examples/gl/sdlshare: port to OpenGL 3.0 core profile

This commit is contained in:
Matthew Waters 2019-10-02 23:35:36 +10:00
parent 56b0ced0bc
commit 9939149933

View file

@ -37,6 +37,7 @@
#include <gst/gst.h>
#include <gst/gl/gl.h>
#include <gst/gl/gstglfuncs.h>
static GstStaticCaps render_caps =
GST_STATIC_CAPS
@ -48,6 +49,92 @@ static GstGLContext *sdl_context;
static GstGLContext *gst_context;
static GstGLDisplay *sdl_gl_display;
static GstGLShader *texture_shader;
static GLuint texture_vao;
static GLuint texture_vbo;
static GLint texture_vertex_attr;
static GLint texture_texcoord_attr;
static GstGLShader *triangle_shader;
static GLuint triangle_vao;
static GLuint triangle_vbo;
static GLint triangle_vertex_attr;
static GLint triangle_color_attr;
static GLuint index_buffer;
/* OpenGL shaders */
static const gchar *triangle_vert = "attribute vec4 a_position;\n\
attribute vec4 a_color;\n\
uniform float yrot;\n\
varying vec4 v_color;\n\
void main()\n\
{\n\
mat4 rotate_y = mat4 (\n\
cos(yrot), 0.0, -sin(yrot), 0.0,\n\
0.0, 1.0, 0.0, 0.0,\n\
sin(yrot), 0.0, cos(yrot), 0.0,\n\
0.0, 0.0, 0.0, 1.0 );\n\
mat4 translate_x = mat4 (\n\
1.0, 0.0, 0.0, 0.0,\n\
0.0, 1.0, 0.0, 0.0,\n\
0.0, 0.0, 1.0, 0.0,\n\
-0.4, 0.0, 0.0, 1.0 );\n\
gl_Position = translate_x * rotate_y * a_position;\n\
v_color = a_color;\n\
}";
static const gchar *triangle_frag = "#ifdef GL_ES\n\
precision mediump float;\n\
#endif\n\
varying vec4 v_color;\n\
void main()\n\
{\n\
gl_FragColor = v_color;\n\
}";
static const gchar *texture_vert = "attribute vec4 a_position;\n\
attribute vec2 a_texcoord;\n\
uniform float xrot;\n\
varying vec2 v_texcoord;\n\
void main()\n\
{\n\
mat4 rotate_x = mat4 (\n\
1.0, 0.0, 0.0, 0.0,\n\
0.0, cos(xrot), sin(xrot), 0.0,\n\
0.0, -sin(xrot), cos(xrot), 0.0,\n\
0.0, 0.0, 0.0, 1.0 );\n\
gl_Position = rotate_x * a_position;\n\
v_texcoord = a_texcoord;\n\
}";
static const gchar *texture_frag = "#ifdef GL_ES\n\
precision mediump float;\n\
#endif\n\
varying vec2 v_texcoord;\n\
uniform sampler2D tex;\n\
void main()\n\
{\n\
gl_FragColor = texture2D(tex, v_texcoord);\n\
}";
/* *INDENT-OFF* */
static const float texture_vertices[] = {
/* X Y Z S T */
0.1f, 0.4f, 0.0f, 0.0f, 0.0f,
0.9f, 0.4f, 0.0f, 1.0f, 0.0f,
0.9f, -0.4f, 0.0f, 1.0f, 1.0f,
0.1f, -0.4f, 0.0f, 0.0f, 1.0f,
};
static const float triangle_vertices[] = {
/* X Y Z R G B A */
0.0f, 0.4f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
0.4f, -0.4f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
-0.4f, -0.4f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f
};
static const GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
/* *INDENT-ON* */
static guint32 sdl_message_event = -1;
static SDL_Window *sdl_window;
static SDL_GLContext sdl_gl_context;
@ -56,81 +143,181 @@ static GAsyncQueue *queue_input_buf;
static GAsyncQueue *queue_output_buf;
/* rotation angle for the triangle. */
float rtri = 0.0f;
static float rtri = 0.0f;
/* rotation angle for the quadrilateral. */
float rquad = 0.0f;
static float rquad = 0.0f;
/* A general OpenGL initialization function. Sets all of the initial parameters. */
static void
InitGL (int Width, int Height) // We call this right after our OpenGL window is created.
