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[438/906] glfilterreflectedscreen: improve behavior and add some properties
Fixes bug #612163
This commit is contained in:
parent
7660fcbd30
commit
f8871ff33a
2 changed files with 253 additions and 79 deletions
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@ -26,7 +26,7 @@
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* <refsect2>
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* <title>Examples</title>
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* |[
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* gst-launch -v videotestsrc ! glupload ! glfilterreflectedscreen active_graphic_mode=TRUE ! glimagesink
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* gst-launch videotestsrc ! glupload ! glfilterreflectedscreen ! glimagesink
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* ]|
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* </refsect2>
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*/
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@ -44,7 +44,13 @@ GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
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enum
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{
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PROP_0,
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PROP_ACTIVE_GRAPHIC_MODE
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PROP_ACTIVE_GRAPHIC_MODE,
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PROP_SEPARATED_SCREEN,
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PROP_SHOW_FLOOR,
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PROP_FOVY,
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PROP_ASPECT,
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PROP_ZNEAR,
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PROP_ZFAR
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};
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#define DEBUG_INIT(bla) \
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@ -62,13 +68,20 @@ static void gst_gl_filter_reflected_screen_get_property (GObject * object,
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static gboolean gst_gl_filter_reflected_screen_filter (GstGLFilter * filter,
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GstGLBuffer * inbuf, GstGLBuffer * outbuf);
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static void gst_gl_filter_reflected_screen_draw_background ();
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static void gst_gl_filter_reflected_screen_draw_floor ();
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static void gst_gl_filter_reflected_screen_draw_screen (GstGLFilter * filter,
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gint width, gint height, guint texture);
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static void gst_gl_filter_reflected_screen_draw_separated_screen (GstGLFilter *
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filter, gint width, gint height, guint texture, gfloat alphs, gfloat alphe);
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static void gst_gl_filter_reflected_screen_callback (gint width, gint height,
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guint texture, gpointer stuff);
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static GLfloat LightPos[] = { 4.0f, -4.0f, 6.0f, 1.0f }; // Light Position
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static GLfloat LightAmb[] = { 4.0f, 4.0f, 4.0f, 1.0f }; // Ambient Light
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static GLfloat LightDif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; // Diffuse Light
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static void
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gst_gl_filter_reflected_screen_base_init (gpointer klass)
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{
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@ -96,14 +109,49 @@ gst_gl_filter_reflected_screen_class_init (GstGLFilterReflectedScreenClass *
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"Activate graphic mode",
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"Allow user to activate stencil buffer and blending.",
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TRUE, G_PARAM_READWRITE));
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g_object_class_install_property (gobject_class, PROP_SEPARATED_SCREEN,
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g_param_spec_boolean ("separated_screen",
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"Create a separation space",
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"Allow to insert a space between the two screen. Will cancel 'show floor' if active. Value are TRUE or FALSE(default)",
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FALSE, G_PARAM_READWRITE));
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g_object_class_install_property (gobject_class, PROP_SHOW_FLOOR,
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g_param_spec_boolean ("show_floor",
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"Show the support",
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"Allow the user to show the supportive floor. Will cancel 'separated screen' if active. Value are TRUE(default) or FALSE",
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TRUE, G_PARAM_READWRITE));
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g_object_class_install_property (gobject_class, PROP_FOVY,
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g_param_spec_double ("fovy", "Fovy", "Field of view angle in degrees",
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0.0, 180.0, 60, G_PARAM_WRITABLE));
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g_object_class_install_property (gobject_class, PROP_ASPECT,
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g_param_spec_double ("aspect", "Aspect",
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"Field of view in the x direction", 0.0, 100, 0.0, G_PARAM_WRITABLE));
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g_object_class_install_property (gobject_class, PROP_ZNEAR,
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g_param_spec_double ("znear", "Znear",
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"Specifies the distance from the viewer to the near clipping plane",
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0.0, 100.0, 0.1, G_PARAM_WRITABLE));
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g_object_class_install_property (gobject_class, PROP_ZFAR,
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g_param_spec_double ("zfar", "Zfar",
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"Specifies the distance from the viewer to the far clipping plane",
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0.0, 1000.0, 100.0, G_PARAM_WRITABLE));
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}
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static void
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gst_gl_filter_reflected_screen_init (GstGLFilterReflectedScreen * filter,
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GstGLFilterReflectedScreenClass * klass)
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{
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filter->timestamp = 0;
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filter->active_graphic_mode = TRUE;
