/* * 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., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ #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); static const GstElementDetails element_details = GST_ELEMENT_DETAILS ("OpenGL mosaic", "Filter/Effect", "OpenGL mosaic", "Julien Isorce "); enum { PROP_0, }; #define DEBUG_INIT(bla) \ GST_DEBUG_CATEGORY_INIT (gst_gl_mosaic_debug, "glmosaic", 0, "glmosaic element"); GST_BOILERPLATE_FULL (GstGLMosaic, gst_gl_mosaic, GstGLMixer, 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_proc (GstGLMixer * mixer, GPtrArray * buffers, GstBuffer * outbuf); 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_base_init (gpointer klass) { GstElementClass *element_class = GST_ELEMENT_CLASS (klass); gst_element_class_set_details (element_class, &element_details); } static void gst_gl_mosaic_class_init (GstGLMosaicClass * klass) { GObjectClass *gobject_class; gobject_class = (GObjectClass *) klass; gobject_class->set_property = gst_gl_mosaic_set_property; gobject_class->get_property = gst_gl_mosaic_get_property; 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_buffers = gst_gl_mosaic_proc; } static void gst_gl_mosaic_init (GstGLMosaic * mosaic, GstGLMosaicClass * klass) { mosaic->shader = NULL; mosaic->input_gl_buffers = 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_gl_buffers = 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 gst_gl_display_gen_shader (mixer->display, mosaic_v_src, mosaic_f_src, &mosaic->shader); return TRUE; } static gboolean gst_gl_mosaic_proc (GstGLMixer * mix, GPtrArray * buffers, GstBuffer * outbuf) { GstGLMosaic *mosaic = GST_GL_MOSAIC (mix); GstGLBuffer *gl_out_buffer = GST_GL_BUFFER (outbuf); mosaic->input_gl_buffers = buffers; //blocking call, use a FBO gst_gl_display_use_fbo_v2 (mix->display, mix->width, mix->height, mix->fbo, mix->depthbuffer, gl_out_buffer->texture, 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; gboolean do_next = TRUE; 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 (do_next && count < mosaic->input_gl_buffers->len && count < 6) { GstGLBuffer *gl_in_buffer = g_ptr_array_index (mosaic->input_gl_buffers, count); if (gl_in_buffer && gl_in_buffer->texture) { GLuint texture = gl_in_buffer->texture; GLfloat width = (GLfloat) gl_in_buffer->width; GLfloat height = (GLfloat) gl_in_buffer->height; const GLfloat v_vertices[] = { //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 }; 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, texture); 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; } else { do_next = FALSE; } } 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; }