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glmixer can be seen as a glfilter except it handles N requested sink pads. Each sink pad and the src pad are video/x-raw-gl. glmixer is responsible for managing different framerates from inputs. It uses OpenGL context sharing. It means that each input is in its own OpenGL context shared together and shared with the OpenGL context of the ouput gl chain. Also add a glmosaic which is an example of implementation of glmixer. For now glmosaic is a cube but it will be fixed in the next commits. For now the glmixer has some weird behaviours in some configurations but it will be improved in the next commits. The autotools builds is temporarly broken since those changes have been made on win32.
349 lines
10 KiB
C
349 lines
10 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, GstCaps *outcaps);
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static gboolean gst_gl_mosaic_proc (GstGLMixer * mixer,
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GArray *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,
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GArray *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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GstGLBuffer *gl_in_buffer = g_array_index (mosaic->input_gl_buffers, GstGLBuffer*, 0);
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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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static GLfloat xrot = 0;
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static GLfloat yrot = 0;
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static GLfloat zrot = 0;
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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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//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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//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, 1.0f,
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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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};
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GLushort indices[] = {
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0, 1, 2,
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0, 2, 3,
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4, 5, 6,
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4, 6, 7,
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8, 9, 10,
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8, 10, 11,
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12, 13, 14,
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12, 14, 15,
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16, 17, 18,
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16, 18, 19,
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20, 21, 22,
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20, 22, 23
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};
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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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glUseProgramObjectARB (0);
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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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//Load the vertex position
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glVertexAttribPointerARB (attr_position_loc, 3, GL_FLOAT,
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GL_FALSE, 5 * sizeof (GLfloat), v_vertices);
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//Load the texture coordinate
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glVertexAttribPointerARB (attr_texture_loc, 2, GL_FLOAT,
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GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[3]);
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glEnableVertexAttribArrayARB (attr_position_loc);
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glEnableVertexAttribArrayARB (attr_texture_loc);
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if (glGetError () != GL_NO_ERROR)
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g_print ("ERROR\n");
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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, GL_FALSE, matrix);
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if (glGetError () != GL_NO_ERROR)
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g_print ("ERROR\n");
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glDrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
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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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/*xrot += 3.0f;
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yrot += 2.0f;
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zrot += 4.0f;*/
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}
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