/* * 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., 51 Franklin St, Fifth Floor, * Boston, MA 02110-1301, USA. */ /** * SECTION:element-glfiltercube * * The resize and redraw callbacks can be set from a client code. * * * Examples * |[ * gst-launch -v videotestsrc ! glupload ! glfiltercube ! glimagesink * ]| A pipeline to mpa textures on the 6 cube faces.. * FBO is required. * |[ * gst-launch -v videotestsrc ! glupload ! glfiltercube ! video/x-raw-gl, width=640, height=480 ! glimagesink * ]| Resize scene after drawing the cube. * The scene size is greater than the input video size. |[ * gst-launch -v videotestsrc ! glupload ! video/x-raw-gl, width=640, height=480 ! glfiltercube ! glimagesink * ]| Resize scene before drawing the cube. * The scene size is greater than the input video size. * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include "gstglfiltercube.h" #define GST_CAT_DEFAULT gst_gl_filter_cube_debug GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT); enum { PROP_0, PROP_RED, PROP_GREEN, PROP_BLUE, PROP_FOVY, PROP_ASPECT, PROP_ZNEAR, PROP_ZFAR }; #define DEBUG_INIT \ GST_DEBUG_CATEGORY_INIT (gst_gl_filter_cube_debug, "glfiltercube", 0, "glfiltercube element"); G_DEFINE_TYPE_WITH_CODE (GstGLFilterCube, gst_gl_filter_cube, 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_set_caps (GstGLFilter * filter, GstCaps * incaps, GstCaps * outcaps); #if GST_GL_HAVE_GLES2 static void gst_gl_filter_cube_reset (GstGLFilter * filter); static gboolean gst_gl_filter_cube_init_shader (GstGLFilter * filter); static void _callback_gles2 (gint width, gint height, guint texture, gpointer stuff); #endif #if GST_GL_HAVE_OPENGL static void _callback_opengl (gint width, gint height, guint texture, gpointer stuff); #endif static gboolean gst_gl_filter_cube_filter_texture (GstGLFilter * filter, guint in_tex, guint out_tex); #if GST_GL_HAVE_GLES2 /* vertex source */ static const gchar *cube_v_src = "attribute vec4 a_position; \n" "attribute vec2 a_texCoord; \n" "uniform mat4 u_matrix; \n" "uniform float xrot_degree, yrot_degree, zrot_degree; \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 *cube_f_src = "precision mediump float; \n" "varying vec2 v_texCoord; \n" "uniform sampler2D s_texture; \n" "void main() \n" "{ \n" " gl_FragColor = texture2D( s_texture, v_texCoord );\n" "} \n"; #endif static void gst_gl_filter_cube_class_init (GstGLFilterCubeClass * klass) { GObjectClass *gobject_class; GstElementClass *element_class; gobject_class = (GObjectClass *) klass; element_class = GST_ELEMENT_CLASS (klass); gobject_class->set_property = gst_gl_filter_cube_set_property; gobject_class->get_property = gst_gl_filter_cube_get_property; #if GST_GL_HAVE_GLES2 GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_filter_cube_init_shader; GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_filter_cube_reset; #endif GST_GL_FILTER_CLASS (klass)->set_caps = gst_gl_filter_cube_set_caps; GST_GL_FILTER_CLASS (klass)->filter_texture = gst_gl_filter_cube_filter_texture; g_object_class_install_property (gobject_class, PROP_RED, g_param_spec_float ("red", "Red", "Background red color", 0.0f, 1.0f, 0.0f, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); g_object_class_install_property (gobject_class, PROP_GREEN, g_param_spec_float ("green", "Green", "Background reen color", 0.0f, 1.0f, 0.0f, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); g_object_class_install_property (gobject_class, PROP_BLUE, g_param_spec_float ("blue", "Blue", "Background blue color", 0.0f, 1.0f, 0.0f, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); g_object_class_install_property (gobject_class, PROP_FOVY, g_param_spec_double ("fovy", "Fovy", "Field of view angle in degrees", 0.0, 180.0, 45.0, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); g_object_class_install_property (gobject_class, PROP_ASPECT, g_param_spec_double ("aspect", "Aspect", "Field of view in the x direction", 0.0, 100, 0.0, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); g_object_class_install_property (gobject_class, PROP_ZNEAR, g_param_spec_double ("znear", "Znear", "Specifies the distance from the viewer to the near clipping plane", 0.0, 100.0, 0.1, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); g_object_class_install_property (gobject_class, PROP_ZFAR, g_param_spec_double ("zfar", "Zfar", "Specifies the distance from the