mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2025-03-28 20:05:38 +00:00
examples/gl/sdlshare: port to OpenGL 3.0 core profile
This commit is contained in:
parent
56b0ced0bc
commit
9939149933
1 changed files with 253 additions and 59 deletions
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@ -37,6 +37,7 @@
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#include <gst/gst.h>
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#include <gst/gl/gl.h>
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#include <gst/gl/gstglfuncs.h>
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static GstStaticCaps render_caps =
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GST_STATIC_CAPS
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@ -48,6 +49,92 @@ static GstGLContext *sdl_context;
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static GstGLContext *gst_context;
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static GstGLDisplay *sdl_gl_display;
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static GstGLShader *texture_shader;
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static GLuint texture_vao;
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static GLuint texture_vbo;
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static GLint texture_vertex_attr;
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static GLint texture_texcoord_attr;
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static GstGLShader *triangle_shader;
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static GLuint triangle_vao;
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static GLuint triangle_vbo;
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static GLint triangle_vertex_attr;
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static GLint triangle_color_attr;
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static GLuint index_buffer;
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/* OpenGL shaders */
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static const gchar *triangle_vert = "attribute vec4 a_position;\n\
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attribute vec4 a_color;\n\
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uniform float yrot;\n\
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varying vec4 v_color;\n\
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void main()\n\
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{\n\
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mat4 rotate_y = mat4 (\n\
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cos(yrot), 0.0, -sin(yrot), 0.0,\n\
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0.0, 1.0, 0.0, 0.0,\n\
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sin(yrot), 0.0, cos(yrot), 0.0,\n\
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0.0, 0.0, 0.0, 1.0 );\n\
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mat4 translate_x = mat4 (\n\
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1.0, 0.0, 0.0, 0.0,\n\
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0.0, 1.0, 0.0, 0.0,\n\
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0.0, 0.0, 1.0, 0.0,\n\
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-0.4, 0.0, 0.0, 1.0 );\n\
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gl_Position = translate_x * rotate_y * a_position;\n\
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v_color = a_color;\n\
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}";
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static const gchar *triangle_frag = "#ifdef GL_ES\n\
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precision mediump float;\n\
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#endif\n\
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varying vec4 v_color;\n\
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void main()\n\
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{\n\
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gl_FragColor = v_color;\n\
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}";
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static const gchar *texture_vert = "attribute vec4 a_position;\n\
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attribute vec2 a_texcoord;\n\
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uniform float xrot;\n\
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varying vec2 v_texcoord;\n\
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void main()\n\
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{\n\
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mat4 rotate_x = mat4 (\n\
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1.0, 0.0, 0.0, 0.0,\n\
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0.0, cos(xrot), sin(xrot), 0.0,\n\
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0.0, -sin(xrot), cos(xrot), 0.0,\n\
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0.0, 0.0, 0.0, 1.0 );\n\
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gl_Position = rotate_x * a_position;\n\
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v_texcoord = a_texcoord;\n\
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}";
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static const gchar *texture_frag = "#ifdef GL_ES\n\
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precision mediump float;\n\
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#endif\n\
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varying vec2 v_texcoord;\n\
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uniform sampler2D tex;\n\
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void main()\n\
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{\n\
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gl_FragColor = texture2D(tex, v_texcoord);\n\
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}";
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/* *INDENT-OFF* */
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static const float texture_vertices[] = {
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/* X Y Z S T */
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0.1f, 0.4f, 0.0f, 0.0f, 0.0f,
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0.9f, 0.4f, 0.0f, 1.0f, 0.0f,
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0.9f, -0.4f, 0.0f, 1.0f, 1.0f,
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0.1f, -0.4f, 0.0f, 0.0f, 1.0f,
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};
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static const float triangle_vertices[] = {
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/* X Y Z R G B A */
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0.0f, 0.4f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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0.4f, -0.4f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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-0.4f, -0.4f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f
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};
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static const GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
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/* *INDENT-ON* */
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static guint32 sdl_message_event = -1;
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static SDL_Window *sdl_window;
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static SDL_GLContext sdl_gl_context;
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@ -56,81 +143,181 @@ static GAsyncQueue *queue_input_buf;
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static GAsyncQueue *queue_output_buf;
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/* rotation angle for the triangle. */
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float rtri = 0.0f;
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static float rtri = 0.0f;
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/* rotation angle for the quadrilateral. */
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float rquad = 0.0f;
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static float rquad = 0.0f;
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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static void
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InitGL (int Width, int Height) // We call this right after our OpenGL window is created.
