[588/906] mosaic: update for mixer changes and convenience API

This commit is contained in:
Matthew Waters 2012-09-20 23:41:00 +10:00
parent 4cbefd4f09
commit fc49c5d25f
2 changed files with 115 additions and 114 deletions

View file

@ -64,8 +64,8 @@ static void gst_gl_mosaic_reset (GstGLMixer * mixer);
static gboolean gst_gl_mosaic_init_shader (GstGLMixer * mixer, static gboolean gst_gl_mosaic_init_shader (GstGLMixer * mixer,
GstCaps * outcaps); GstCaps * outcaps);
static gboolean gst_gl_mosaic_proc (GstGLMixer * mixer, static gboolean gst_gl_mosaic_process_textures (GstGLMixer * mixer,
GPtrArray * buffers, GstBuffer * outbuf); GArray * in_textures, GPtrArray * in_frames, guint out_tex);
static void gst_gl_mosaic_callback (gpointer stuff); static void gst_gl_mosaic_callback (gpointer stuff);
//vertex source //vertex source
@ -130,14 +130,15 @@ gst_gl_mosaic_class_init (GstGLMosaicClass * klass)
GST_GL_MIXER_CLASS (klass)->set_caps = gst_gl_mosaic_init_shader; GST_GL_MIXER_CLASS (klass)->set_caps = gst_gl_mosaic_init_shader;
GST_GL_MIXER_CLASS (klass)->reset = gst_gl_mosaic_reset; GST_GL_MIXER_CLASS (klass)->reset = gst_gl_mosaic_reset;
GST_GL_MIXER_CLASS (klass)->process_buffers = gst_gl_mosaic_proc; GST_GL_MIXER_CLASS (klass)->process_textures = gst_gl_mosaic_process_textures;
} }
static void static void
gst_gl_mosaic_init (GstGLMosaic * mosaic) gst_gl_mosaic_init (GstGLMosaic * mosaic)
{ {
mosaic->shader = NULL; mosaic->shader = NULL;
mosaic->input_buffers = NULL; mosaic->input_textures = NULL;
mosaic->input_frames = NULL;
} }
static void static void
@ -171,7 +172,8 @@ gst_gl_mosaic_reset (GstGLMixer * mixer)
{ {
GstGLMosaic *mosaic = GST_GL_MOSAIC (mixer); GstGLMosaic *mosaic = GST_GL_MOSAIC (mixer);
mosaic->input_buffers = NULL; mosaic->input_textures = NULL;
mosaic->input_frames = NULL;
//blocking call, wait the opengl thread has destroyed the shader //blocking call, wait the opengl thread has destroyed the shader
gst_gl_display_del_shader (mixer->display, mosaic->shader); gst_gl_display_del_shader (mixer->display, mosaic->shader);
@ -188,28 +190,24 @@ gst_gl_mosaic_init_shader (GstGLMixer * mixer, GstCaps * outcaps)
} }
static gboolean static gboolean
gst_gl_mosaic_proc (GstGLMixer * mix, GPtrArray * buffers, GstBuffer * outbuf) gst_gl_mosaic_process_textures (GstGLMixer * mix, GArray * in_textures,
GPtrArray * in_frames, guint out_tex)
{ {
GstGLMosaic *mosaic = GST_GL_MOSAIC (mix); GstGLMosaic *mosaic = GST_GL_MOSAIC (mix);
GstGLMeta *out_meta;
mosaic->input_buffers = buffers; mosaic->input_textures = in_textures;
mosaic->input_frames = in_frames;
out_meta = gst_buffer_get_gl_meta (outbuf);
if (!out_meta) {
GST_WARNING ("Output buffer does not have required GstGLMeta");
return FALSE;
}
//blocking call, use a FBO //blocking call, use a FBO
gst_gl_display_use_fbo_v2 (mix->display, GST_VIDEO_INFO_WIDTH (&mix->info), gst_gl_display_use_fbo_v2 (mix->display,
GST_VIDEO_INFO_HEIGHT (&mix->info), mix->fbo, mix->depthbuffer, GST_VIDEO_INFO_WIDTH (&mix->out_info),
