/* * 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. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #ifdef WIN32 #include #endif #include #include #include "SDL/SDL.h" #include "SDL/SDL_opengl.h" #ifndef WIN32 #include #include "SDL/SDL_syswm.h" #include #endif #include #include static GstGLContext *sdl_context; static GstGLDisplay *sdl_gl_display; /* rotation angle for the triangle. */ float rtri = 0.0f; /* rotation angle for the quadrilateral. */ float rquad = 0.0f; /* A general OpenGL initialization function. Sets all of the initial parameters. */ static void InitGL (int Width, int Height) // We call this right after our OpenGL window is created. { glViewport (0, 0, Width, Height); glClearColor (0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black glClearDepth (1.0); // Enables Clearing Of The Depth Buffer glDepthFunc (GL_LESS); // The Type Of Depth Test To Do glEnable (GL_DEPTH_TEST); // Enables Depth Testing glShadeModel (GL_SMOOTH); // Enables Smooth Color Shading glMatrixMode (GL_PROJECTION); glLoadIdentity (); // Reset The Projection Matrix gluPerspective (45.0f, (GLfloat) Width / (GLfloat) Height, 0.1f, 100.0f); // Calculate The Aspect Ratio Of The Window glMatrixMode (GL_MODELVIEW); } /* The main drawing function. */ static void DrawGLScene (GstBuffer * buf) { GstVideoFrame v_frame; GstVideoInfo v_info; guint texture; gst_video_info_set_format (&v_info, GST_VIDEO_FORMAT_RGBA, 320, 240); if (!gst_video_frame_map (&v_frame, &v_info, buf, GST_MAP_READ | GST_MAP_GL)) { g_warning ("Failed to map the video buffer"); return; } texture = *(guint *) v_frame.data[0]; glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer glLoadIdentity (); // Reset The View glTranslatef (-1.5f, 0.0f, -6.0f); // Move Left 1.5 Units And Into The Screen 6.0 glRotatef (rtri, 0.0f, 1.0f, 0.0f); // Rotate The Triangle On The Y axis // draw a triangle (in smooth coloring mode) glBegin (GL_POLYGON); // start drawing a polygon glColor3f (1.0f, 0.0f, 0.0f); // Set The Color To Red glVertex3f (0.0f, 1.0f, 0.0f); // Top glColor3f (0.0f, 1.0f, 0.0f); // Set The Color To Green glVertex3f (1.0f, -1.0f, 0.0f); // Bottom Right glColor3f (0.0f, 0.0f, 1.0f); // Set The Color To Blue glVertex3f (-1.0f, -1.0f, 0.0f); // Bottom Left glEnd (); // we're done with the polygon (smooth color interpolation) glEnable (GL_TEXTURE_2D); glBindTexture (GL_TEXTURE_2D, texture); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glLoadIdentity (); // make sure we're no longer rotated. glTranslatef (1.5f, 0.0f, -6.0f); // Move Right 3 Units, and back into the screen 6.0 glRotatef (rquad, 1.0f, 0.0f, 0.0f); // Rotate The Quad On The X axis // draw a square (quadrilateral) glColor3f (0.5f, 0.5f, 1.0f); // set color to a blue shade. glBegin (GL_QUADS); // start drawing a polygon (4 sided) glTexCoord3f (0.0f, 1.0f, 0.0f); glVertex3f (-1.0f, 1.0f, 0.0f); // Top Left glTexCoord3f (1.0f, 1.0f, 0.0f); glVertex3f (1.0f, 1.0f, 0.0f); // Top Right glTexCoord3f (1.0f, 0.0f, 0.0f); glVertex3f (1.0f, -1.0f, 0.0f); // Bottom Right glTexCoord3f (0.0f, 0.0f, 0.0f); glVertex3f (-1.0f, -1.0f, 0.0f); // Bottom Left glEnd (); // done with the polygon glBindTexture (GL_TEXTURE_2D, 0); rtri += 1.0f; // Increase The Rotation Variable For The Triangle rquad -= 1.0f; // Decrease The Rotation Variable For The Quad // swap buffers to display, since we're double buffered. SDL_GL_SwapBuffers (); } static gboolean update_sdl_scene (void *fk) { GstElement *fakesink = (GstElement *) fk; GMainLoop *loop = (GMainLoop *) g_object_get_data (G_OBJECT (fakesink), "loop"); GAsyncQueue *queue_input_buf = (GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink), "queue_input_buf"); GAsyncQueue *queue_output_buf = (GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink), "queue_output_buf"); GstBuffer *buf = (GstBuffer *) g_async_queue_pop (queue_input_buf); SDL_Event event; while (SDL_PollEvent (&event)) { if (event.type == SDL_QUIT) { g_main_loop_quit (loop); } if (event.type == SDL_KEYDOWN) { if (event.key.keysym.sym == SDLK_ESCAPE) { g_main_loop_quit (loop); } } } DrawGLScene (buf); /* push buffer so it can be unref later */ g_async_queue_push (queue_output_buf, buf); return FALSE; } /* fakesink handoff callback */ static void on_gst_buffer (GstElement * fakesink, GstBuffer * buf, GstPad * pad, gpointer data) { GAsyncQueue *queue_input_buf = NULL; GAsyncQueue *queue_output_buf = NULL; /* ref then push buffer to use it in sdl */ gst_buffer_ref (buf); queue_input_buf = (GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink), "queue_input_buf"); g_async_queue_push (queue_input_buf, buf); if (g_async_queue_length (queue_input_buf) > 3) g_idle_add (update_sdl_scene, (gpointer) fakesink); /* pop then unref buffer we have finished to use in sdl */ queue_output_buf = (GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink), "queue_output_buf"); if (g_async_queue_length (queue_output_buf) > 3) { GstBuffer *buf_old = (GstBuffer *) g_async_queue_pop (queue_output_buf); gst_buffer_unref (buf_old); } } /* gst bus signal watch callback */ static void end_stream_cb (GstBus * bus, GstMessage * msg, GMainLoop * loop) { switch (GST_MESSAGE_TYPE (msg)) { case GST_MESSAGE_EOS: g_print ("End-of-stream\n"); g_print ("For more information, try to run: GST_DEBUG=gl*:3 ./sdlshare\n"); break; case GST_MESSAGE_ERROR: { gchar *debug = NULL; GError *err = NULL; gst_message_parse_error (msg, &err, &debug); g_print ("Error: %s\n", err->message); g_error_free (err); if (debug) { g_print ("Debug deails: %s\n", debug); g_free (debug); } break; } default: break; } g_main_loop_quit (loop); } static gboolean sync_bus_call (GstBus * bus, GstMessage * msg, gpointer data) { switch (GST_MESSAGE_TYPE (msg)) { case GST_MESSAGE_NEED_CONTEXT: { const gchar *context_type; gst_message_parse_context_type (msg, &context_type); g_print ("got need context %s\n", context_type); if (g_strcmp0 (context_type, GST_GL_DISPLAY_CONTEXT_TYPE) == 0) { GstContext *display_context = gst_context_new (GST_GL_DISPLAY_CONTEXT_TYPE, TRUE); gst_context_set_gl_display (display_context, sdl_gl_display); gst_element_set_context (GST_ELEMENT (msg->src), display_context); return TRUE; } else if (g_strcmp0 (context_type, "gst.gl.app_context") == 0) { GstContext *app_context = gst_context_new ("gst.gl.app_context", TRUE); GstStructure *s = gst_context_writable_structure (app_context); gst_structure_set (s, "context", GST_GL_TYPE_CONTEXT, sdl_context, NULL); gst_element_set_context (GST_ELEMENT (msg->src), app_context); return TRUE; } break; } default: break; } return FALSE; } int main (int argc, char **argv) { #ifdef WIN32 HGLRC sdl_gl_context = 0; HDC sdl_dc = 0; #else SDL_SysWMinfo info; Display *sdl_display = NULL; Window sdl_win = 0; GLXContext sdl_gl_context = NULL; #endif GMainLoop *loop = NULL; GstPipeline *pipeline = NULL; GstBus *bus = NULL; GstElement *fakesink = NULL; GstState state; GAsyncQueue *queue_input_buf = NULL; GAsyncQueue *queue_output_buf = NULL; const gchar *platform; /* Initialize SDL for video output */ if (SDL_Init (SDL_INIT_VIDEO) < 0) { fprintf (stderr, "Unable to initialize SDL: %s\n", SDL_GetError ()); return -1; } /* Create a 640x480 OpenGL screen */ if (SDL_SetVideoMode (640, 480, 0, SDL_OPENGL) == NULL) { fprintf (stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError ()); SDL_Quit (); return -1; } /* Set the title bar in environments that support it */ SDL_WM_SetCaption ("SDL and gst-plugins-gl", NULL); /* Loop, drawing and checking events */ InitGL (640, 480); gst_init (&argc, &argv); loop = g_main_loop_new (NULL, FALSE); /* retrieve and turn off sdl opengl context */ #ifdef WIN32 sdl_gl_context = wglGetCurrentContext (); sdl_dc = wglGetCurrentDC (); wglMakeCurrent (0, 0); platform = "wgl"; sdl_gl_display = gst_gl_display_new (); #else SDL_VERSION (&info.version); SDL_GetWMInfo (&info); /* FIXME: This display is different to the one that SDL uses to create the * GL context inside SDL_SetVideoMode() above which fails on Intel hardware */ sdl_display = info.info.x11.gfxdisplay; sdl_win = info.info.x11.window; sdl_gl_context = glXGetCurrentContext (); glXMakeCurrent (sdl_display, None, 0); platform = "glx"; sdl_gl_display = (GstGLDisplay *) gst_gl_display_x11_new_with_display (sdl_display); #endif sdl_context = gst_gl_context_new_wrapped (sdl_gl_display, (guintptr) sdl_gl_context, gst_gl_platform_from_string (platform), GST_GL_API_OPENGL); pipeline = GST_PIPELINE (gst_parse_launch ("videotestsrc ! video/x-raw, width=320, height=240, framerate=(fraction)30/1 ! " "gleffects effect=5 ! fakesink sync=1", NULL)); bus = gst_pipeline_get_bus (GST_PIPELINE (pipeline)); gst_bus_add_signal_watch (bus); g_signal_connect (bus, "message::error", G_CALLBACK (end_stream_cb), loop); g_signal_connect (bus, "message::warning", G_CALLBACK (end_stream_cb), loop); g_signal_connect (bus, "message::eos", G_CALLBACK (end_stream_cb), loop); gst_bus_enable_sync_message_emission (bus); g_signal_connect (bus, "sync-message", G_CALLBACK (sync_bus_call), NULL); gst_object_unref (bus); /* NULL to PAUSED state pipeline to make sure the gst opengl context is created and * shared with the sdl one */ gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PAUSED); state = GST_STATE_PAUSED; if (gst_element_get_state (GST_ELEMENT (pipeline), &state, NULL, GST_CLOCK_TIME_NONE) != GST_STATE_CHANGE_SUCCESS) { g_debug ("failed to pause pipeline\n"); return -1; } /* turn on back sdl opengl context */ #ifdef WIN32 wglMakeCurrent (sdl_dc, sdl_gl_context); #else glXMakeCurrent (sdl_display, sdl_win, sdl_gl_context); #endif /* append a gst-gl texture to this queue when you do not need it no more */ fakesink = gst_bin_get_by_name (GST_BIN (pipeline), "fakesink0"); g_object_set (G_OBJECT (fakesink), "signal-handoffs", TRUE, NULL); g_signal_connect (fakesink, "handoff", G_CALLBACK (on_gst_buffer), NULL); queue_input_buf = g_async_queue_new (); queue_output_buf = g_async_queue_new (); g_object_set_data (G_OBJECT (fakesink), "queue_input_buf", queue_input_buf); g_object_set_data (G_OBJECT (fakesink), "queue_output_buf", queue_output_buf); g_object_set_data (G_OBJECT (fakesink), "loop", loop); gst_object_unref (fakesink); gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING); g_main_loop_run (loop); /* before to deinitialize the gst-gl-opengl context, * no shared context (here the sdl one) must be current */ #ifdef WIN32 wglMakeCurrent (0, 0); #else glXMakeCurrent (sdl_display, sdl_win, sdl_gl_context); #endif gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_NULL); gst_object_unref (pipeline); /* turn on back sdl opengl context */ #ifdef WIN32 wglMakeCurrent (sdl_dc, sdl_gl_context); #else glXMakeCurrent (sdl_display, None, 0); #endif SDL_Quit (); /* make sure there is no pending gst gl buffer in the communication queues * between sdl and gst-gl */ while (g_async_queue_length (queue_input_buf) > 0) { GstBuffer *buf = (GstBuffer *) g_async_queue_pop (queue_input_buf); gst_buffer_unref (buf); } while (g_async_queue_length (queue_output_buf) > 0) { GstBuffer *buf = (GstBuffer *) g_async_queue_pop (queue_output_buf); gst_buffer_unref (buf); } return 0; }