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glshaderelement: implement setting arbitrary uniforms
Currently float and int are supported by default. vec2, vec3, vec4 and mat4 are supported if graphene is used. Of course if one wants to set custom uniforms they can also be set using the create-shader signal.
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06de6998e5
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2 changed files with 94 additions and 0 deletions
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@ -40,6 +40,9 @@
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#include <gst/gl/gstglshadervariables.h>
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#include "gstglfiltershader.h"
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#if HAVE_GRAPHENE
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#include <graphene-gobject.h>
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#endif
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enum
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{
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@ -47,6 +50,7 @@ enum
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PROP_SHADER,
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PROP_VERTEX,
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PROP_FRAGMENT,
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PROP_UNIFORMS,
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PROP_UPDATE_SHADER,
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PROP_LAST,
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};
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@ -112,6 +116,11 @@ gst_gl_filtershader_class_init (GstGLFilterShaderClass * klass)
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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/* FIXME: add other stages */
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g_object_class_install_property (gobject_class, PROP_UNIFORMS,
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g_param_spec_boxed ("uniforms", "GLSL Uniforms",
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"GLSL Uniforms", GST_TYPE_STRUCTURE,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_UPDATE_SHADER,
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g_param_spec_boolean ("update-shader", "Update Shader",
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"Emit the \'create-shader\' signal for the next frame",
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@ -154,6 +163,12 @@ gst_gl_filtershader_init (GstGLFilterShader * filtershader)
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static void
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gst_gl_filtershader_finalize (GObject * object)
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{
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
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if (filtershader->uniforms)
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gst_structure_free (filtershader->uniforms);
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filtershader->uniforms = NULL;
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G_OBJECT_CLASS (gst_gl_filtershader_parent_class)->finalize (object);
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}
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@ -187,6 +202,14 @@ gst_gl_filtershader_set_property (GObject * object, guint prop_id,
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filtershader->new_source = TRUE;
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GST_OBJECT_UNLOCK (filtershader);
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break;
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case PROP_UNIFORMS:
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GST_OBJECT_LOCK (filtershader);
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if (filtershader->uniforms)
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gst_structure_free (filtershader->uniforms);
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filtershader->uniforms = g_value_dup_boxed (value);
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filtershader->new_uniforms = TRUE;
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GST_OBJECT_UNLOCK (filtershader);
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break;
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case PROP_UPDATE_SHADER:
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GST_OBJECT_LOCK (filtershader);
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filtershader->update_shader = g_value_get_boolean (value);
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@ -220,6 +243,11 @@ gst_gl_filtershader_get_property (GObject * object, guint prop_id,
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g_value_set_string (value, filtershader->fragment);
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GST_OBJECT_UNLOCK (filtershader);
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break;
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case PROP_UNIFORMS:
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GST_OBJECT_LOCK (filtershader);
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g_value_set_boxed (value, filtershader->uniforms);
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GST_OBJECT_UNLOCK (filtershader);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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@ -296,6 +324,65 @@ gst_gl_filtershader_filter_texture (GstGLFilter * filter, guint in_tex,
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return TRUE;
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}
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static gboolean
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_set_uniform (GQuark field_id, const GValue * value, gpointer user_data)
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{
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GstGLShader *shader = user_data;
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const gchar *field_name = g_quark_to_string (field_id);
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if (G_TYPE_CHECK_VALUE_TYPE ((value), G_TYPE_INT)) {
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gst_gl_shader_set_uniform_1i (shader, field_name, g_value_get_int (value));
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} else if (G_TYPE_CHECK_VALUE_TYPE ((value), G_TYPE_FLOAT)) {
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gst_gl_shader_set_uniform_1f (shader, field_name,
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g_value_get_float (value));
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#if HAVE_GRAPHENE
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} else if (G_TYPE_CHECK_VALUE_TYPE ((value), GRAPHENE_TYPE_VEC2)) {
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graphene_vec2_t *vec2 = g_value_get_boxed (value);
