mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-12-18 22:36:33 +00:00
glfiltercube: add a gl3 code path
This commit is contained in:
parent
9dfd234fec
commit
cc2eb41497
2 changed files with 134 additions and 115 deletions
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@ -75,12 +75,11 @@ static void gst_gl_filter_cube_get_property (GObject * object, guint prop_id,
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static gboolean gst_gl_filter_cube_set_caps (GstGLFilter * filter,
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GstCaps * incaps, GstCaps * outcaps);
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#if GST_GL_HAVE_GLES2
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static void gst_gl_filter_cube_reset (GstGLFilter * filter);
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static void gst_gl_filter_cube_reset_gl (GstGLFilter * filter);
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static gboolean gst_gl_filter_cube_init_shader (GstGLFilter * filter);
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static void _callback_gles2 (gint width, gint height, guint texture,
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gpointer stuff);
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#endif
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#if GST_GL_HAVE_OPENGL
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static void _callback_opengl (gint width, gint height, guint texture,
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gpointer stuff);
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@ -88,14 +87,13 @@ static void _callback_opengl (gint width, gint height, guint texture,
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static gboolean gst_gl_filter_cube_filter_texture (GstGLFilter * filter,
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guint in_tex, guint out_tex);
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#if GST_GL_HAVE_GLES2
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/* vertex source */
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static const gchar *cube_v_src =
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"attribute vec4 a_position; \n"
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"attribute vec2 a_texCoord; \n"
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"attribute vec2 a_texcoord; \n"
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"uniform mat4 u_matrix; \n"
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"uniform float xrot_degree, yrot_degree, zrot_degree; \n"
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"varying vec2 v_texCoord; \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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" float PI = 3.14159265; \n"
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@ -118,19 +116,20 @@ static const gchar *cube_v_src =
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" 0.0, 0.0, 1.0, 0.0, \n"
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" 0.0, 0.0, 0.0, 1.0 ); \n"
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" gl_Position = u_matrix * matZ * matY * matX * a_position; \n"
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" v_texCoord = a_texCoord; \n"
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" v_texcoord = a_texcoord; \n"
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"} \n";
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/* fragment source */
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static const gchar *cube_f_src =
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"precision mediump float; \n"
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"varying vec2 v_texCoord; \n"
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"#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 s_texture; \n"
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"void main() \n"
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"{ \n"
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" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
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" gl_FragColor = texture2D( s_texture, v_texcoord );\n"
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"} \n";
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#endif
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static void
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gst_gl_filter_cube_class_init (GstGLFilterCubeClass * klass)
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@ -144,10 +143,9 @@ gst_gl_filter_cube_class_init (GstGLFilterCubeClass * klass)
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gobject_class->set_property = gst_gl_filter_cube_set_property;
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gobject_class->get_property = gst_gl_filter_cube_get_property;
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#if GST_GL_HAVE_GLES2
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GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_filter_cube_init_shader;
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GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_filter_cube_reset;
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#endif
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GST_GL_FILTER_CLASS (klass)->display_reset_cb = gst_gl_filter_cube_reset_gl;
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GST_GL_FILTER_CLASS (klass)->set_caps = gst_gl_filter_cube_set_caps;
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GST_GL_FILTER_CLASS (klass)->filter_texture =
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gst_gl_filter_cube_filter_texture;
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@ -279,7 +277,23 @@ gst_gl_filter_cube_set_caps (GstGLFilter * filter, GstCaps * incaps,
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return TRUE;
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}
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#if GST_GL_HAVE_GLES2
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static void
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gst_gl_filter_cube_reset_gl (GstGLFilter * filter)
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{
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GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
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const GstGLFuncs *gl = filter->context->gl_vtable;
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if (cube_filter->vao) {
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gl->DeleteVertexArrays (1, &cube_filter->vao);
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cube_filter->vao = 0;
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}
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if (cube_filter->vertex_buffer) {
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gl->DeleteBuffers (1, &cube_filter->vertex_buffer);
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cube_filter->vertex_buffer = 0;
