glfiltercube: add a gl3 code path

This commit is contained in:
Matthew Waters 2014-11-13 21:30:38 +11:00 committed by Tim-Philipp Müller
parent 9dfd234fec
commit cc2eb41497
2 changed files with 134 additions and 115 deletions

View file

@ -75,12 +75,11 @@ static void gst_gl_filter_cube_get_property (GObject * object, guint prop_id,
static gboolean gst_gl_filter_cube_set_caps (GstGLFilter * filter,
GstCaps * incaps, GstCaps * outcaps);
#if GST_GL_HAVE_GLES2
static void gst_gl_filter_cube_reset (GstGLFilter * filter);
static void gst_gl_filter_cube_reset_gl (GstGLFilter * filter);
static gboolean gst_gl_filter_cube_init_shader (GstGLFilter * filter);
static void _callback_gles2 (gint width, gint height, guint texture,
gpointer stuff);
#endif
#if GST_GL_HAVE_OPENGL
static void _callback_opengl (gint width, gint height, guint texture,
gpointer stuff);
@ -88,14 +87,13 @@ static void _callback_opengl (gint width, gint height, guint texture,
static gboolean gst_gl_filter_cube_filter_texture (GstGLFilter * filter,
guint in_tex, guint out_tex);
#if GST_GL_HAVE_GLES2
/* vertex source */
static const gchar *cube_v_src =
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"attribute vec2 a_texcoord; \n"
"uniform mat4 u_matrix; \n"
"uniform float xrot_degree, yrot_degree, zrot_degree; \n"
"varying vec2 v_texCoord; \n"
"varying vec2 v_texcoord; \n"
"void main() \n"
"{ \n"
" float PI = 3.14159265; \n"
@ -118,19 +116,20 @@ static const gchar *cube_v_src =
" 0.0, 0.0, 1.0, 0.0, \n"
" 0.0, 0.0, 0.0, 1.0 ); \n"
" gl_Position = u_matrix * matZ * matY * matX * a_position; \n"
" v_texCoord = a_texCoord; \n"
" v_texcoord = a_texcoord; \n"
"} \n";
/* fragment source */
static const gchar *cube_f_src =
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
" gl_FragColor = texture2D( s_texture, v_texcoord );\n"
"} \n";
#endif
static void
gst_gl_filter_cube_class_init (GstGLFilterCubeClass * klass)
@ -144,10 +143,9 @@ gst_gl_filter_cube_class_init (GstGLFilterCubeClass * klass)
gobject_class->set_property = gst_gl_filter_cube_set_property;
gobject_class->get_property = gst_gl_filter_cube_get_property;
#if GST_GL_HAVE_GLES2
GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_filter_cube_init_shader;
GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_filter_cube_reset;
#endif
GST_GL_FILTER_CLASS (klass)->display_reset_cb = gst_gl_filter_cube_reset_gl;
GST_GL_FILTER_CLASS (klass)->set_caps = gst_gl_filter_cube_set_caps;
GST_GL_FILTER_CLASS (klass)->filter_texture =
gst_gl_filter_cube_filter_texture;
@ -279,7 +277,23 @@ gst_gl_filter_cube_set_caps (GstGLFilter * filter, GstCaps * incaps,
return TRUE;
}
#if GST_GL_HAVE_GLES2
static void
gst_gl_filter_cube_reset_gl (GstGLFilter * filter)
{
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
const GstGLFuncs *gl = filter->context->gl_vtable;
if (cube_filter->vao) {
gl->DeleteVertexArrays (1, &cube_filter->vao);
cube_filter->vao = 0;
}
if (cube_filter->vertex_buffer) {
gl->DeleteBuffers (1, &cube_filter->vertex_buffer);
cube_filter->vertex_buffer = 0;
}
}
static void
gst_gl_filter_cube_reset (GstGLFilter * filter)
{
@ -296,14 +310,14 @@ gst_gl_filter_cube_init_shader (GstGLFilter * filter)
{
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
if (gst_gl_context_get_gl_api (filter->context) & GST_GL_API_GLES2) {
if (gst_gl_context_get_gl_api (filter->context) & (GST_GL_API_GLES2 |
GST_GL_API_OPENGL3)) {
/* blocking call, wait the opengl thread has compiled the shader */
return gst_gl_context_gen_shader (filter->context, cube_v_src, cube_f_src,
&cube_filter->shader);
}
return TRUE;
}
#endif
static gboolean
gst_gl_filter_cube_filter_texture (GstGLFilter * filter, guint in_tex,
@ -319,10 +333,8 @@ gst_gl_filter_cube_filter_texture (GstGLFilter * filter, guint in_tex,
