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347 lines
11 KiB
C
347 lines
11 KiB
C
/*
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* GStreamer
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* Copyright (C) 2009 Julien Isorce <julien.isorce@gmail.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "gstglmosaic.h"
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#define GST_CAT_DEFAULT gst_gl_mosaic_debug
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GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
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static const GstElementDetails element_details =
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GST_ELEMENT_DETAILS ("OpenGL mosaic",
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"Filter/Effect",
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"OpenGL mosaic",
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"Julien Isorce <julien.isorce@gmail.com>");
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enum
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{
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PROP_0,
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};
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#define DEBUG_INIT(bla) \
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GST_DEBUG_CATEGORY_INIT (gst_gl_mosaic_debug, "glmosaic", 0, "glmosaic element");
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GST_BOILERPLATE_FULL (GstGLMosaic, gst_gl_mosaic, GstGLMixer,
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GST_TYPE_GL_MIXER, DEBUG_INIT);
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static void gst_gl_mosaic_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec);
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static void gst_gl_mosaic_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec);
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static void gst_gl_mosaic_reset (GstGLMixer * mixer);
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static gboolean gst_gl_mosaic_init_shader (GstGLMixer * mixer,
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GstCaps * outcaps);
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static gboolean gst_gl_mosaic_proc (GstGLMixer * mixer,
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GPtrArray * buffers, GstBuffer * outbuf);
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static void gst_gl_mosaic_callback (gpointer stuff);
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//vertex source
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static const gchar *mosaic_v_src =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform mat4 u_matrix; \n"
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"uniform float xrot_degree, yrot_degree, zrot_degree; \n"
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"attribute vec4 a_position; \n"
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"attribute vec2 a_texCoord; \n"
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"varying vec2 v_texCoord; \n"
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"void main() \n"
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"{ \n"
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" float PI = 3.14159265; \n"
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" float xrot = xrot_degree*2.0*PI/360.0; \n"
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" float yrot = yrot_degree*2.0*PI/360.0; \n"
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" float zrot = zrot_degree*2.0*PI/360.0; \n"
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" mat4 matX = mat4 ( \n"
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" 1.0, 0.0, 0.0, 0.0, \n"
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" 0.0, cos(xrot), sin(xrot), 0.0, \n"
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" 0.0, -sin(xrot), cos(xrot), 0.0, \n"
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" 0.0, 0.0, 0.0, 1.0 ); \n"
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" mat4 matY = mat4 ( \n"
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" cos(yrot), 0.0, -sin(yrot), 0.0, \n"
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" 0.0, 1.0, 0.0, 0.0, \n"
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" sin(yrot), 0.0, cos(yrot), 0.0, \n"
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" 0.0, 0.0, 0.0, 1.0 ); \n"
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" mat4 matZ = mat4 ( \n"
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" cos(zrot), sin(zrot), 0.0, 0.0, \n"
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" -sin(zrot), cos(zrot), 0.0, 0.0, \n"
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" 0.0, 0.0, 1.0, 0.0, \n"
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" 0.0, 0.0, 0.0, 1.0 ); \n"
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" gl_Position = u_matrix * matZ * matY * matX * a_position; \n"
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" v_texCoord = a_texCoord; \n"
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"} \n";
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//fragment source
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static const gchar *mosaic_f_src =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect s_texture; \n"
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"varying vec2 v_texCoord; \n"
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"void main() \n"
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"{ \n"
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//" gl_FragColor = vec4( 1.0, 0.5, 1.0, 1.0 );\n"
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" gl_FragColor = texture2DRect( s_texture, v_texCoord );\n"
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"} \n";
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static void
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gst_gl_mosaic_base_init (gpointer klass)
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{
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GstElementClass *element_class = GST_ELEMENT_CLASS (klass);
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gst_element_class_set_details (element_class, &element_details);
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}
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static void
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gst_gl_mosaic_class_init (GstGLMosaicClass * klass)
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{
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GObjectClass *gobject_class;
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gobject_class = (GObjectClass *) klass;
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gobject_class->set_property = gst_gl_mosaic_set_property;
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gobject_class->get_property = gst_gl_mosaic_get_property;
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GST_GL_MIXER_CLASS (klass)->set_caps = gst_gl_mosaic_init_shader;
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GST_GL_MIXER_CLASS (klass)->reset = gst_gl_mosaic_reset;
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GST_GL_MIXER_CLASS (klass)->process_buffers = gst_gl_mosaic_proc;
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}
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static void
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gst_gl_mosaic_init (GstGLMosaic * mosaic, GstGLMosaicClass * klass)
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{
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mosaic->shader = NULL;
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mosaic->input_gl_buffers = NULL;
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}
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static void
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gst_gl_mosaic_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec)
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{
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//GstGLMosaic *mixer = GST_GL_MOSAIC (object);
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switch (prop_id) {
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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gst_gl_mosaic_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec)
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{
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//GstGLMosaic* mixer = GST_GL_MOSAIC (object);
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switch (prop_id) {
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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gst_gl_mosaic_reset (GstGLMixer * mixer)
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{
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GstGLMosaic *mosaic = GST_GL_MOSAIC (mixer);
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mosaic->input_gl_buffers = NULL;
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//blocking call, wait the opengl thread has destroyed the shader
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gst_gl_display_del_shader (mixer->display, mosaic->shader);
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}
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static gboolean
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gst_gl_mosaic_init_shader (GstGLMixer * mixer, GstCaps * outcaps)
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{
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GstGLMosaic *mosaic = GST_GL_MOSAIC (mixer);
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//blocking call, wait the opengl thread has compiled the shader
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gst_gl_display_gen_shader (mixer->display, mosaic_v_src, mosaic_f_src,
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&mosaic->shader);
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return TRUE;
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}
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static gboolean
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gst_gl_mosaic_proc (GstGLMixer * mix, GPtrArray * buffers, GstBuffer * outbuf)
