || new_x > w || new_y < 0. || new_y > h)
/* coords off video surface */
return FALSE;
GST_DEBUG_OBJECT (transformation, "converted %f,%f to %f,%f", x, y, new_x,
new_y);
if (res_x)
*res_x = new_x;
if (res_y)
*res_y = new_y;
return TRUE;
}
#if 0
/* debugging facilities for transforming vertices from model space to screen
* space */
static void
_ndc_to_viewport (GstGLTransformation * transformation, graphene_vec3_t * ndc,
int x, int y, int w, int h, float near, float far, graphene_vec3_t * result)
{
GstGLFilter *filter = GST_GL_FILTER (transformation);
/* center of the viewport */
int o_x = x + w / 2;
int o_y = y + h / 2;
graphene_vec3_init (result, graphene_vec3_get_x (ndc) * w / 2 + o_x,
graphene_vec3_get_y (ndc) * h / 2 + o_y,
(far - near) * graphene_vec3_get_z (ndc) / 2 + (far + near) / 2);
}
static void
_perspective_division (graphene_vec4_t * clip, graphene_vec3_t * result)
{
float w = graphene_vec4_get_w (clip);
graphene_vec3_init (result, graphene_vec4_get_x (clip) / w,
graphene_vec4_get_y (clip) / w, graphene_vec4_get_z (clip) / w);
}
static void
_vertex_to_screen_coord (GstGLTransformation * transformation,
graphene_vec4_t * vertex, graphene_vec3_t * view)
{
GstGLFilter *filter = GST_GL_FILTER (transformation);
gint w = GST_VIDEO_INFO_WIDTH (&filter->in_info);
gint h = GST_VIDEO_INFO_HEIGHT (&filter->in_info);
graphene_vec4_t clip;
graphene_vec3_t ndc;
graphene_matrix_transform_vec4 (&transformation->mvp_matrix, vertex, &clip);
_perspective_division (&clip, &ndc);
_ndc_to_viewport (transformation, &ndc, 0, 0, w, h, 0., 1., view);
}
#endif
static gboolean
gst_gl_transformation_src_event (GstBaseTransform * trans, GstEvent * event)
{
GstGLTransformation *transformation = GST_GL_TRANSFORMATION (trans);
GstGLFilter *filter = GST_GL_FILTER (trans);
gdouble new_x, new_y, x, y;
GstStructure *structure;
gboolean ret;
GST_DEBUG_OBJECT (trans, "handling %s event", GST_EVENT_TYPE_NAME (event));
switch (GST_EVENT_TYPE (event)) {
case GST_EVENT_NAVIGATION:
case GST_EVENT_NAVIGATION:{
gdouble x, y;
event =
GST_EVENT (gst_mini_object_make_writable (GST_MINI_OBJECT (event)));
structure = (GstStructure *) gst_event_get_structure (event);
if (gst_structure_get_double (structure, "pointer_x", &x) &&
gst_structure_get_double (structure, "pointer_y", &y)) {
gfloat w = (gfloat) GST_VIDEO_INFO_WIDTH (&filter->in_info);
gfloat h = (gfloat) GST_VIDEO_INFO_HEIGHT (&filter->in_info);
graphene_point3d_t screen_point_near, screen_point_far;
graphene_point3d_t model_coord_near, model_coord_far;
graphene_point3d_t bottom_left, bottom_right, top_left, top_right;
graphene_point3d_t result;
graphene_vec3_t plane_normal;
graphene_plane_t video_plane;
gfloat d;
gdouble new_x, new_y;
GST_DEBUG_OBJECT (trans, "converting %f,%f", x, y);
graphene_point3d_init (&top_left, -1., 1., 0.);
graphene_point3d_init (&top_right, 1., 1., 0.);
graphene_point3d_init (&bottom_left, -1., -1., 0.);
graphene_point3d_init (&bottom_right, 1., -1., 0.);
/* to NDC */
graphene_point3d_init (&screen_point_near, 2. * x / w - 1.,
2. * y / h - 1., -1.);
graphene_point3d_init (&screen_point_far, 2. * x / w - 1.,
2. * y / h - 1., 1.);
_find_plane_normal (&bottom_left, &top_left, &top_right, &plane_normal);
graphene_plane_init_from_point (&video_plane, &plane_normal, &top_left);
d = graphene_plane_get_constant (&video_plane);
/* get the closest and furthest points in the viewing area for the
* specified screen coordinate in order to construct a ray */
_find_model_coords (transformation, &screen_point_near,
&model_coord_near);
_find_model_coords (transformation, &screen_point_far,
&model_coord_far);
{
graphene_vec3_t model_coord_near_vec3, model_coord_far_vec3;
graphene_vec3_t tmp, intersection, coord_dir;
gfloat num, denom, t;
/* get the direction of the ray */
graphene_point3d_to_vec3 (&model_coord_near, &model_coord_near_vec3);
graphene_point3d_to_vec3 (&model_coord_far, &model_coord_far_vec3);
graphene_vec3_subtract (&model_coord_near_vec3, &model_coord_far_vec3,
&coord_dir);
/* Intersect the ray with the video plane to find the distance, t:
* Ray: P = P0 + t Pdir
* Plane: P dot N + d = 0
*
* Substituting for P and rearranging gives:
*
* t = (P0 dot N + d) / (Pdir dot N) */
denom = graphene_vec3_dot (&coord_dir, &plane_normal);
num = graphene_vec3_dot (&model_coord_near_vec3, &plane_normal);
t = -(num + d) / denom;
/* video coord = P0 + t Pdir */
graphene_vec3_scale (&coord_dir, t, &tmp);
graphene_vec3_add (&tmp, &model_coord_near_vec3, &intersection);
graphene_point3d_init_from_vec3 (&result, &intersection);
}
new_x = (result.x / transformation->aspect + 1.) * w / 2;
new_y = (result.y + 1.) * h / 2;
if (new_x < 0. || new_x > w || new_y < 0 || new_y > h) {
/* coords off video surface */
if (!_screen_coord_to_model_coord (transformation, x, y, &new_x,
&new_y)) {
gst_event_unref (event);
return TRUE;
}
GST_DEBUG_OBJECT (trans, "to %fx%f", new_x, new_y);
gst_structure_set (structure, "pointer_x", G_TYPE_DOUBLE, new_x,
"pointer_y", G_TYPE_DOUBLE, new_y, NULL);
}
break;
}
default:
break;
}

View file

@ -75,8 +75,13 @@ struct _GstGLTransformation
graphene_matrix_t model_matrix;
graphene_matrix_t view_matrix;
graphene_matrix_t projection_matrix;
graphene_matrix_t inv_model_matrix;
graphene_matrix_t inv_view_matrix;
graphene_matrix_t inv_projection_matrix;
graphene_matrix_t mvp_matrix;
graphene_vec3_t camera_position;
gboolean downstream_supports_affine_meta;
gboolean caps_change;
};