if (api & GST_GL_API_OPENGL)
cb = _callback_opengl;
#endif
#if GST_GL_HAVE_GLES2
if (api & GST_GL_API_GLES2)
if (api & (GST_GL_API_GLES2 | GST_GL_API_OPENGL3))
cb = _callback_gles2;
#endif
/* blocking call, use a FBO */
gst_gl_context_use_fbo (filter->context,
@ -339,6 +351,42 @@ gst_gl_filter_cube_filter_texture (GstGLFilter * filter, guint in_tex,
return TRUE;
}
/* *INDENT-OFF* */
static const GLfloat vertices[] = {
/*| Vertex | TexCoord |*/
/* front face */
1.0, 1.0, -1.0, 1.0, 0.0,
1.0, -1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, 0.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 0.0,
/* back face */
1.0, 1.0, 1.0, 1.0, 0.0,
-1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, 0.0, 1.0,
1.0, -1.0, 1.0, 1.0, 1.0,
/* right face */
1.0, 1.0, 1.0, 1.0, 0.0,
1.0, -1.0, 1.0, 0.0, 0.0,
1.0, -1.0, -1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0, 1.0,
/* left face */
-1.0, 1.0, 1.0, 1.0, 0.0,
-1.0, 1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, 0.0, 1.0,
-1.0, -1.0, 1.0, 0.0, 0.0,
/* top face */
1.0, -1.0, 1.0, 1.0, 0.0,
-1.0, -1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, -1.0, 0.0, 1.0,
1.0, -1.0, -1.0, 1.0, 1.0,
/* bottom face */
1.0, 1.0, 1.0, 1.0, 0.0,
1.0, 1.0, -1.0, 1.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 1.0,
-1.0, 1.0, 1.0, 0.0, 0.0
};
/* *INDENT-ON* */
/* opengl scene, params: input texture (not the output filter->texture) */
#if GST_GL_HAVE_OPENGL
static void
@ -352,42 +400,6 @@ _callback_opengl (gint width, gint height, guint texture, gpointer stuff)
static GLfloat yrot = 0;
static GLfloat zrot = 0;
/* *INDENT-OFF* */
const GLfloat v_vertices[] = {
/*| Vertex | TexCoord |*/
/* front face */
1.0, 1.0, -1.0, 0.0, 0.0,
1.0, -1.0, -1.0, 1.0, 0.0,
-1.0, -1.0, -1.0, 1.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 1.0,
/* back face */
-1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, 1.0, 0.0,
1.0, -1.0, 1.0, 1.0, 1.0,
1.0, 1.0, 1.0, 0.0, 1.0,
/* right face */
-1.0, 1.0, -1.0, 0.0, 0.0,
-1.0, -1.0, -1.0, 1.0, 0.0,
-1.0, -1.0, 1.0, 1.0, 1.0,
-1.0, 1.0, 1.0, 0.0, 1.0,
/* left face */
1.0, 1.0, 1.0, 0.0, 0.0,
1.0, -1.0, 1.0, 1.0, 0.0,
1.0, -1.0, -1.0, 1.0, 1.0,
1.0, 1.0, -1.0, 0.0, 1.0,
/* top face */
1.0, 1.0, 1.0, 0.0, 0.0,
1.0, 1.0, -1.0, 1.0, 0.0,
-1.0, 1.0, -1.0, 1.0, 1.0,
-1.0, 1.0, 1.0, 0.0, 1.0,
/* bottom face */
1.0, -1.0, 1.0, 0.0, 0.0,
1.0, -1.0, -1.0, 1.0, 0.0,
-1.0, -1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, 1.0, 0.0, 1.0,
};
/* *INDENT-ON* */
GLushort indices[] = {
0, 1, 2,
0, 2, 3,
@ -426,8 +438,8 @@ _callback_opengl (gint width, gint height, guint texture, gpointer stuff)
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->VertexPointer (3, GL_FLOAT, 5 * sizeof (float), v_vertices);
gl->TexCoordPointer (2, GL_FLOAT, 5 * sizeof (float), &v_vertices[3]);
gl->VertexPointer (3, GL_FLOAT, 5 * sizeof (float), vertices);
gl->TexCoordPointer (2, GL_FLOAT, 5 * sizeof (float), &vertices[3]);
gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
@ -442,7 +454,42 @@ _callback_opengl (gint width, gint height, guint texture, gpointer stuff)
}
#endif
#if GST_GL_HAVE_GLES2
static void
_bind_buffer (GstGLFilterCube * cube_filter)
{
const GstGLFuncs *gl = GST_GL_FILTER (cube_filter)->context->gl_vtable;
gl->BindBuffer (GL_ARRAY_BUFFER, cube_filter->vertex_buffer);
cube_filter->attr_position =
gst_gl_shader_get_attribute_location (cube_filter->shader, "a_position");
cube_filter->attr_texture =
gst_gl_shader_get_attribute_location (cube_filter->shader, "a_texcoord");
/* Load the vertex position */
gl->VertexAttribPointer (cube_filter->attr_position, 3, GL_FLOAT, GL_FALSE,
5 * sizeof (GLfloat), (void *) 0);
/* Load the texture coordinate */