viewer to the far clipping plane", 0.0, 1000.0, 100.0, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); gst_element_class_set_metadata (element_class, "OpenGL cube filter", "Filter/Effect/Video", "Map input texture on the 6 cube faces", "Julien Isorce "); } static void gst_gl_filter_cube_init (GstGLFilterCube * filter) { filter->shader = NULL; filter->fovy = 45; filter->aspect = 0; filter->znear = 0.1; filter->zfar = 100; } 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) { case PROP_RED: filter->red = g_value_get_float (value); break; case PROP_GREEN: filter->green = g_value_get_float (value); break; case PROP_BLUE: filter->blue = g_value_get_float (value); break; case PROP_FOVY: filter->fovy = g_value_get_double (value); break; case PROP_ASPECT: filter->aspect = g_value_get_double (value); break; case PROP_ZNEAR: filter->znear = g_value_get_double (value); break; case PROP_ZFAR: filter->zfar = g_value_get_double (value); break; 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) { case PROP_RED: g_value_set_float (value, filter->red); break; case PROP_GREEN: g_value_set_float (value, filter->green); break; case PROP_BLUE: g_value_set_float (value, filter->blue); break; case PROP_FOVY: g_value_set_double (value, filter->fovy); break; case PROP_ASPECT: g_value_set_double (value, filter->aspect); break; case PROP_ZNEAR: g_value_set_double (value, filter->znear); break; case PROP_ZFAR: g_value_set_double (value, filter->zfar); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static gboolean gst_gl_filter_cube_set_caps (GstGLFilter * filter, GstCaps * incaps, GstCaps * outcaps) { GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter); if (cube_filter->aspect == 0) cube_filter->aspect = (gdouble) GST_VIDEO_INFO_WIDTH (&filter->out_info) / (gdouble) GST_VIDEO_INFO_HEIGHT (&filter->out_info); return TRUE; } #if GST_GL_HAVE_GLES2 static void gst_gl_filter_cube_reset (GstGLFilter * filter) { GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter); /* blocking call, wait the opengl thread has destroyed the shader */ if (cube_filter->shader) gst_gl_context_del_shader (filter->context, cube_filter->shader); cube_filter->shader = NULL; } static gboolean gst_gl_filter_cube_init_shader (GstGLFilter * filter) { GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter); if (gst_gl_context_get_gl_api (filter->context) & GST_GL_API_GLES2) { /* blocking call, wait the opengl thread has compiled the shader */ return gst_gl_context_gen_shader (filter->context, cube_v_src, cube_f_src, &cube_filter->shader); } return TRUE; } #endif static gboolean gst_gl_filter_cube_filter_texture (GstGLFilter * filter, guint in_tex, guint out_tex) { GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter); GLCB cb = NULL; GstGLAPI api; api = gst_gl_context_get_gl_api (GST_GL_FILTER (cube_filter)->context); #if GST_GL_HAVE_OPENGL if (api & GST_GL_API_OPENGL) cb = _callback_opengl; #endif #if GST_GL_HAVE_GLES2 if (api & GST_GL_API_GLES2) cb = _callback_gles2; #endif /* blocking call, use a FBO */ gst_gl_context_use_fbo (filter->context, GST_VIDEO_INFO_WIDTH (&filter->out_info), GST_VIDEO_INFO_HEIGHT (&filter->out_info), filter->fbo, filter->depthbuffer, out_tex, cb, GST_VIDEO_INFO_WIDTH (&filter->in_info), GST_VIDEO_INFO_HEIGHT (&filter->in_info), in_tex, cube_filter->fovy, cube_filter->aspect, cube_filter->znear, cube_filter->zfar, GST_GL_DISPLAY_PROJECTION_PERSPECTIVE, (gpointer) cube_filter); return TRUE; } /* opengl scene, params: input texture (not the output filter->texture) */ #if GST_GL_HAVE_OPENGL static void _callback_opengl (gint width, gint height, guint texture, gpointer stuff) { GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (stuff); GstGLFilter *filter = GST_GL_FILTER (stuff); GstGLFuncs *gl = filter->context->gl_vtable; static GLfloat xrot = 0; static GLfloat yrot = 0; static GLfloat zrot = 0; /* *INDENT-OFF* */ const GLfloat v_vertices[] = { /*| Vertex | TexCoord |*/ /* front face */ 1.0, 1.0, -1.0, 0.0, 0.0, 1.0, -1.0, -1.0, 1.0, 0.0, -1.0, -1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, 0.0, 1.0, /* back face */ -1.0, 1.0, 1.0, 0.0, 0.0, -1.0, -1.0, 1.0, 1.0, 0.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, /* right face */ -1.0, 1.0, -1.0, 0.0, 0.0, -1.0, -1.0, -1.0, 1.0, 0.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 0.0, 1.0, /* left face */ 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, -1.0, 1.0, 1.0, 0.