/* * glshader gstreamer plugin * Copyrithg (C) 2008 Filippo Argiolas * Copyright (C) 2009 Luc Deschenaux * * 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-glshader * * Filter loading OpenGL fragment shader from file * * * Examples * |[ * gst-launch videotestsrc ! glupload ! glshader location=myshader.fs ! glimagesink * ]| * FBO (Frame Buffer Object) and GLSL (OpenGL Shading Language) are required. * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include #include #include #include #include #include #include #include "gstglfiltershader.h" /* horizontal filter */ static gchar *hfilter_fragment_source; static gchar *hfilter_fragment_variables[2]; enum { PROP_0, PROP_LOCATION, PROP_PRESET, PROP_VARIABLES }; #define GST_CAT_DEFAULT gst_gl_filtershader_debug GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT); #define DEBUG_INIT \ GST_DEBUG_CATEGORY_INIT (gst_gl_filtershader_debug, "glshader", 0, "glshader element"); G_DEFINE_TYPE_WITH_CODE (GstGLFilterShader, gst_gl_filtershader, GST_TYPE_GL_FILTER, DEBUG_INIT); static void gst_gl_filtershader_set_property (GObject * object, guint prop_id, const GValue * value, GParamSpec * pspec); static void gst_gl_filtershader_get_property (GObject * object, guint prop_id, GValue * value, GParamSpec * pspec); static void gst_gl_filter_filtershader_reset (GstGLFilter * filter); static gboolean gst_gl_filtershader_load_shader (GstGLFilterShader * filter_shader, char *filename, char **storage); static gboolean gst_gl_filtershader_load_variables (GstGLFilterShader * filter_shader, char *filename, char **storage); static gboolean gst_gl_filtershader_init_shader (GstGLFilter * filter); static gboolean gst_gl_filtershader_filter_texture (GstGLFilter * filter, guint in_tex, guint out_tex); static void gst_gl_filtershader_hcallback (gint width, gint height, guint texture, gpointer stuff); static void gst_gl_filtershader_init_resources (GstGLFilter * filter) { glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, GST_VIDEO_INFO_WIDTH (&filter->out_info), GST_VIDEO_INFO_HEIGHT (&filter->out_info), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 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); } static void gst_gl_filtershader_reset_resources (GstGLFilter * filter) { //GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter); } static void gst_gl_filtershader_class_init (GstGLFilterShaderClass * klass) { GObjectClass *gobject_class; GstElementClass *element_class; gobject_class = (GObjectClass *) klass; element_class = GST_ELEMENT_CLASS (klass); gobject_class->set_property = gst_gl_filtershader_set_property; gobject_class->get_property = gst_gl_filtershader_get_property; g_object_class_install_property (gobject_class, PROP_LOCATION, g_param_spec_string ("location", "File Location", "Location of the GLSL file to load", NULL, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); g_object_class_install_property (gobject_class, PROP_PRESET, g_param_spec_string ("preset", "Preset File Location", "Location of the shader uniform variables preset file", NULL, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); g_object_class_install_property (gobject_class, PROP_VARIABLES, g_param_spec_string ("vars", "Uniform variables", "Set the shader uniform variables", NULL, G_PARAM_WRITABLE | GST_PARAM_CONTROLLABLE | G_PARAM_STATIC_STRINGS)); gst_element_class_set_metadata (element_class, "OpenGL fragment shader filter", "Filter/Effect", "Load GLSL fragment shader from file", ""); GST_GL_FILTER_CLASS (klass)->filter_texture = gst_gl_filtershader_filter_texture; GST_GL_FILTER_CLASS (klass)->display_init_cb = gst_gl_filtershader_init_resources; GST_GL_FILTER_CLASS (klass)->display_reset_cb = gst_gl_filtershader_reset_resources; GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_filtershader_init_shader; GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_filter_filtershader_reset; } static void gst_gl_filtershader_init (GstGLFilterShader * filtershader) { filtershader->shader0 = NULL; } static void gst_gl_filter_filtershader_reset (GstGLFilter * filter) { GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter); //blocking call, wait the opengl thread has destroyed the shader if (filtershader->shader0) gst_gl_context_del_shader (filter->context, filtershader->shader0); filtershader->shader0 = NULL; } static void gst_gl_filtershader_set_property (GObject * object, guint prop_id, const GValue * value, GParamSpec * pspec) { GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object); switch (prop_id) { case PROP_LOCATION: