/* * GStreamer * Copyright (C) 2008 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., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "gstglfiltercube.h" #define GST_CAT_DEFAULT gst_gl_filter_cube_debug GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT); static const GstElementDetails element_details = GST_ELEMENT_DETAILS ("OpenGL cube filter", "Filter/Effect", "Map input texture on the 6 cube faces", "Julien Isorce "); enum { PROP_0 }; #define DEBUG_INIT(bla) \ GST_DEBUG_CATEGORY_INIT (gst_gl_filter_cube_debug, "glfiltercube", 0, "glfiltercube element"); GST_BOILERPLATE_FULL (GstGLFilterCube, gst_gl_filter_cube, GstGLFilter, GST_TYPE_GL_FILTER, DEBUG_INIT); static void gst_gl_filter_cube_set_property (GObject* object, guint prop_id, const GValue* value, GParamSpec * pspec); static void gst_gl_filter_cube_get_property (GObject* object, guint prop_id, GValue* value, GParamSpec* pspec); static gboolean gst_gl_filter_cube_filter (GstGLFilter* filter, GstGLBuffer* inbuf, GstGLBuffer* outbuf); static void gst_gl_filter_cube_callback (guint width, guint height, guint texture, GLhandleARB shader); static void gst_gl_filter_cube_base_init (gpointer klass) { GstElementClass *element_class = GST_ELEMENT_CLASS (klass); gst_element_class_set_details (element_class, &element_details); } static void gst_gl_filter_cube_class_init (GstGLFilterCubeClass * klass) { GObjectClass* gobject_class; gobject_class = (GObjectClass *) klass; gobject_class->set_property = gst_gl_filter_cube_set_property; gobject_class->get_property = gst_gl_filter_cube_get_property; GST_GL_FILTER_CLASS (klass)->filter = gst_gl_filter_cube_filter; } static void gst_gl_filter_cube_init (GstGLFilterCube* filter, GstGLFilterCubeClass* klass) { } static void gst_gl_filter_cube_set_property (GObject* object, guint prop_id, const GValue* value, GParamSpec* pspec) { //GstGLFilterCube *filter = GST_GL_FILTER_CUBE (object); switch (prop_id) { default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void gst_gl_filter_cube_get_property (GObject* object, guint prop_id, GValue* value, GParamSpec* pspec) { //GstGLFilterCube *filter = GST_GL_FILTER_CUBE (object); switch (prop_id) { default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static gboolean gst_gl_filter_cube_filter (GstGLFilter* filter, GstGLBuffer* inbuf, GstGLBuffer* outbuf) { //GstGLFilterCube* cube_filter = GST_GL_FILTER_CUBE(filter); //blocking call, use a FBO gst_gl_display_useFBO (filter->display, filter->width, filter->height, filter->fbo, filter->depthbuffer, outbuf->texture, gst_gl_filter_cube_callback, inbuf->width, inbuf->height, inbuf->texture, 0); return TRUE; } //opengl scene, params: input texture (not the output filter->texture) static void gst_gl_filter_cube_callback (guint width, guint height, guint texture, GLhandleARB shader) { static GLfloat xrot = 0; static GLfloat yrot = 0; static GLfloat zrot = 0; glEnable(GL_DEPTH_TEST); glEnable (GL_TEXTURE_RECTANGLE_ARB); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.0f,0.0f,-5.0f); glRotatef(xrot,1.0f,0.0f,0.0f); glRotatef(yrot,0.0f,1.0f,0.0f); glRotatef(zrot,0.0f,0.0f,1.0f); glBegin(GL_QUADS); // Front Face glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f); // Back Face glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f); glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Face glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f); glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f); // Bottom Face glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, -1.0f, 1.0f); glTexCoord2f((gfloat)width,(gfloat)height); glVertex3f(-1.0f, -1.0f, 1.0f); // Right face glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, (gfloat)height); glVertex3f( 1.0f, 1.0f, -1.0f); glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f( 1.0f, 1.0f, 1.0f); glTexCoord2f((gfloat)width, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Left Face glTexCoord2f((gfloat)width, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); glTexCoord2f(0.0f, (gfloat)height); glVertex3f(-1.0f, 1.0f, 1.0f); glTexCoord2f((gfloat)width, (gfloat)height); glVertex3f(-1.0f, 1.0f, -1.0f); glEnd(); xrot+=0.3f; yrot+=0.2f; zrot+=0.4f; }