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 0.0, 1.0, /* top face */ 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 1.0, -1.0, 1.0, 0.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 0.0, 1.0, /* bottom face */ 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, -1.0, -1.0, 1.0, 0.0, -1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, 0.0, 1.0, }; /* *INDENT-ON* */ GLushort indices[] = { 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23 }; gl->Enable (GL_DEPTH_TEST); gl->Enable (GL_TEXTURE_2D); gl->BindTexture (GL_TEXTURE_2D, texture); gl->ClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0); gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gl->MatrixMode (GL_PROJECTION); gluLookAt (0.0, 0.0, -6.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); gl->MatrixMode (GL_MODELVIEW); gl->LoadIdentity (); // gl->Translatef (0.0f, 0.0f, -5.0f); gl->Rotatef (xrot, 1.0f, 0.0f, 0.0f); gl->Rotatef (yrot, 0.0f, 1.0f, 0.0f); gl->Rotatef (zrot, 0.0f, 0.0f, 1.0f); gl->ClientActiveTexture (GL_TEXTURE0); gl->EnableClientState (GL_TEXTURE_COORD_ARRAY); gl->EnableClientState (GL_VERTEX_ARRAY); gl->VertexPointer (3, GL_FLOAT, 5 * sizeof (float), v_vertices); gl->TexCoordPointer (2, GL_FLOAT, 5 * sizeof (float), &v_vertices[3]); gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices); gl->DisableClientState (GL_TEXTURE_COORD_ARRAY); gl->DisableClientState (GL_VERTEX_ARRAY); gl->Disable (GL_DEPTH_TEST); xrot += 0.3f; yrot += 0.2f; zrot += 0.4f; } #endif #if GST_GL_HAVE_GLES2 static void _callback_gles2 (gint width, gint height, guint texture, gpointer stuff) { GstGLFilter *filter = GST_GL_FILTER (stuff); GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter); GstGLFuncs *gl = filter->context->gl_vtable; static GLfloat xrot = 0; static GLfloat yrot = 0; static GLfloat zrot = 0; /* *INDENT-OFF* */ const GLfloat v_vertices[] = { /*| Vertex | TexCoord |*/ /* front face */ 1.0, 1.0, -1.0, 1.0, 0.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0, 0.0, 1.0, -1.0, 1.0, -1.0, 0.0, 0.0, /* back face */ 1.0, 1.0, 1.0, 1.0, 0.0, -1.0, 1.0, 1.0, 0.0, 0.0, -1.0, -1.0, 1.0, 0.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, /* right face */ 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, -1.0, -1.0, 0.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0, /* left face */ -1.0, 1.0, 1.0, 1.0, 0.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, -1.0, -1.0, 0.0, 1.0, -1.0, -1.0, 1.0, 0.0, 0.0, /* top face */ 1.0, -1.0, 1.0, 1.0, 0.0, -1.0, -1.0, 1.0, 0.0, 0.0, -1.0, -1.0, -1.0, 0.0, 1.0, 1.0, -1.0, -1.0, 1.0, 1.0, /* bottom face */ 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0, -1.0, 0.0, 1.0, -1.0, 1.0, 1.0, 0.0, 0.0 }; /* *INDENT-ON* */ GLushort indices[] = { 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23 }; 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 }; gl->Enable (GL_DEPTH_TEST); gl->ClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0); gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gst_gl_shader_use (cube_filter->shader); attr_position_loc = gst_gl_shader_get_attribute_location (cube_filter->shader, "a_position"); attr_texture_loc = gst_gl_shader_get_attribute_location (cube_filter->shader, "a_texCoord"); /* Load the vertex position */ gl->VertexAttribPointer (attr_position_loc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), v_vertices); /* Load the texture coordinate */ gl->VertexAttribPointer (attr_texture_loc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[3]); gl->EnableVertexAttribArray (attr_position_loc); gl->EnableVertexAttribArray (attr_texture_loc); gl->ActiveTexture (GL_TEXTURE0); gl->BindTexture (GL_TEXTURE_2D, texture); gst_gl_shader_set_uniform_1i (cube_filter->shader, "s_texture", 0); gst_gl_shader_set_uniform_1f (cube_filter->shader, "xrot_degree", xrot); gst_gl_shader_set_uniform_1f (cube_filter->shader, "yrot_degree", yrot); gst_gl_shader_set_uniform_1f (cube_filter->shader, "zrot_degree", zrot); gst_gl_shader_set_uniform_matrix_4fv (cube_filter->shader, "u_matrix", 1, GL_FALSE, matrix); gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices); gl->DisableVertexAttribArray (attr_position_loc); gl->DisableVertexAttribArray (attr_texture_loc); gl->Disable (GL_DEPTH_TEST); xrot += 0.3f; yrot += 0.2f; zrot += 0.4f; } #endif