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}
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}
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static void
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gst_gl_filter_cube_reset (GstGLFilter * filter)
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{
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@ -296,14 +310,14 @@ gst_gl_filter_cube_init_shader (GstGLFilter * filter)
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{
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GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
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if (gst_gl_context_get_gl_api (filter->context) & GST_GL_API_GLES2) {
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if (gst_gl_context_get_gl_api (filter->context) & (GST_GL_API_GLES2 |
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GST_GL_API_OPENGL3)) {
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/* blocking call, wait the opengl thread has compiled the shader */
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return gst_gl_context_gen_shader (filter->context, cube_v_src, cube_f_src,
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&cube_filter->shader);
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}
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return TRUE;
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}
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#endif
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static gboolean
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gst_gl_filter_cube_filter_texture (GstGLFilter * filter, guint in_tex,
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@ -319,10 +333,8 @@ gst_gl_filter_cube_filter_texture (GstGLFilter * filter, guint in_tex,
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if (api & GST_GL_API_OPENGL)
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cb = _callback_opengl;
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#endif
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#if GST_GL_HAVE_GLES2
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if (api & GST_GL_API_GLES2)
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if (api & (GST_GL_API_GLES2 | GST_GL_API_OPENGL3))
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cb = _callback_gles2;
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#endif
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/* blocking call, use a FBO */
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gst_gl_context_use_fbo (filter->context,
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@ -339,6 +351,42 @@ gst_gl_filter_cube_filter_texture (GstGLFilter * filter, guint in_tex,
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return TRUE;
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}
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/* *INDENT-OFF* */
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static const GLfloat vertices[] = {
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/*| Vertex | TexCoord |*/
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/* front face */
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1.0, 1.0, -1.0, 1.0, 0.0,
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1.0, -1.0, -1.0, 1.0, 1.0,
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-1.0, -1.0, -1.0, 0.0, 1.0,
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-1.0, 1.0, -1.0, 0.0, 0.0,
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/* back face */
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1.0, 1.0, 1.0, 1.0, 0.0,
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-1.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, 1.0, 0.0, 1.0,
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1.0, -1.0, 1.0, 1.0, 1.0,
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/* right face */
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1.0, 1.0, 1.0, 1.0, 0.0,
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1.0, -1.0, 1.0, 0.0, 0.0,
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1.0, -1.0, -1.0, 0.0, 1.0,
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1.0, 1.0, -1.0, 1.0, 1.0,
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/* left face */
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-1.0, 1.0, 1.0, 1.0, 0.0,
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-1.0, 1.0, -1.0, 1.0, 1.0,
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-1.0, -1.0, -1.0, 0.0, 1.0,
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-1.0, -1.0, 1.0, 0.0, 0.0,
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/* top face */
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1.0, -1.0, 1.0, 1.0, 0.0,
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-1.0, -1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, -1.0, 0.0, 1.0,
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1.0, -1.0, -1.0, 1.0, 1.0,
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/* bottom face */
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1.0, 1.0, 1.0, 1.0, 0.0,
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1.0, 1.0, -1.0, 1.0, 1.0,
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-1.0, 1.0, -1.0, 0.0, 1.0,
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-1.0, 1.0, 1.0, 0.0, 0.0
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};
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/* *INDENT-ON* */
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/* opengl scene, params: input texture (not the output filter->texture) */
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#if GST_GL_HAVE_OPENGL
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static void
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@ -352,42 +400,6 @@ _callback_opengl (gint width, gint height, guint texture, gpointer stuff)
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static GLfloat yrot = 0;
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static GLfloat zrot = 0;
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/* *INDENT-OFF* */
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const GLfloat v_vertices[] = {
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/*| Vertex | TexCoord |*/
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/* front face */
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1.0, 1.0, -1.0, 0.0, 0.0,
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1.0, -1.0, -1.0, 1.0, 0.0,
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-1.0, -1.0, -1.0, 1.0, 1.0,
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-1.0, 1.0, -1.0, 0.0, 1.0,
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/* back face */
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-1.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, 1.0, 1.0, 0.0,
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1.0, -1.0, 1.0, 1.0, 1.0,
