/* * 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 #ifndef WIN32 #include #include #include #endif #include #include static GstGLContext *sdl_context; static GstGLDisplay *sdl_gl_display; static guint32 sdl_message_event = -1; static SDL_Window *sdl_window; static SDL_GLContext sdl_gl_context; static GAsyncQueue *queue_input_buf; static GAsyncQueue *queue_output_buf; /* 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 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 (-0.4f, 0.0f, 0.0f); // 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, 0.4f, 0.0f); // Top glColor3f (0.0f, 1.0f, 0.0f); // Set The Color To Green glVertex3f (0.4f, -0.4f, 0.0f); // Bottom Right glColor3f (0.0f, 0.0f, 1.0f); // Set The Color To Blue glVertex3f (-0.4f, -0.4f, 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 (0.5f, 0.0f, 0.0f); // 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 (0.4f, 0.4f, 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 (-0.4f, 0.4f, 0.0f); // Top Left glTexCoord3f (1.0f, 1.0f, 0.0f); glVertex3f (0.4f, 0.4f, 0.0f); // Top Right glTexCoord3f (1.0f, 0.0f, 0.0f); glVertex3f (0.4f, -0.4f, 0.0f); // Bottom Right glTexCoord3f (0.0f, 0.0f, 0.0f); glVertex3f (-0.4f, -0.4f, 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_SwapWindow (sdl_window); gst_video_frame_unmap (&v_frame); } /* appsink new-sample callback */ static GstFlowReturn on_new_sample (GstElement * appsink, gpointer data) { GstSample *sample = NULL; GstBuffer *buf; g_signal_emit_by_name (appsink, "pull-sample", &sample, NULL); if (!sample) return GST_FLOW_FLUSHING; buf = gst_sample_get_buffer (sample); /* ref then push buffer to use it in sdl */ gst_buffer_ref (buf); gst_sample_unref (sample); g_async_queue_push (queue_input_buf, buf); /* pop then unref buffer we have finished to use in sdl */ 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); } return GST_FLOW_OK; } static void 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); gst_context_unref (display_context); } 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_TYPE_GL_CONTEXT, sdl_context, NULL); gst_element_set_context (GST_ELEMENT (msg->src), app_context); gst_context_unref (app_context); } break; } default: { SDL_Event event = { 0, }; event.type = sdl_message_event; SDL_PushEvent (&event); break; } } } static void sdl_event_loop (GstBus * bus) { GstBuffer *buf = NULL; gboolean quit = FALSE; SDL_GL_MakeCurrent (sdl_window, sdl_gl_context); SDL_GL_SetSwapInterval (1); while (!quit) { SDL_Event event; while (SDL_PollEvent (&event)) { if (event.type == SDL_QUIT) { quit = TRUE; } if (event.type == SDL_KEYDOWN) { if (event.key.keysym.sym == SDLK_ESCAPE) { quit = TRUE; } } if (event.type == sdl_message_event) { GstMessage *msg; while ((msg = gst_bus_pop (bus))) { 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"); quit = TRUE; 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); } quit = TRUE; break; } default: break; } gst_message_unref (msg); } } } while (g_async_queue_length (queue_input_buf) > 3) { if (buf) g_async_queue_push (queue_output_buf, buf); buf = (GstBuffer *) g_async_queue_pop (queue_input_buf); } if (buf) DrawGLScene (buf); } SDL_GL_MakeCurrent (sdl_window, NULL); if (buf) g_async_queue_push (queue_output_buf, buf); } int main (int argc, char **argv) { #ifdef WIN32 HGLRC gl_context = 0; HDC sdl_dc = 0; #else SDL_SysWMinfo info; Display *sdl_display = NULL; GLXContext gl_context = NULL; #endif GstPipeline *pipeline = NULL; GstBus *bus = NULL; GstElement *appsink = NULL; GstState state; 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; } sdl_message_event = SDL_RegisterEvents (1); g_assert (sdl_message_event != -1); /* Create a 640x480 OpenGL window */ sdl_window = SDL_CreateWindow ("SDL and gst-plugins-gl", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_OPENGL); if (sdl_window == NULL) { fprintf (stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError ()); SDL_Quit (); return -1; } sdl_gl_context = SDL_GL_CreateContext (sdl_window); gst_init (&argc, &argv); SDL_GL_MakeCurrent (sdl_window, sdl_gl_context); /* Loop, drawing and checking events */ InitGL (640, 480); #ifdef WIN32 gl_context = wglGetCurrentContext (); sdl_dc = wglGetCurrentDC (); platform = "wgl"; sdl_gl_display = gst_gl_display_new (); #else SDL_VERSION (&info.version); SDL_GetWindowWMInfo (sdl_window, &info); sdl_display = info.info.x11.display; gl_context = glXGetCurrentContext (); platform = "glx"; sdl_gl_display = (GstGLDisplay *) gst_gl_display_x11_new_with_display (sdl_display); #endif SDL_GL_MakeCurrent (sdl_window, NULL); sdl_context = gst_gl_context_new_wrapped (sdl_gl_display, (guintptr) gl_context, gst_gl_platform_from_string (platform), GST_GL_API_OPENGL); pipeline = GST_PIPELINE (gst_parse_launch ("videotestsrc ! glupload ! gleffects effect=5 ! " "appsink name=sink sync=true " "caps=video/x-raw(memory:GLMemory),format=RGBA,width=320,height=240,framerate=(fraction)30/1,texture-target=2D", NULL)); bus = gst_pipeline_get_bus (GST_PIPELINE (pipeline)); gst_bus_enable_sync_message_emission (bus); g_signal_connect (bus, "sync-message", G_CALLBACK (sync_bus_call), NULL); /* 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; } queue_input_buf = g_async_queue_new (); queue_output_buf = g_async_queue_new (); /* append a gst-gl texture to this queue when you do not need it no more */ appsink = gst_bin_get_by_name (GST_BIN (pipeline), "sink"); g_object_set (appsink, "emit-signals", TRUE, NULL); g_signal_connect (appsink, "new-sample", G_CALLBACK (on_new_sample), NULL); gst_object_unref (appsink); gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING); sdl_event_loop (bus); gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_NULL); gst_object_unref (pipeline); gst_object_unref (bus); gst_object_unref (sdl_context); gst_object_unref (sdl_gl_display); /* 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); } SDL_GL_DeleteContext (gl_context); SDL_DestroyWindow (sdl_window); SDL_Quit (); return 0; }