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static gboolean
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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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const GstGLFuncs *gl = sdl_context->gl_vtable;
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GError *error = NULL;
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gboolean ret = TRUE;
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity (); // Reset The Projection Matrix
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gl->Viewport (0, 0, width, height);
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gl->ClearColor (0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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gl->ClearDepth (1.0); // Enables Clearing Of The Depth Buffer
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gl->DepthFunc (GL_LESS); // The Type Of Depth Test To Do
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gl->Enable (GL_DEPTH_TEST); // Enables Depth Testing
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glMatrixMode (GL_MODELVIEW);
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/* setup the index buffer shared between the texture and triangle draw code */
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gl->GenBuffers (1, &index_buffer);
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gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, index_buffer);
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gl->BufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices,
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GL_STATIC_DRAW);
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gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
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/* setup texture shader */
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texture_shader = gst_gl_shader_new_link_with_stages (sdl_context, &error,
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gst_glsl_stage_new_with_string (sdl_context, GL_VERTEX_SHADER,
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GST_GLSL_VERSION_NONE,
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GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, texture_vert),
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gst_glsl_stage_new_with_string (sdl_context, GL_FRAGMENT_SHADER,
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GST_GLSL_VERSION_NONE,
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GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, texture_frag),
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NULL);
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if (!texture_shader) {
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g_warning ("Failed to compile and link shader: %s", error->message);
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g_clear_error (&error);
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ret = FALSE;
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goto out;
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}
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/* setup buffers for drawing the texture */
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gl->GenVertexArrays (1, &texture_vao);
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gl->BindVertexArray (texture_vao);
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gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, index_buffer);
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gl->GenBuffers (1, &texture_vbo);
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gl->BindBuffer (GL_ARRAY_BUFFER, texture_vbo);
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gl->BufferData (GL_ARRAY_BUFFER, sizeof (texture_vertices), texture_vertices,
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GL_STATIC_DRAW);
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texture_vertex_attr = gst_gl_shader_get_attribute_location (texture_shader,
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"a_position");
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gl->VertexAttribPointer (texture_vertex_attr, 3, GL_FLOAT, GL_FALSE,
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5 * sizeof (float), (void *) 0);
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texture_texcoord_attr = gst_gl_shader_get_attribute_location (texture_shader,
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"a_texcoord");
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gl->VertexAttribPointer (texture_texcoord_attr, 2, GL_FLOAT, GL_FALSE,
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5 * sizeof (float), (void *) (3 * sizeof (float)));
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gl->EnableVertexAttribArray (texture_vertex_attr);
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gl->EnableVertexAttribArray (texture_texcoord_attr);
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gl->BindVertexArray (0);
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/* setup triangle shader */
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triangle_shader = gst_gl_shader_new_link_with_stages (sdl_context, &error,
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gst_glsl_stage_new_with_string (sdl_context, GL_VERTEX_SHADER,
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GST_GLSL_VERSION_NONE,
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GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, triangle_vert),
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gst_glsl_stage_new_with_string (sdl_context, GL_FRAGMENT_SHADER,
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GST_GLSL_VERSION_NONE,
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GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, triangle_frag),
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NULL);
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if (!triangle_shader) {
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g_warning ("Failed to compile and link shader: %s", error->message);
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gst_clear_object (&texture_shader);
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g_clear_error (&error);
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ret = FALSE;
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goto out;
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}
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/* setup buffers for drawing the triangle */
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gl->GenVertexArrays (1, &triangle_vao);
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gl->BindVertexArray (triangle_vao);
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gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, index_buffer);
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gl->GenBuffers (1, &triangle_vbo);
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gl->BindBuffer (GL_ARRAY_BUFFER, triangle_vbo);
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gl->BufferData (GL_ARRAY_BUFFER, sizeof (triangle_vertices),
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triangle_vertices, GL_STATIC_DRAW);
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/* reuse the index buffer */
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triangle_vertex_attr = gst_gl_shader_get_attribute_location (triangle_shader,
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"a_position");
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gl->VertexAttribPointer (triangle_vertex_attr, 3, GL_FLOAT, GL_FALSE,
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7 * sizeof (float), (void *) 0);
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triangle_color_attr = gst_gl_shader_get_attribute_location (triangle_shader,
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"a_color");
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gl->VertexAttribPointer (triangle_color_attr, 4, GL_FLOAT, GL_FALSE,
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7 * sizeof (float), (void *) (3 * sizeof (float)));
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gl->EnableVertexAttribArray (triangle_vertex_attr);
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gl->EnableVertexAttribArray (triangle_color_attr);
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gl->BindVertexArray (0);
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out:
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return ret;
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}
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static void
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DeinitGL (void)
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{
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const GstGLFuncs *gl = sdl_context->gl_vtable;
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gst_gl_context_activate (sdl_context, TRUE);
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gst_clear_object (&texture_shader);
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gst_clear_object (&triangle_shader);
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gst_gl_context_activate (sdl_context, FALSE);
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gl->DeleteBuffers (1, &triangle_vbo);
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gl->DeleteBuffers (1, &texture_vbo);
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gl->DeleteBuffers (1, &index_buffer);
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gl->DeleteVertexArrays (1, &triangle_vao);
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gl->DeleteVertexArrays (1, &texture_vao);
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}
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/* The main drawing function. */
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static void
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DrawGLScene (GstVideoFrame * vframe)
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{
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const GstGLFuncs *gl = sdl_context->gl_vtable;
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guint texture;
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texture = *(guint *) vframe->data[0];
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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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gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glTranslatef (-0.4f, 0.0f, 0.0f); // Move Left 1.5 Units And Into The Screen 6.0
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/* draw the triangle */
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gl->BindVertexArray (triangle_vao);
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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, 0.4f, 0.0f); // Top
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glColor3f (0.0f, 1.0f, 0.0f); // Set The Color To Green
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glVertex3f (0.4f, -0.4f, 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 (-0.4f, -0.4f, 0.0f); // Bottom Left
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glEnd (); // we're done with the polygon (smooth color interpolation)
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gst_gl_shader_use (triangle_shader);
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gst_gl_shader_set_uniform_1f (triangle_shader, "yrot", rtri);
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glEnable (GL_TEXTURE_2D);
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glBindTexture (GL_TEXTURE_2D, texture);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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gl->DrawElements (GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);
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glLoadIdentity (); // make sure we're no longer rotated.