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1.0, 1.0, 1.0, 0.0, 1.0,
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/* right face */
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-1.0, 1.0, -1.0, 0.0, 0.0,
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-1.0, -1.0, -1.0, 1.0, 0.0,
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-1.0, -1.0, 1.0, 1.0, 1.0,
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-1.0, 1.0, 1.0, 0.0, 1.0,
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/* left face */
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1.0, 1.0, 1.0, 0.0, 0.0,
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1.0, -1.0, 1.0, 1.0, 0.0,
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1.0, -1.0, -1.0, 1.0, 1.0,
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1.0, 1.0, -1.0, 0.0, 1.0,
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/* top face */
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1.0, 1.0, 1.0, 0.0, 0.0,
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1.0, 1.0, -1.0, 1.0, 0.0,
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-1.0, 1.0, -1.0, 1.0, 1.0,
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-1.0, 1.0, 1.0, 0.0, 1.0,
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/* bottom face */
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1.0, -1.0, 1.0, 0.0, 0.0,
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1.0, -1.0, -1.0, 1.0, 0.0,
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-1.0, -1.0, -1.0, 1.0, 1.0,
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-1.0, -1.0, 1.0, 0.0, 1.0,
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};
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/* *INDENT-ON* */
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GLushort indices[] = {
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0, 1, 2,
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0, 2, 3,
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@ -426,8 +438,8 @@ _callback_opengl (gint width, gint height, guint texture, gpointer stuff)
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gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->EnableClientState (GL_VERTEX_ARRAY);
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gl->VertexPointer (3, GL_FLOAT, 5 * sizeof (float), v_vertices);
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gl->TexCoordPointer (2, GL_FLOAT, 5 * sizeof (float), &v_vertices[3]);
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gl->VertexPointer (3, GL_FLOAT, 5 * sizeof (float), vertices);
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gl->TexCoordPointer (2, GL_FLOAT, 5 * sizeof (float), &vertices[3]);
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gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
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@ -442,7 +454,42 @@ _callback_opengl (gint width, gint height, guint texture, gpointer stuff)
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}
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#endif
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#if GST_GL_HAVE_GLES2
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static void
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_bind_buffer (GstGLFilterCube * cube_filter)
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{
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const GstGLFuncs *gl = GST_GL_FILTER (cube_filter)->context->gl_vtable;
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gl->BindBuffer (GL_ARRAY_BUFFER, cube_filter->vertex_buffer);
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cube_filter->attr_position =
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gst_gl_shader_get_attribute_location (cube_filter->shader, "a_position");
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cube_filter->attr_texture =
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gst_gl_shader_get_attribute_location (cube_filter->shader, "a_texcoord");
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/* Load the vertex position */
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gl->VertexAttribPointer (cube_filter->attr_position, 3, GL_FLOAT, GL_FALSE,
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5 * sizeof (GLfloat), (void *) 0);
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/* Load the texture coordinate */
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gl->VertexAttribPointer (cube_filter->attr_texture, 2, GL_FLOAT, GL_FALSE,
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5 * sizeof (GLfloat), (void *) (3 * sizeof (GLfloat)));
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gl->EnableVertexAttribArray (cube_filter->attr_position);
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gl->EnableVertexAttribArray (cube_filter->attr_texture);
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}
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static void
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_unbind_buffer (GstGLFilterCube * cube_filter)
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{
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const GstGLFuncs *gl = GST_GL_FILTER (cube_filter)->context->gl_vtable;
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gl->BindBuffer (GL_ARRAY_BUFFER, 0);
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gl->DisableVertexAttribArray (cube_filter->attr_position);
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gl->DisableVertexAttribArray (cube_filter->attr_texture);
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}
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static void
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_callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
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{
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@ -454,42 +501,6 @@ _callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
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static GLfloat yrot = 0;
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static GLfloat zrot = 0;
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/* *INDENT-OFF* */
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const GLfloat v_vertices[] = {
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/*| Vertex | TexCoord |*/
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/* front face */
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1.0, 1.0, -1.0, 1.0, 0.0,
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1.0, -1.0, -1.0, 1.0, 1.0,
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-1.0, -1.0, -1.0, 0.0, 1.0,
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-1.0, 1.0, -1.0, 0.0, 0.0,
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/* back face */
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1.0, 1.0, 1.0, 1.0, 0.0,