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filter->separated_screen = FALSE;
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filter->show_floor = TRUE;
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filter->fovy = 80;
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filter->aspect = 0;
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filter->znear = 0.1;
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filter->zfar = 1000;
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}
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static void
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@ -114,10 +162,26 @@ gst_gl_filter_reflected_screen_set_property (GObject * object, guint prop_id,
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switch (prop_id) {
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case PROP_ACTIVE_GRAPHIC_MODE:
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{
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filter->active_graphic_mode = g_value_get_boolean (value);
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break;
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}
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case PROP_SEPARATED_SCREEN:
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filter->separated_screen = g_value_get_boolean (value);
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break;
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case PROP_SHOW_FLOOR:
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filter->show_floor = g_value_get_boolean (value);
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break;
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case PROP_FOVY:
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filter->fovy = g_value_get_double (value);
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break;
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case PROP_ASPECT:
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filter->aspect = g_value_get_double (value);
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break;
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case PROP_ZNEAR:
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filter->znear = g_value_get_double (value);
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break;
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case PROP_ZFAR:
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filter->zfar = g_value_get_double (value);
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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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@ -134,6 +198,12 @@ gst_gl_filter_reflected_screen_get_property (GObject * object, guint prop_id,
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case PROP_ACTIVE_GRAPHIC_MODE:
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g_value_set_boolean (value, filter->active_graphic_mode);
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break;
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case PROP_SEPARATED_SCREEN:
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g_value_set_boolean (value, filter->separated_screen);
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break;
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case PROP_SHOW_FLOOR:
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g_value_set_boolean (value, filter->show_floor);
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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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@ -144,28 +214,72 @@ static gboolean
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gst_gl_filter_reflected_screen_filter (GstGLFilter * filter,
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GstGLBuffer * inbuf, GstGLBuffer * outbuf)
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{
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gpointer reflected_screen_filter = GST_GL_FILTER_REFLECTED_SCREEN (filter);
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GST_GL_FILTER_REFLECTED_SCREEN (reflected_screen_filter)->timestamp =
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GST_BUFFER_TIMESTAMP (inbuf);
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GstGLFilterReflectedScreen *reflected_screen_filter =
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GST_GL_FILTER_REFLECTED_SCREEN (filter);
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if (reflected_screen_filter->aspect == 0.0)
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reflected_screen_filter->aspect =
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(gfloat) (filter->width) / (gfloat) (filter->height);
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//blocking call, use a FBO
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gst_gl_display_use_fbo (filter->display, filter->width, filter->height,
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filter->fbo, filter->depthbuffer, outbuf->texture,
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gst_gl_filter_reflected_screen_callback, inbuf->width, inbuf->height,
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inbuf->texture, 80, (gdouble) filter->width / (gdouble) filter->height,
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1.0, 5000.0, GST_GL_DISPLAY_PROJECTION_PERSPECTIVE,
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inbuf->texture, reflected_screen_filter->fovy,
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reflected_screen_filter->aspect, reflected_screen_filter->znear,
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reflected_screen_filter->zfar, GST_GL_DISPLAY_PROJECTION_PERSPECTIVE,
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(gpointer) reflected_screen_filter);
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return TRUE;
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}
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static gint64
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get_time (void)
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static void
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gst_gl_filter_reflected_screen_draw_separated_screen (GstGLFilter * filter,
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gint width, gint height, guint texture, gfloat alphs, gfloat alphe)
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{
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static GTimeVal val;
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g_get_current_time (&val);
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//enable ARB Rectangular texturing
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//that's necessary to have the video displayed on our screen (with gstreamer)
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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//configure parameters for the texturing
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//the two first are used to specified how the texturing will be done if the screen is greater than the texture herself
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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//the next two specified how the texture will comport near the limits
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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return (val.tv_sec * G_USEC_PER_SEC) + val.tv_usec;