out_meta->memory->tex_id, gst_gl_mosaic_callback, (gpointer) mosaic); GST_VIDEO_INFO_HEIGHT (&mix->out_info), mix->fbo, mix->depthbuffer,
out_tex, gst_gl_mosaic_callback, (gpointer) mosaic);
return TRUE; return TRUE;
} }
//opengl scene, params: input texture (not the output mixer->texture) /* opengl scene, params: input texture (not the output mixer->texture) */
static void static void
gst_gl_mosaic_callback (gpointer stuff) gst_gl_mosaic_callback (gpointer stuff)
{ {
@ -228,14 +226,12 @@ gst_gl_mosaic_callback (gpointer stuff)
0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f 0.0f, 0.0f, 0.0f, 1.0f
}; };
const GLushort indices[] = { const GLushort indices[] = {
0, 1, 2, 0, 1, 2,
0, 2, 3 0, 2, 3
}; };
guint count = 0; guint count = 0;
gboolean do_next = TRUE;
gst_gl_shader_use (NULL); gst_gl_shader_use (NULL);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
@ -253,102 +249,106 @@ gst_gl_mosaic_callback (gpointer stuff)
attr_texture_loc = attr_texture_loc =
gst_gl_shader_get_attribute_location (mosaic->shader, "a_texCoord"); gst_gl_shader_get_attribute_location (mosaic->shader, "a_texCoord");
while (do_next && count < mosaic->input_buffers->len && count < 6) { while (count < mosaic->input_textures->len && count < 6) {
GstBuffer *in_buffer; GstVideoFrame *in_frame;
GstGLMeta *in_meta; GLfloat *v_vertices;
GstVideoMeta *in_v_meta; guint in_tex;
guint width, height;
in_buffer = g_ptr_array_index (mosaic->input_buffers, count); in_frame = g_ptr_array_index (mosaic->input_frames, count);
in_meta = gst_buffer_get_gl_meta (in_buffer); in_tex = g_array_index (mosaic->input_textures, guint, count);
in_v_meta = gst_buffer_get_video_meta (in_buffer); width = GST_VIDEO_FRAME_WIDTH (in_frame);
height = GST_VIDEO_FRAME_HEIGHT (in_frame);
if (in_buffer && in_meta && in_v_meta) { if (!in_frame || !in_tex || width <= 0 || height <= 0) {
GLuint texture = in_meta->memory->tex_id; GST_DEBUG ("skipping texture:%u frame:%p width:%u height %u",
GLfloat width = (GLfloat) in_v_meta->width; in_tex, in_frame, width, height);
GLfloat height = (GLfloat) in_v_meta->height; count++;
continue;
const GLfloat v_vertices[] = {
//front face
1.0f, 1.0f, -1.0f,
width, 0.0f,
1.0f, -1.0f, -1.0f,
width, height,
-1.0f, -1.0f, -1.0f,
0.0f, height,
-1.0f, 1.0f, -1.0f,
0.0f, 0.0f,
//right face
1.0f, 1.0f, 1.0f,
width, 0.0f,
1.0f, -1.0f, 1.0f,
0.0f, 0.0f,
1.0f, -1.0f, -1.0f,
0.0f, height,
1.0f, 1.0f, -1.0f,
width, height,
//left face
-1.0f, 1.0f, 1.0f,
width, 0.0f,
-1.0f, 1.0f, -1.0f,
width, height,
-1.0f, -1.0f, -1.0f,
0.0f, height,
-1.0f, -1.0f, 1.0f,
0.0f, 0.0f,
//top face
1.0f, -1.0f, 1.0f,
width, 0.0f,
-1.0f, -1.0f, 1.0f,
0.0f, 0.0f,
-1.0f, -1.0f, -1.0f,
0.0f, height,
1.0f, -1.0f, -1.0f,
width, height,
//bottom face
1.0f, 1.0f, 1.0f,
width, 0.0f,
1.0f, 1.0f, -1.0f,
width, height,
-1.0f, 1.0f, -1.0f,
0.0f, height,
-1.0f, 1.0f, 1.0f,
0.0f, 0.0f,
//back face
1.0f, 1.0f, 1.0f,
width, 0.0f,
-1.0f, 1.0f, 1.0f,
0.0f, 0.0f,
-1.0f, -1.0f, 1.0f,
0.0f, height,
1.0f, -1.0f, 1.0f,
width, height
};
glVertexAttribPointerARB (attr_position_loc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[5 * 4 * count]);
