/* * GStreamer * Copyright (C) 2009 Julien Isorce * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, * Boston, MA 02110-1301, USA. */ /** * SECTION:element-glmosaic * * glmixer sub element. N gl sink pads to 1 source pad. * N + 1 OpenGL contexts shared together. * N <= 6 because the rendering is more a like a cube than a mosaic * Each opengl input stream is rendered on a cube face * * * Examples * |[ * gst-launch-0.10 videotestsrc ! "video/x-raw-yuv, format=(fourcc)YUY2" ! glupload ! queue ! glmosaic name=m ! glimagesink videotestsrc pattern=12 ! "video/x-raw-yuv, format=(fourcc)I420, framerate=(fraction)5/1, width=100, height=200" ! glupload ! queue ! m. videotestsrc ! "video/x-raw-rgb, framerate=(fraction)15/1, width=1500, height=1500" ! glupload ! gleffects effect=3 ! queue ! m. videotestsrc ! glupload ! gleffects effect=2 ! queue ! m. videotestsrc ! glupload ! glfiltercube ! queue ! m. videotestsrc ! glupload ! gleffects effect=6 ! queue ! m. * ]| * FBO (Frame Buffer Object) is required. * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "gstglmosaic.h" #define GST_CAT_DEFAULT gst_gl_mosaic_debug GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT); enum { PROP_0, }; #define DEBUG_INIT \ GST_DEBUG_CATEGORY_INIT (gst_gl_mosaic_debug, "glmosaic", 0, "glmosaic element"); G_DEFINE_TYPE_WITH_CODE (GstGLMosaic, gst_gl_mosaic, GST_TYPE_GL_MIXER, DEBUG_INIT); static void gst_gl_mosaic_set_property (GObject * object, guint prop_id, const GValue * value, GParamSpec * pspec); static void gst_gl_mosaic_get_property (GObject * object, guint prop_id, GValue * value, GParamSpec * pspec); static void gst_gl_mosaic_reset (GstGLMixer * mixer); static gboolean gst_gl_mosaic_init_shader (GstGLMixer * mixer, GstCaps * outcaps); static gboolean gst_gl_mosaic_process_textures (GstGLMixer * mixer, GArray * in_textures, GPtrArray * in_frames, guint out_tex); static void gst_gl_mosaic_callback (gpointer stuff); //vertex source static const gchar *mosaic_v_src = "#extension GL_ARB_texture_rectangle : enable\n" "uniform mat4 u_matrix; \n" "uniform float xrot_degree, yrot_degree, zrot_degree; \n" "attribute vec4 a_position; \n" "attribute vec2 a_texCoord; \n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" " float PI = 3.14159265; \n" " float xrot = xrot_degree*2.0*PI/360.0; \n" " float yrot = yrot_degree*2.0*PI/360.0; \n" " float zrot = zrot_degree*2.0*PI/360.0; \n" " mat4 matX = mat4 ( \n" " 1.0, 0.0, 0.0, 0.0, \n" " 0.0, cos(xrot), sin(xrot), 0.0, \n" " 0.0, -sin(xrot), cos(xrot), 0.0, \n" " 0.0, 0.0, 0.0, 1.0 ); \n" " mat4 matY = mat4 ( \n" " cos(yrot), 0.0, -sin(yrot), 0.0, \n" " 0.0, 1.0, 0.0, 0.0, \n" " sin(yrot), 0.0, cos(yrot), 0.0, \n" " 0.0, 0.0, 0.0, 1.0 ); \n" " mat4 matZ = mat4 ( \n" " cos(zrot), sin(zrot), 0.0, 0.0, \n" " -sin(zrot), cos(zrot), 0.0, 0.0, \n" " 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" "} \n"; //fragment source static const gchar *mosaic_f_src = "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect s_texture; \n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" //" gl_FragColor = vec4( 1.0, 0.5, 1.0, 1.0 );\n" " gl_FragColor = texture2DRect( s_texture, v_texCoord );\n" "} \n"; static void gst_gl_mosaic_class_init (GstGLMosaicClass * klass) { GObjectClass *gobject_class; GstElementClass *element_class; gobject_class = (GObjectClass *) klass; element_class = GST_ELEMENT_CLASS (klass); gobject_class->set_property = gst_gl_mosaic_set_property; gobject_class->get_property = gst_gl_mosaic_get_property; gst_element_class_set_metadata (element_class, "OpenGL mosaic", "Filter/Effect", "OpenGL mosaic", "Julien Isorce "); 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)->process_textures = gst_gl_mosaic_process_textures; } static void gst_gl_mosaic_init (GstGLMosaic * mosaic) { mosaic->shader = NULL; mosaic->input_textures = NULL; mosaic->input_frames = NULL; } static void gst_gl_mosaic_set_property (GObject * object, guint prop_id, const GValue * value, GParamSpec * pspec) { //GstGLMosaic *mixer = GST_GL_MOSAIC (object); switch (prop_id) { default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void gst_gl_mosaic_get_property (GObject * object, guint prop_id, GValue * value, GParamSpec * pspec) { //GstGLMosaic* mixer = GST_GL_MOSAIC (object); switch (prop_id) { default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void gst_gl_mosaic_reset (GstGLMixer * mixer) { GstGLMosaic *mosaic = GST_GL_MOSAIC (mixer); mosaic->input_textures = NULL; mosaic->input_frames = NULL; //blocking call, wait the opengl thread has destroyed the shader gst_gl_display_del_shader (mixer->display, mosaic->shader); } static gboolean gst_gl_mosaic_init_shader (GstGLMixer * mixer, GstCaps * outcaps) { GstGLMosaic *mosaic = GST_GL_MOSAIC (mixer); //blocking call, wait the opengl thread has compiled the shader return gst_gl_display_gen_shader (mixer->display, mosaic_v_src, mosaic_f_src, &mosaic->shader); } static gboolean gst_gl_mosaic_process_textures (GstGLMixer * mix, GArray * in_textures, GPtrArray * in_frames, guint out_tex) { GstGLMosaic *mosaic = GST_GL_MOSAIC (mix); mosaic->input_textures = in_textures; mosaic->input_frames = in_frames; //blocking call, use a FBO gst_gl_display_use_fbo_v2 (mix->display, GST_VIDEO_INFO_WIDTH (&mix->out_info), GST_VIDEO_INFO_HEIGHT (&mix->out_info), mix->fbo, mix->depthbuffer, out_tex, gst_gl_mosaic_callback, (gpointer) mosaic); return TRUE; } /* opengl scene, params: input texture (not the output mixer->texture) */ static void gst_gl_mosaic_callback (gpointer stuff) { GstGLMosaic *mosaic = GST_GL_MOSAIC (stuff); static GLfloat xrot = 0; static GLfloat yrot = 0; static GLfloat zrot = 0; 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, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }; const GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; guint count = 0; gst_gl_shader_use (NULL); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0); glDisable (GL_TEXTURE_RECTANGLE_ARB); glEnable (GL_DEPTH_TEST); glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gst_gl_shader_use (mosaic->shader); attr_position_loc = gst_gl_shader_get_attribute_location (mosaic->shader, "a_position"); attr_texture_loc = gst_gl_shader_get_attribute_location (mosaic->shader, "a_texCoord"); while (count < mosaic->input_textures->len && count < 6) { GstVideoFrame *in_frame; GLfloat *v_vertices; guint in_tex; guint width, height; in_frame = g_ptr_array_index (mosaic->input_frames, count); in_tex = g_array_index (mosaic->input_textures, guint, count); width = GST_VIDEO_FRAME_WIDTH (in_frame); height = GST_VIDEO_FRAME_HEIGHT (in_frame); if (!in_frame || !in_tex || width <= 0 || height <= 0) { GST_DEBUG ("skipping texture:%u frame:%p width:%u height %u", in_tex, in_frame, width, height); count++; continue; } 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_texture_loc); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0); glDisable (GL_DEPTH_TEST); gst_gl_shader_use (NULL); xrot += 0.6f; yrot += 0.4f; zrot += 0.8f; }