static gboolean
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
const GstGLFuncs *gl = sdl_context->gl_vtable;
GError *error = NULL;
gboolean ret = TRUE;
glMatrixMode (GL_PROJECTION);
glLoadIdentity (); // Reset The Projection Matrix
gl->Viewport (0, 0, width, height);
gl->ClearColor (0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
gl->ClearDepth (1.0); // Enables Clearing Of The Depth Buffer
gl->DepthFunc (GL_LESS); // The Type Of Depth Test To Do
gl->Enable (GL_DEPTH_TEST); // Enables Depth Testing
glMatrixMode (GL_MODELVIEW);
/* setup the index buffer shared between the texture and triangle draw code */
gl->GenBuffers (1, &index_buffer);
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, index_buffer);
gl->BufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices,
GL_STATIC_DRAW);
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
/* setup texture shader */
texture_shader = gst_gl_shader_new_link_with_stages (sdl_context, &error,
gst_glsl_stage_new_with_string (sdl_context, GL_VERTEX_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, texture_vert),
gst_glsl_stage_new_with_string (sdl_context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, texture_frag),
NULL);
if (!texture_shader) {
g_warning ("Failed to compile and link shader: %s", error->message);
g_clear_error (&error);
ret = FALSE;
goto out;
}
/* setup buffers for drawing the texture */
gl->GenVertexArrays (1, &texture_vao);
gl->BindVertexArray (texture_vao);
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, index_buffer);
gl->GenBuffers (1, &texture_vbo);
gl->BindBuffer (GL_ARRAY_BUFFER, texture_vbo);
gl->BufferData (GL_ARRAY_BUFFER, sizeof (texture_vertices), texture_vertices,
GL_STATIC_DRAW);
texture_vertex_attr = gst_gl_shader_get_attribute_location (texture_shader,
"a_position");
gl->VertexAttribPointer (texture_vertex_attr, 3, GL_FLOAT, GL_FALSE,
5 * sizeof (float), (void *) 0);
texture_texcoord_attr = gst_gl_shader_get_attribute_location (texture_shader,
"a_texcoord");
gl->VertexAttribPointer (texture_texcoord_attr, 2, GL_FLOAT, GL_FALSE,
5 * sizeof (float), (void *) (3 * sizeof (float)));
gl->EnableVertexAttribArray (texture_vertex_attr);
gl->EnableVertexAttribArray (texture_texcoord_attr);
gl->BindVertexArray (0);
/* setup triangle shader */
triangle_shader = gst_gl_shader_new_link_with_stages (sdl_context, &error,
gst_glsl_stage_new_with_string (sdl_context, GL_VERTEX_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, triangle_vert),
gst_glsl_stage_new_with_string (sdl_context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, triangle_frag),
NULL);
if (!triangle_shader) {
g_warning ("Failed to compile and link shader: %s", error->message);
gst_clear_object (&texture_shader);
g_clear_error (&error);
ret = FALSE;
goto out;
}
/* setup buffers for drawing the triangle */
gl->GenVertexArrays (1, &triangle_vao);
gl->BindVertexArray (triangle_vao);
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, index_buffer);
gl->GenBuffers (1, &triangle_vbo);
gl->BindBuffer (GL_ARRAY_BUFFER, triangle_vbo);
gl->BufferData (GL_ARRAY_BUFFER, sizeof (triangle_vertices),
triangle_vertices, GL_STATIC_DRAW);
/* reuse the index buffer */
triangle_vertex_attr = gst_gl_shader_get_attribute_location (triangle_shader,
"a_position");
gl->VertexAttribPointer (triangle_vertex_attr, 3, GL_FLOAT, GL_FALSE,
7 * sizeof (float), (void *) 0);
triangle_color_attr = gst_gl_shader_get_attribute_location (triangle_shader,
"a_color");
gl->VertexAttribPointer (triangle_color_attr, 4, GL_FLOAT, GL_FALSE,
7 * sizeof (float), (void *) (3 * sizeof (float)));
gl->EnableVertexAttribArray (triangle_vertex_attr);
gl->EnableVertexAttribArray (triangle_color_attr);
gl->BindVertexArray (0);
out:
return ret;
}
static void
DeinitGL (void)
{
const GstGLFuncs *gl = sdl_context->gl_vtable;
gst_gl_context_activate (sdl_context, TRUE);
gst_clear_object (&texture_shader);
gst_clear_object (&triangle_shader);
gst_gl_context_activate (sdl_context, FALSE);
gl->DeleteBuffers (1, &triangle_vbo);
gl->DeleteBuffers (1, &texture_vbo);
gl->DeleteBuffers (1, &index_buffer);
gl->DeleteVertexArrays (1, &triangle_vao);
gl->DeleteVertexArrays (1, &texture_vao);
}
/* The main drawing function. */
static void
DrawGLScene (GstVideoFrame * vframe)
{
const GstGLFuncs *gl = sdl_context->gl_vtable;
guint texture;
texture = *(guint *) vframe->data[0];
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity (); // Reset The View
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glTranslatef (-0.4f, 0.0f, 0.0f); // Move Left 1.5 Units And Into The Screen 6.0
/* draw the triangle */
gl->BindVertexArray (triangle_vao);
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, 0.4f, 0.0f); // Top
glColor3f (0.0f, 1.0f, 0.0f); // Set The Color To Green
glVertex3f (0.4f, -0.4f, 0.0f); // Bottom Right
glColor3f (0.0f, 0.0f, 1.0f); // Set The Color To Blue
glVertex3f (-0.4f, -0.4f, 0.0f); // Bottom Left
glEnd (); // we're done with the polygon (smooth color interpolation)
gst_gl_shader_use (triangle_shader);
gst_gl_shader_set_uniform_1f (triangle_shader, "yrot", rtri);
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, texture);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
gl->DrawElements (GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);
glLoadIdentity (); // make sure we're no longer rotated.