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//creating screen and setting the texture (depending on texture's height and width)
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glBegin (GL_QUADS);
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// right Face
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glColor4f (1.0f, 1.0f, 1.0f, alphs);
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glTexCoord2f ((gfloat) (width / 2.0), (gfloat) height);
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glVertex3f (-0.75f, 0.0f, -1.0f);
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glColor4f (1.0f, 1.0f, 1.0f, alphe);
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glTexCoord2f ((gfloat) (width / 2.0), 0.0f);
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glVertex3f (-0.75f, 1.25f, -1.0f);
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glTexCoord2f ((gfloat) width, 0.0f);
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glVertex3f (1.25f, 1.25f, -1.0f);
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glColor4f (1.0f, 1.0f, 1.0f, alphs);
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glTexCoord2f ((gfloat) width, (gfloat) height);
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glVertex3f (1.25f, 0.0f, -1.0f);
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// Left Face
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glColor4f (1.0f, 1.0f, 1.0f, alphs);
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glTexCoord2f (((gfloat) width / 2.0f), (gfloat) height);
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glVertex3f (-1.0f, 0.0f, -0.75f);
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glTexCoord2f (0.0f, (gfloat) height);
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glVertex3f (-1.0f, 0.0f, 1.25f);
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glColor4f (1.0f, 1.0f, 1.0f, alphe);
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glTexCoord2f (0.0f, 0.0f);
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glVertex3f (-1.0f, 1.25f, 1.25f);
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glTexCoord2f (((gfloat) width / 2.0f), 0.0f);
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glVertex3f (-1.0f, 1.25f, -0.75f);
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glEnd ();
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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}
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static void
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GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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//creating screen and setting the texture (depending on texture's height and width)
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glBegin (GL_QUADS);
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// right Face
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glTexCoord2f (0.0f, (gfloat) height);
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glTexCoord2f ((gfloat) (width / 2.0), (gfloat) height);
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glVertex3f (-1.0f, 0.0f, -1.0f);
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glTexCoord2f (0.0f, 0.0f);
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glTexCoord2f ((gfloat) (width / 2.0), 0.0f);
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glVertex3f (-1.0f, 1.0f, -1.0f);
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glTexCoord2f ((gfloat) width, 0.0f);
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glVertex3f (1.0f, 1.0f, -1.0f);
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glTexCoord2f ((gfloat) width, (gfloat) height);
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glVertex3f (1.0f, 0.0f, -1.0f);
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// Left Face
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glTexCoord2f ((gfloat) width, (gfloat) height);
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glTexCoord2f (((gfloat) width / 2.0f), (gfloat) height);
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glVertex3f (-1.0f, 0.0f, -1.0f);
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glTexCoord2f (0.0f, (gfloat) height);
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glVertex3f (-1.0f, 0.0f, 1.0f);
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glTexCoord2f (0.0f, 0.0f);
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glVertex3f (-1.0f, 1.0f, 1.0f);
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glTexCoord2f ((gfloat) width, 0.0f);
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glTexCoord2f (((gfloat) width / 2.0f), 0.0f);
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glVertex3f (-1.0f, 1.0f, -1.0f);
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glEnd ();
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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}
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static void
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gst_gl_filter_reflected_screen_draw_background ()
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{
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glBegin (GL_QUADS);
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// right Face
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glColor4f (0.0f, 0.0f, 0.0f, 1.0f);
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glVertex3f (-10.0f, -10.0f, -1.0f);
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glColor4f (0.0f, 0.0f, 0.2f, 1.0f);
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glVertex3f (-10.0f, 10.0f, -1.0f);
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glVertex3f (10.0f, 10.0f, -1.0f);
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glVertex3f (10.0f, -10.0f, -1.0f);
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glEnd ();
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}
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static void
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gst_gl_filter_reflected_screen_draw_floor ()
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{
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@ -226,7 +356,7 @@ gst_gl_filter_reflected_screen_draw_floor ()
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gluQuadricTexture (q, GL_FALSE);
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//drawing the disk. The texture are mapped thanks to the parameter we gave to the GLUquadric q
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gluDisk (q, 0.0, 2.0, 50, 1);
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gluDisk (q, 0.0, 2.2, 50.0, 1.0);
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}
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//opengl scene, params: input texture (not the output filter->texture)
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//load identity befor tracing
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glLoadIdentity ();
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//camera translation
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glTranslatef (0.0f, 0.1f, -1.5f);
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glTranslatef (0.0f, 0.1f, -1.3f);
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//camera configuration
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gluLookAt (0.1, -0.2, 1.4, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