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{
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GstGLMosaic *mosaic = GST_GL_MOSAIC (mix);
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GstGLBuffer *gl_out_buffer = GST_GL_BUFFER (outbuf);
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mosaic->input_gl_buffers = buffers;
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//blocking call, use a FBO
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gst_gl_display_use_fbo_v2 (mix->display, mix->width, mix->height,
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mix->fbo, mix->depthbuffer, gl_out_buffer->texture,
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gst_gl_mosaic_callback, (gpointer) mosaic);
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return TRUE;
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}
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//opengl scene, params: input texture (not the output mixer->texture)
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static void
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gst_gl_mosaic_callback (gpointer stuff)
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{
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GstGLMosaic *mosaic = GST_GL_MOSAIC (stuff);
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static GLfloat xrot = 0;
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static GLfloat yrot = 0;
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static GLfloat zrot = 0;
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GLint attr_position_loc = 0;
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GLint attr_texture_loc = 0;
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const GLfloat matrix[] = {
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0.5f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.5f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.5f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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const GLushort indices[] = {
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0, 1, 2,
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0, 2, 3
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};
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guint count = 0;
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gboolean do_next = TRUE;
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gst_gl_shader_use (NULL);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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glEnable (GL_DEPTH_TEST);
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gst_gl_shader_use (mosaic->shader);
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attr_position_loc =
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gst_gl_shader_get_attribute_location (mosaic->shader, "a_position");
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attr_texture_loc =
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gst_gl_shader_get_attribute_location (mosaic->shader, "a_texCoord");
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while (do_next && count < mosaic->input_gl_buffers->len && count < 6) {
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GstGLBuffer *gl_in_buffer =
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g_ptr_array_index (mosaic->input_gl_buffers, count);
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if (gl_in_buffer && gl_in_buffer->texture) {
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GLuint texture = gl_in_buffer->texture;
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GLfloat width = (GLfloat) gl_in_buffer->width;
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GLfloat height = (GLfloat) gl_in_buffer->height;
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const GLfloat v_vertices[] = {
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//front face
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1.0f, 1.0f, -1.0f,
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width, 0.0f,
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1.0f, -1.0f, -1.0f,
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width, height,
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-1.0f, -1.0f, -1.0f,
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0.0f, height,
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-1.0f, 1.0f, -1.0f,
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0.0f, 0.0f,
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//right face
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1.0f, 1.0f, 1.0f,
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width, 0.0f,
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1.0f, -1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, -1.0f, -1.0f,
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0.0f, height,
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1.0f, 1.0f, -1.0f,
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width, height,
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//left face
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-1.0f, 1.0f, 1.0f,
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width, 0.0f,
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-1.0f, 1.0f, -1.0f,
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width, height,
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-1.0f, -1.0f, -1.0f,
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0.0f, height,
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-1.0f, -1.0f, 1.0f,
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0.0f, 0.0f,
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//top face
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1.0f, -1.0f, 1.0f,
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width, 0.0f,
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-1.0f, -1.0f, 1.0f,
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0.0f, 0.0f,
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-1.0f, -1.0f, -1.0f,
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0.0f, height,
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1.0f, -1.0f, -1.0f,
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width, height,
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//bottom face
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1.0f, 1.0f, 1.0f,
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width, 0.0f,
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1.0f, 1.0f, -1.0f,
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width, height,
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-1.0f, 1.0f, -1.0f,
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0.0f, height,
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-1.0f, 1.0f, 1.0f,
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0.0f, 0.0f,
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//back face
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1.0f, 1.0f, 1.0f,
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width, 0.0f,
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-1.0f, 1.0f, 1.0f,
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0.0f, 0.0f,
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-1.0f, -1.0f, 1.0f,
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0.0f, height,
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1.0f, -1.0f, 1.0f,
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width, height
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};
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glVertexAttribPointerARB (attr_position_loc, 3, GL_FLOAT,
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GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[5 * 4 * count]);
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glVertexAttribPointerARB (attr_texture_loc, 2, GL_FLOAT,
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GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[5 * 4 * count + 3]);
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glEnableVertexAttribArrayARB (attr_position_loc);
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glEnableVertexAttribArrayARB (attr_texture_loc);
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glActiveTextureARB (GL_TEXTURE0_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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gst_gl_shader_set_uniform_1i (mosaic->shader, "s_texture", 0);
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gst_gl_shader_set_uniform_1f (mosaic->shader, "xrot_degree", xrot);
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gst_gl_shader_set_uniform_1f (mosaic->shader, "yrot_degree", yrot);
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gst_gl_shader_set_uniform_1f (mosaic->shader, "zrot_degree", zrot);
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gst_gl_shader_set_uniform_matrix_4fv (mosaic->shader, "u_matrix", 1,
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GL_FALSE, matrix);
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glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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++count;
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} else {
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do_next = FALSE;
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}
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}
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glDisableVertexAttribArrayARB (attr_position_loc);
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glDisableVertexAttribArrayARB (attr_texture_loc);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
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glDisable (GL_DEPTH_TEST);
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gst_gl_shader_use (NULL);
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xrot += 0.6f;
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yrot += 0.4f;
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zrot += 0.8f;
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}
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