if (filtershader->filename) { g_free (filtershader->filename); } if (filtershader->compiled) { //gst_gl_context_del_shader (filtershader->filter.context, filtershader->shader0); gst_gl_filter_filtershader_reset (&filtershader->filter); filtershader->shader0 = 0; } filtershader->filename = g_strdup (g_value_get_string (value)); filtershader->compiled = 0; filtershader->texSet = 0; break; case PROP_PRESET: if (filtershader->presetfile) { g_free (filtershader->presetfile); } filtershader->presetfile = g_strdup (g_value_get_string (value)); if (hfilter_fragment_variables[0]) { g_free (hfilter_fragment_variables[0]); hfilter_fragment_variables[0] = 0; } if (!filtershader->presetfile[0]) { g_free (filtershader->presetfile); filtershader->presetfile = 0; } break; case PROP_VARIABLES: if (hfilter_fragment_variables[1]) { g_free (hfilter_fragment_variables[1]); } hfilter_fragment_variables[1] = g_strdup (g_value_get_string (value)); if (!hfilter_fragment_variables[1][0]) { g_free (hfilter_fragment_variables[1]); hfilter_fragment_variables[1] = 0; } break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void gst_gl_filtershader_get_property (GObject * object, guint prop_id, GValue * value, GParamSpec * pspec) { GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object); switch (prop_id) { case PROP_LOCATION: g_value_set_string (value, filtershader->filename); break; case PROP_PRESET: g_value_set_string (value, filtershader->presetfile); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static gboolean gst_gl_filtershader_load_shader (GstGLFilterShader * filter_shader, char *filename, char **storage) { GError *error = NULL; gsize length; g_return_val_if_fail (storage != NULL, FALSE); if (!filename) { GST_ELEMENT_ERROR (filter_shader, RESOURCE, NOT_FOUND, ("A shader file is required"), (NULL)); return FALSE; } if (!g_file_get_contents (filename, storage, &length, &error)) { GST_ELEMENT_ERROR (filter_shader, RESOURCE, NOT_FOUND, ("%s", error->message), (NULL)); g_error_free (error); return FALSE; } return TRUE; } static gboolean gst_gl_filtershader_load_variables (GstGLFilterShader * filter_shader, char *filename, char **storage) { GError *error = NULL; gsize length; if (storage[0]) { g_free (storage[0]); storage[0] = 0; } if (!filename) return TRUE; if (!g_file_get_contents (filename, storage, &length, &error)) { GST_ELEMENT_ERROR (filter_shader, RESOURCE, NOT_FOUND, ("%s", error->message), (NULL)); g_error_free (error); return FALSE; } return TRUE; } static void gst_gl_filtershader_variables_parse (GstGLShader * shader, gchar * variables) { gst_gl_shadervariables_parse (shader, variables, 0); } static gboolean gst_gl_filtershader_init_shader (GstGLFilter * filter) { GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter); if (!gst_gl_filtershader_load_shader (filtershader, filtershader->filename, &hfilter_fragment_source)) return FALSE; //blocking call, wait the opengl thread has compiled the shader if (!gst_gl_context_gen_shader (filter->context, 0, hfilter_fragment_source, &filtershader->shader0)) return FALSE; if (!gst_gl_filtershader_load_variables (filtershader, filtershader->presetfile, &hfilter_fragment_variables[0])) return FALSE; filtershader->compiled = 1; return TRUE; } static gboolean gst_gl_filtershader_filter_texture (GstGLFilter * filter, guint in_tex, guint out_tex) { GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter); gst_gl_filter_render_to_target (filter, TRUE, in_tex, out_tex, gst_gl_filtershader_hcallback, filtershader); return TRUE; } static void gst_gl_filtershader_hcallback (gint width, gint height, guint texture, gpointer stuff) { GstGLFilter *filter = GST_GL_FILTER (stuff); GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter); GstGLFuncs *gl = filter->context->gl_vtable; gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); gst_gl_shader_use (filtershader->shader0); gl->ActiveTexture (GL_TEXTURE1); gl->Enable (GL_TEXTURE_2D); gl->BindTexture (GL_TEXTURE_2D, texture); gl->Disable (GL_TEXTURE_2D); gst_gl_shader_set_uniform_1i (filtershader->shader0, "tex", 1); if (hfilter_fragment_variables[0]) { gst_gl_filtershader_variables_parse (filtershader->shader0, hfilter_fragment_variables[0]); g_free (hfilter_fragment_variables[0]); hfilter_fragment_variables[0] = 0; } if (hfilter_fragment_variables[1]) { gst_gl_filtershader_variables_parse (filtershader->shader0, hfilter_fragment_variables[1]); g_free (hfilter_fragment_variables[1]); hfilter_fragment_variables[1] = 0; } gst_gl_filter_draw_texture (filter, texture, width, height); }