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if (reflected_screen_filter->separated_screen)
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gluLookAt (0.1, -0.25, 2.0, 0.025, 0.0, 0.0, 0.0, 1.0, 0.0);
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else
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gluLookAt (0.1, -0.35, 2.0, 0.025, 0.0, 0.0, 0.0, 1.0, 0.0);
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gst_gl_filter_reflected_screen_draw_background ();
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if (reflected_screen_filter->separated_screen) {
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glEnable (GL_BLEND);
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glPushMatrix ();
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glScalef (1.0f, -1.0f, 1.0f);
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glTranslatef (0.0f, 0.0f, 1.2f);
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glRotatef (-45.0f, 0.0, 1.0, 0.0);
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gst_gl_filter_reflected_screen_draw_separated_screen (filter, width, height,
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texture, 1.0f, 1.0f);
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glPopMatrix ();
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if (reflected_screen_filter->active_graphic_mode) {
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//configuration of the transparency function
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glTranslatef (0.0f, 0.0f, 1.2f);
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glRotatef (-45.0f, 0.0, 1.0, 0.0);
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gst_gl_filter_reflected_screen_draw_separated_screen (filter, width,
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height, texture, 0.5f, 0.0f);
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glDisable (GL_BLEND);
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}
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}
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if (reflected_screen_filter->show_floor) {
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glLightfv (GL_LIGHT0, GL_AMBIENT, LightAmb);
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glLightfv (GL_LIGHT0, GL_DIFFUSE, LightDif);
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glLightfv (GL_LIGHT0, GL_POSITION, LightPos);
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//enable lighting
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glEnable (GL_LIGHT0);
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glEnable (GL_LIGHTING);
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if (reflected_screen_filter->active_graphic_mode) {
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//Stencil buffer use start
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//creation of a black mask upon the entire screen. This mean that none of the red, blue, green and alpha color on the screen will be shown
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glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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//enable stencil buffer use
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glEnable (GL_STENCIL_TEST);
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@ -272,35 +435,42 @@ gst_gl_filter_reflected_screen_callback (gint width, gint height, guint texture,
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//say that the next object have to be drawn ONLY where the stencil buffer's pixel's value is 1
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glStencilFunc (GL_EQUAL, 1, 1);
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glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
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//save the actual matrix
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glPushMatrix ();
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glLightfv (GL_LIGHT0, GL_POSITION, LightPos);
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//translate the object on z axis
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glTranslatef (0.0f, 0.0f, 1.3f);
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glTranslatef (0.0f, 0.0f, 1.4f);
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//rotate it (because the drawing method place the user behind the left part of the screen)
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glRotatef (-45.0f, 0.0, 1.0, 0.0);
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//draw the reflexion
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gst_gl_filter_reflected_screen_draw_screen (filter, width, height, texture);
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gst_gl_filter_reflected_screen_draw_screen (filter, width, height,
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texture);
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//return to the saved matrix position
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glPopMatrix ();
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//end of the stencil buffer uses
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glDisable (GL_STENCIL_TEST);
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}
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//enable the blending to mix the floor and reflexion color
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glEnable (GL_BLEND);
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glDisable (GL_LIGHTING);
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//specified a white color (for the floor) with 20% transparency
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glColor4f (1.0f, 1.0f, 1.0f, 0.8f);
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//configuration of the transparency function
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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//draw the floor (which will appear this time)
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//specified a white color (for the floor) with 20% transparency
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glRotatef (-90.0f, 1.0, 0.0, 0.0);
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gst_gl_filter_reflected_screen_draw_floor ();
|
||||
glRotatef (90.0f, 1.0, 0.0, 0.0);
|
||||
glDisable (GL_BLEND);
|
||||
glEnable (GL_LIGHTING);
|
||||
//draw the real object
|
||||
//scale on y axis. The object must be drawn upside down (to suggest a reflexion)
|
||||
|
||||
glScalef (1.0f, -1.0f, 1.0f);
|
||||
glTranslatef (0.0f, 0.0f, 1.3f);
|
||||
glTranslatef (0.0f, 0.0f, 1.4f);
|
||||
glRotatef (-45.0f, 0.0, 1.0, 0.0);
|
||||
gst_gl_filter_reflected_screen_draw_screen (filter, width, height, texture);
|
||||
glDisable (GL_LIGHTING);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -38,10 +38,14 @@ typedef struct _GstGLFilterReflectedScreenClass GstGLFilterReflectedScreenClass;
|
|||
struct _GstGLFilterReflectedScreen
|
||||
{
|
||||
GstGLFilter filter;
|
||||
GstGLShader *shader;
|
||||
gint64 timestamp;
|
||||
gdouble fovy;
|
||||
gdouble aspect;
|
||||
gdouble znear;
|
||||
gdouble zfar;
|
||||
|
||||
gboolean active_graphic_mode;
|
||||
gboolean separated_screen;
|
||||
gboolean show_floor;
|
||||
};
|
||||
|
||||
struct _GstGLFilterReflectedScreenClass
|
||||
|
|
Loading…
Reference in a new issue