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glTranslatef (0.5f, 0.0f, 0.0f); // Move Right 3 Units, and back into the screen 6.0
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/* draw the textured quad */
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gl->BindVertexArray (texture_vao);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, texture);
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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 (0.4f, 0.4f, 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, 1.0f, 0.0f);
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glVertex3f (-0.4f, 0.4f, 0.0f); // Top Left
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glTexCoord3f (1.0f, 1.0f, 0.0f);
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glVertex3f (0.4f, 0.4f, 0.0f); // Top Right
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glTexCoord3f (1.0f, 0.0f, 0.0f);
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glVertex3f (0.4f, -0.4f, 0.0f); // Bottom Right
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glTexCoord3f (0.0f, 0.0f, 0.0f);
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glVertex3f (-0.4f, -0.4f, 0.0f); // Bottom Left
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glEnd (); // done with the polygon
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gst_gl_shader_use (texture_shader);
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gst_gl_shader_set_uniform_1i (texture_shader, "tex", 0);
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gst_gl_shader_set_uniform_1f (texture_shader, "xrot", rquad);
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glBindTexture (GL_TEXTURE_2D, 0);
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gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 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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/* reset GL state we have changed to the default */
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gl->BindTexture (GL_TEXTURE_2D, 0);
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gl->BindVertexArray (0);
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gst_gl_context_clear_shader (sdl_context);
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rtri += 1.0f * G_PI / 360.0; // Increase The Rotation Variable For The Triangle
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rquad -= 1.0f * G_PI / 360.0; // 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_SwapWindow (sdl_window);
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SDL_GL_MakeCurrent (sdl_window, sdl_gl_context);
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SDL_GL_SetSwapInterval (1);
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InitGL (640, 480);
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if (!InitGL (640, 480))
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return;
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while (!quit) {
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SDL_Event event;
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@ -319,6 +507,8 @@ sdl_event_loop (GstBus * bus)
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if (vframe)
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g_async_queue_push (queue_output_buf, vframe);
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DeinitGL ();
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}
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int
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@ -337,8 +527,9 @@ main (int argc, char **argv)
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GstBus *bus = NULL;
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GstCaps *caps;
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GstElement *appsink;
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const gchar *platform;
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GstGLPlatform gl_platform;
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GError *err = NULL;
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GstGLAPI gl_api;
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/* Initialize SDL for video output */
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if (SDL_Init (SDL_INIT_VIDEO) < 0) {
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@ -348,8 +539,10 @@ main (int argc, char **argv)
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gst_init (&argc, &argv);
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK,
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SDL_GL_CONTEXT_PROFILE_CORE);
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 2);
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sdl_message_event = SDL_RegisterEvents (1);
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g_assert (sdl_message_event != -1);
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@ -372,21 +565,23 @@ main (int argc, char **argv)
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#ifdef WIN32
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gl_context = wglGetCurrentContext ();
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sdl_dc = wglGetCurrentDC ();
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platform = "wgl";
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gl_platform = GST_GL_PLATFORM_WGL;
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sdl_gl_display = gst_gl_display_new ();
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#else
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SDL_VERSION (&info.version);
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SDL_GetWindowWMInfo (sdl_window, &info);
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sdl_display = info.info.x11.display;
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gl_context = glXGetCurrentContext ();
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platform = "glx";
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gl_platform = GST_GL_PLATFORM_GLX;
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sdl_gl_display =
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(GstGLDisplay *) gst_gl_display_x11_new_with_display (sdl_display);
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#endif
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gl_api = gst_gl_context_get_current_gl_api (gl_platform, NULL, NULL);
|
||||
|
||||
sdl_context =
|
||||
gst_gl_context_new_wrapped (sdl_gl_display, (guintptr) gl_context,
|
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gst_gl_platform_from_string (platform), GST_GL_API_OPENGL);
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gl_platform, gl_api);
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||||
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gst_gl_context_activate (sdl_context, TRUE);
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||||
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|
@ -411,7 +606,6 @@ main (int argc, char **argv)
|
|||
queue_input_buf = g_async_queue_new ();
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||||
queue_output_buf = g_async_queue_new ();
|
||||
|
||||
/* append a gst-gl texture to this queue when you do not need it no more */
|
||||
appsink = gst_bin_get_by_name (GST_BIN (pipeline), "sink");
|
||||
|
||||
caps = gst_static_caps_get (&render_caps);
|
||||
|
|
Loading…
Reference in a new issue