glTranslatef (0.5f, 0.0f, 0.0f); // Move Right 3 Units, and back into the screen 6.0
/* draw the textured quad */
gl->BindVertexArray (texture_vao);
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, texture);
glRotatef (rquad, 1.0f, 0.0f, 0.0f); // Rotate The Quad On The X axis
// draw a square (quadrilateral)
glColor3f (0.4f, 0.4f, 1.0f); // set color to a blue shade.
glBegin (GL_QUADS); // start drawing a polygon (4 sided)
glTexCoord3f (0.0f, 1.0f, 0.0f);
glVertex3f (-0.4f, 0.4f, 0.0f); // Top Left
glTexCoord3f (1.0f, 1.0f, 0.0f);
glVertex3f (0.4f, 0.4f, 0.0f); // Top Right
glTexCoord3f (1.0f, 0.0f, 0.0f);
glVertex3f (0.4f, -0.4f, 0.0f); // Bottom Right
glTexCoord3f (0.0f, 0.0f, 0.0f);
glVertex3f (-0.4f, -0.4f, 0.0f); // Bottom Left
glEnd (); // done with the polygon
gst_gl_shader_use (texture_shader);
gst_gl_shader_set_uniform_1i (texture_shader, "tex", 0);
gst_gl_shader_set_uniform_1f (texture_shader, "xrot", rquad);
glBindTexture (GL_TEXTURE_2D, 0);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
rtri += 1.0f; // Increase The Rotation Variable For The Triangle
rquad -= 1.0f; // Decrease The Rotation Variable For The Quad
/* reset GL state we have changed to the default */
gl->BindTexture (GL_TEXTURE_2D, 0);
gl->BindVertexArray (0);
gst_gl_context_clear_shader (sdl_context);
rtri += 1.0f * G_PI / 360.0; // Increase The Rotation Variable For The Triangle
rquad -= 1.0f * G_PI / 360.0; // Decrease The Rotation Variable For The Quad
// swap buffers to display, since we're double buffered.
SDL_GL_SwapWindow (sdl_window);
@ -234,7 +421,8 @@ sdl_event_loop (GstBus * bus)
SDL_GL_MakeCurrent (sdl_window, sdl_gl_context);
SDL_GL_SetSwapInterval (1);
InitGL (640, 480);
if (!InitGL (640, 480))
return;
while (!quit) {
SDL_Event event;
@ -319,6 +507,8 @@ sdl_event_loop (GstBus * bus)
if (vframe)
g_async_queue_push (queue_output_buf, vframe);
DeinitGL ();
}
int
@ -337,8 +527,9 @@ main (int argc, char **argv)
GstBus *bus = NULL;
GstCaps *caps;
GstElement *appsink;
const gchar *platform;
GstGLPlatform gl_platform;
GError *err = NULL;
GstGLAPI gl_api;
/* Initialize SDL for video output */
if (SDL_Init (SDL_INIT_VIDEO) < 0) {
@ -348,8 +539,10 @@ main (int argc, char **argv)
gst_init (&argc, &argv);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 2);
sdl_message_event = SDL_RegisterEvents (1);
g_assert (sdl_message_event != -1);
@ -372,21 +565,23 @@ main (int argc, char **argv)
#ifdef WIN32
gl_context = wglGetCurrentContext ();
sdl_dc = wglGetCurrentDC ();
platform = "wgl";
gl_platform = GST_GL_PLATFORM_WGL;
sdl_gl_display = gst_gl_display_new ();
#else
SDL_VERSION (&info.version);
SDL_GetWindowWMInfo (sdl_window, &info);
sdl_display = info.info.x11.display;
gl_context = glXGetCurrentContext ();
platform = "glx";
gl_platform = GST_GL_PLATFORM_GLX;
sdl_gl_display =
(GstGLDisplay *) gst_gl_display_x11_new_with_display (sdl_display);
#endif
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,
gst_gl_platform_from_string (platform), GST_GL_API_OPENGL);
gl_platform, gl_api);
gst_gl_context_activate (sdl_context, TRUE);
@ -411,7 +606,6 @@ main (int argc, char **argv)
queue_input_buf = g_async_queue_new ();
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);