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float x = graphene_vec2_get_x (vec2);
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float y = graphene_vec2_get_y (vec2);
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gst_gl_shader_set_uniform_2f (shader, field_name, x, y);
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} else if (G_TYPE_CHECK_VALUE_TYPE ((value), GRAPHENE_TYPE_VEC3)) {
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graphene_vec3_t *vec3 = g_value_get_boxed (value);
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float x = graphene_vec3_get_x (vec3);
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float y = graphene_vec3_get_y (vec3);
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float z = graphene_vec3_get_z (vec3);
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gst_gl_shader_set_uniform_3f (shader, field_name, x, y, z);
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} else if (G_TYPE_CHECK_VALUE_TYPE ((value), GRAPHENE_TYPE_VEC4)) {
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graphene_vec4_t *vec4 = g_value_get_boxed (value);
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float x = graphene_vec4_get_x (vec4);
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float y = graphene_vec4_get_y (vec4);
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float z = graphene_vec4_get_z (vec4);
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float w = graphene_vec4_get_w (vec4);
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gst_gl_shader_set_uniform_4f (shader, field_name, x, y, z, w);
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} else if (G_TYPE_CHECK_VALUE_TYPE ((value), GRAPHENE_TYPE_MATRIX)) {
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graphene_matrix_t *matrix = g_value_get_boxed (value);
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float matrix_f[16];
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graphene_matrix_to_float (matrix, matrix_f);
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gst_gl_shader_set_uniform_matrix_4fv (shader, field_name, 1, FALSE,
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matrix_f);
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#endif
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} else {
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/* FIXME: Add support for unsigned ints, non 4x4 matrices, etc */
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GST_FIXME ("Don't know how to set the \'%s\' paramater. Unknown type",
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field_name);
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return TRUE;
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}
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return TRUE;
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}
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static void
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_update_uniforms (GstGLFilterShader * filtershader)
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{
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if (filtershader->new_uniforms && filtershader->uniforms) {
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gst_gl_shader_use (filtershader->shader);
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gst_structure_foreach (filtershader->uniforms,
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(GstStructureForeachFunc) _set_uniform, filtershader->shader);
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filtershader->new_uniforms = FALSE;
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}
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}
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static GstGLShader *
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_maybe_recompile_shader (GstGLFilterShader * filtershader)
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{
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@ -317,6 +404,8 @@ _maybe_recompile_shader (GstGLFilterShader * filtershader)
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gst_object_unref (filtershader->shader);
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filtershader->new_source = FALSE;
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filtershader->shader = gst_object_ref (shader);
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filtershader->new_uniforms = TRUE;
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_update_uniforms (filtershader);
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GST_OBJECT_UNLOCK (filtershader);
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return shader;
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}
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@ -324,6 +413,7 @@ _maybe_recompile_shader (GstGLFilterShader * filtershader)
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if (filtershader->shader) {
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shader = gst_object_ref (filtershader->shader);
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_update_uniforms (filtershader);
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GST_OBJECT_UNLOCK (filtershader);
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return shader;
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}
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@ -374,10 +464,13 @@ _maybe_recompile_shader (GstGLFilterShader * filtershader)
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gst_object_unref (filtershader->shader);
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filtershader->shader = gst_object_ref (shader);
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filtershader->new_source = FALSE;
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filtershader->new_uniforms = TRUE;
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_update_uniforms (filtershader);
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GST_OBJECT_UNLOCK (filtershader);
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return shader;
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} else if (filtershader->shader) {
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_update_uniforms (filtershader);
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shader = gst_object_ref (filtershader->shader);
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GST_OBJECT_UNLOCK (filtershader);
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return shader;
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@ -46,6 +46,7 @@ struct _GstGLFilterShader
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GstStructure *uniforms;
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gboolean new_source;
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gboolean new_uniforms;
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gdouble time;
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gint attr_position_loc;
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