glVertexAttribPointerARB (attr_texture_loc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[5 * 4 * count + 3]);
glEnableVertexAttribArrayARB (attr_position_loc);
glEnableVertexAttribArrayARB (attr_texture_loc);
glActiveTextureARB (GL_TEXTURE0_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
gst_gl_shader_set_uniform_1i (mosaic->shader, "s_texture", 0);
gst_gl_shader_set_uniform_1f (mosaic->shader, "xrot_degree", xrot);
gst_gl_shader_set_uniform_1f (mosaic->shader, "yrot_degree", yrot);
gst_gl_shader_set_uniform_1f (mosaic->shader, "zrot_degree", zrot);
gst_gl_shader_set_uniform_matrix_4fv (mosaic->shader, "u_matrix", 1,
GL_FALSE, matrix);
glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
++count;
} else {
do_next = FALSE;
} }
GST_TRACE ("processing texture:%u dimensions:%ux%u", in_tex, width, height);
/* *INDENT-OFF* */
v_vertices = (GLfloat[]) {
/* front face */
1.0f, 1.0f, -1.0f,
width, 0.0f,
1.0f, -1.0f, -1.0f,
width, height,
-1.0f, -1.0f, -1.0f,
0.0f, height,
-1.0f, 1.0f, -1.0f,
0.0f, 0.0f,
/* right face */
1.0f, 1.0f, 1.0f,
width, 0.0f,
1.0f, -1.0f, 1.0f,
0.0f, 0.0f,
1.0f, -1.0f, -1.0f,
0.0f, height,
1.0f, 1.0f, -1.0f,
width, height,
/* left face */
-1.0f, 1.0f, 1.0f,
width, 0.0f,
-1.0f, 1.0f, -1.0f,
width, height,
-1.0f, -1.0f, -1.0f,
0.0f, height,
-1.0f, -1.0f, 1.0f,
0.0f, 0.0f,
/* top face */
1.0f, -1.0f, 1.0f,
width, 0.0f,
-1.0f, -1.0f, 1.0f,
0.0f, 0.0f,
-1.0f, -1.0f, -1.0f,
0.0f, height,
1.0f, -1.0f, -1.0f,
width, height,
/* bottom face */
1.0f, 1.0f, 1.0f,
width, 0.0f,
1.0f, 1.0f, -1.0f,
width, height,
-1.0f, 1.0f, -1.0f,
0.0f, height,
-1.0f, 1.0f, 1.0f,
0.0f, 0.0f,
/* back face */
1.0f, 1.0f, 1.0f,
width, 0.0f,
-1.0f, 1.0f, 1.0f,
0.0f, 0.0f,
-1.0f, -1.0f, 1.0f,
0.0f, height,
1.0f, -1.0f, 1.0f,
width, height
};
/* *INDENT-ON* */
glVertexAttribPointerARB (attr_position_loc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[5 * 4 * count]);
glVertexAttribPointerARB (attr_texture_loc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[5 * 4 * count + 3]);
glEnableVertexAttribArrayARB (attr_position_loc);
glEnableVertexAttribArrayARB (attr_texture_loc);
glActiveTextureARB (GL_TEXTURE0_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, in_tex);
gst_gl_shader_set_uniform_1i (mosaic->shader, "s_texture", 0);
gst_gl_shader_set_uniform_1f (mosaic->shader, "xrot_degree", xrot);
gst_gl_shader_set_uniform_1f (mosaic->shader, "yrot_degree", yrot);
gst_gl_shader_set_uniform_1f (mosaic->shader, "zrot_degree", zrot);
gst_gl_shader_set_uniform_matrix_4fv (mosaic->shader, "u_matrix", 1,
GL_FALSE, matrix);
glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
++count;
} }
glDisableVertexAttribArrayARB (attr_position_loc); glDisableVertexAttribArrayARB (attr_position_loc);

View file

@ -40,7 +40,8 @@ struct _GstGLMosaic
GstGLMixer mixer; GstGLMixer mixer;
GstGLShader *shader; GstGLShader *shader;
GPtrArray *input_buffers; GArray *input_textures;
GPtrArray *input_frames;
}; };
struct _GstGLMosaicClass struct _GstGLMosaicClass