gl->VertexAttribPointer (cube_filter->attr_texture, 2, GL_FLOAT, GL_FALSE,
5 * sizeof (GLfloat), (void *) (3 * sizeof (GLfloat)));
gl->EnableVertexAttribArray (cube_filter->attr_position);
gl->EnableVertexAttribArray (cube_filter->attr_texture);
}
static void
_unbind_buffer (GstGLFilterCube * cube_filter)
{
const GstGLFuncs *gl = GST_GL_FILTER (cube_filter)->context->gl_vtable;
gl->BindBuffer (GL_ARRAY_BUFFER, 0);
gl->DisableVertexAttribArray (cube_filter->attr_position);
gl->DisableVertexAttribArray (cube_filter->attr_texture);
}
static void
_callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
{
@ -454,42 +501,6 @@ _callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
static GLfloat yrot = 0;
static GLfloat zrot = 0;
/* *INDENT-OFF* */
const GLfloat v_vertices[] = {
/*| Vertex | TexCoord |*/
/* front face */
1.0, 1.0, -1.0, 1.0, 0.0,
1.0, -1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, 0.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 0.0,
/* back face */
1.0, 1.0, 1.0, 1.0, 0.0,
-1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, 0.0, 1.0,
1.0, -1.0, 1.0, 1.0, 1.0,
/* right face */
1.0, 1.0, 1.0, 1.0, 0.0,
1.0, -1.0, 1.0, 0.0, 0.0,
1.0, -1.0, -1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0, 1.0,
/* left face */
-1.0, 1.0, 1.0, 1.0, 0.0,
-1.0, 1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, 0.0, 1.0,
-1.0, -1.0, 1.0, 0.0, 0.0,
/* top face */
1.0, -1.0, 1.0, 1.0, 0.0,
-1.0, -1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, -1.0, 0.0, 1.0,
1.0, -1.0, -1.0, 1.0, 1.0,
/* bottom face */
1.0, 1.0, 1.0, 1.0, 0.0,
1.0, 1.0, -1.0, 1.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 1.0,
-1.0, 1.0, 1.0, 0.0, 0.0
};
/* *INDENT-ON* */
GLushort indices[] = {
0, 1, 2,
0, 2, 3,
@ -505,9 +516,6 @@ _callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
20, 22, 23
};
GLint attr_position_loc = 0;
GLint attr_texture_loc = 0;
const GLfloat matrix[] = {
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f,
@ -522,22 +530,6 @@ _callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
gst_gl_shader_use (cube_filter->shader);
attr_position_loc =
gst_gl_shader_get_attribute_location (cube_filter->shader, "a_position");
attr_texture_loc =
gst_gl_shader_get_attribute_location (cube_filter->shader, "a_texCoord");
/* Load the vertex position */
gl->VertexAttribPointer (attr_position_loc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), v_vertices);
/* Load the texture coordinate */
gl->VertexAttribPointer (attr_texture_loc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[3]);
gl->EnableVertexAttribArray (attr_position_loc);
gl->EnableVertexAttribArray (attr_texture_loc);
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (cube_filter->shader, "s_texture", 0);
@ -547,10 +539,33 @@ _callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
gst_gl_shader_set_uniform_matrix_4fv (cube_filter->shader, "u_matrix", 1,
GL_FALSE, matrix);
if (!cube_filter->vertex_buffer) {
if (gl->GenVertexArrays) {
gl->GenVertexArrays (1, &cube_filter->vao);
gl->BindVertexArray (cube_filter->vao);
}
gl->GenBuffers (1, &cube_filter->vertex_buffer);
gl->BindBuffer (GL_ARRAY_BUFFER, cube_filter->vertex_buffer);
gl->BufferData (GL_ARRAY_BUFFER, 6 * 4 * 5 * sizeof (GLfloat), vertices,
GL_STATIC_DRAW);
if (gl->GenVertexArrays) {
_bind_buffer (cube_filter);
}
}
if (gl->GenVertexArrays)
gl->BindVertexArray (cube_filter->vao);
else
_bind_buffer (cube_filter);
gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
gl->DisableVertexAttribArray (attr_position_loc);
gl->DisableVertexAttribArray (attr_texture_loc);
if (gl->GenVertexArrays)
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

View file

@ -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