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-1.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, 1.0, 0.0, 1.0,
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1.0, -1.0, 1.0, 1.0, 1.0,
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/* right face */
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1.0, 1.0, 1.0, 1.0, 0.0,
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1.0, -1.0, 1.0, 0.0, 0.0,
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1.0, -1.0, -1.0, 0.0, 1.0,
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1.0, 1.0, -1.0, 1.0, 1.0,
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/* left face */
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-1.0, 1.0, 1.0, 1.0, 0.0,
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-1.0, 1.0, -1.0, 1.0, 1.0,
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-1.0, -1.0, -1.0, 0.0, 1.0,
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-1.0, -1.0, 1.0, 0.0, 0.0,
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/* top face */
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1.0, -1.0, 1.0, 1.0, 0.0,
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-1.0, -1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, -1.0, 0.0, 1.0,
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1.0, -1.0, -1.0, 1.0, 1.0,
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/* bottom face */
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1.0, 1.0, 1.0, 1.0, 0.0,
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1.0, 1.0, -1.0, 1.0, 1.0,
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-1.0, 1.0, -1.0, 0.0, 1.0,
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-1.0, 1.0, 1.0, 0.0, 0.0
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};
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/* *INDENT-ON* */
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GLushort indices[] = {
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0, 1, 2,
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0, 2, 3,
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@ -505,9 +516,6 @@ _callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
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20, 22, 23
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};
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GLint attr_position_loc = 0;
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GLint attr_texture_loc = 0;
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const GLfloat matrix[] = {
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0.5f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.5f, 0.0f, 0.0f,
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@ -522,22 +530,6 @@ _callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
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gst_gl_shader_use (cube_filter->shader);
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attr_position_loc =
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gst_gl_shader_get_attribute_location (cube_filter->shader, "a_position");
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attr_texture_loc =
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gst_gl_shader_get_attribute_location (cube_filter->shader, "a_texCoord");
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/* Load the vertex position */
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gl->VertexAttribPointer (attr_position_loc, 3, GL_FLOAT,
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GL_FALSE, 5 * sizeof (GLfloat), v_vertices);
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/* Load the texture coordinate */
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gl->VertexAttribPointer (attr_texture_loc, 2, GL_FLOAT,
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GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[3]);
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gl->EnableVertexAttribArray (attr_position_loc);
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gl->EnableVertexAttribArray (attr_texture_loc);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, texture);
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gst_gl_shader_set_uniform_1i (cube_filter->shader, "s_texture", 0);
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@ -547,10 +539,33 @@ _callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
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gst_gl_shader_set_uniform_matrix_4fv (cube_filter->shader, "u_matrix", 1,
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GL_FALSE, matrix);
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if (!cube_filter->vertex_buffer) {
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if (gl->GenVertexArrays) {
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gl->GenVertexArrays (1, &cube_filter->vao);
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gl->BindVertexArray (cube_filter->vao);
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}
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gl->GenBuffers (1, &cube_filter->vertex_buffer);
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gl->BindBuffer (GL_ARRAY_BUFFER, cube_filter->vertex_buffer);
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gl->BufferData (GL_ARRAY_BUFFER, 6 * 4 * 5 * sizeof (GLfloat), vertices,
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GL_STATIC_DRAW);
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if (gl->GenVertexArrays) {
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_bind_buffer (cube_filter);
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}
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}
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if (gl->GenVertexArrays)
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gl->BindVertexArray (cube_filter->vao);
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else
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_bind_buffer (cube_filter);
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gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
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gl->DisableVertexAttribArray (attr_position_loc);
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gl->DisableVertexAttribArray (attr_texture_loc);
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if (gl->GenVertexArrays)
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||||
gl->BindVertexArray (0);
|
||||
else
|
||||
_unbind_buffer (cube_filter);
|
||||
|
||||
gl->Disable (GL_DEPTH_TEST);
|
||||
|
||||
|
@ -558,4 +573,3 @@ _callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
|
|||
yrot += 0.2f;
|
||||
zrot += 0.4f;
|
||||
}
|
||||
#endif
|
||||
|
|
|
@ -51,6 +51,11 @@ struct _GstGLFilterCube
|
|||
gdouble aspect;
|
||||
gdouble znear;
|
||||
gdouble zfar;
|
||||
|
||||
GLuint vao;
|
||||
GLuint vertex_buffer;
|
||||
GLint attr_position;
|
||||
GLint attr_texture;
|
||||
};
|
||||
|
||||
struct _GstGLFilterCubeClass
|
||||
|
|
Loading…
Reference in a new issue