gstreamer/gst/gl/gstglmosaic.c

366 lines
12 KiB
C

/*
* GStreamer
* Copyright (C) 2009 Julien Isorce <julien.isorce@gmail.com>
*
* 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-glmosaic
*
* glmixer sub element. N gl sink pads to 1 source pad.
* N + 1 OpenGL contexts shared together.
* N <= 6 because the rendering is more a like a cube than a mosaic
* Each opengl input stream is rendered on a cube face
*
* <refsect2>
* <title>Examples</title>
* |[
* gst-launch-0.10 videotestsrc ! "video/x-raw-yuv, format=(fourcc)YUY2" ! glupload ! queue ! glmosaic name=m ! glimagesink videotestsrc pattern=12 ! "video/x-raw-yuv, format=(fourcc)I420, framerate=(fraction)5/1, width=100, height=200" ! glupload ! queue ! m. videotestsrc ! "video/x-raw-rgb, framerate=(fraction)15/1, width=1500, height=1500" ! glupload ! gleffects effect=3 ! queue ! m. videotestsrc ! glupload ! gleffects effect=2 ! queue ! m. videotestsrc ! glupload ! glfiltercube ! queue ! m. videotestsrc ! glupload ! gleffects effect=6 ! queue ! m.
* ]|
* FBO (Frame Buffer Object) is required.
* </refsect2>
*/
#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);
enum
{
PROP_0,
};
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_mosaic_debug, "glmosaic", 0, "glmosaic element");
G_DEFINE_TYPE_WITH_CODE (GstGLMosaic, gst_gl_mosaic, 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_process_textures (GstGLMixer * mixer,
GArray * in_textures, GPtrArray * in_frames, guint out_tex);
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_class_init (GstGLMosaicClass * klass)
{
GObjectClass *gobject_class;
GstElementClass *element_class;
gobject_class = (GObjectClass *) klass;
element_class = GST_ELEMENT_CLASS (klass);
gobject_class->set_property = gst_gl_mosaic_set_property;
gobject_class->get_property = gst_gl_mosaic_get_property;
gst_element_class_set_metadata (element_class, "OpenGL mosaic",
"Filter/Effect", "OpenGL mosaic",
"Julien Isorce <julien.isorce@gmail.com>");
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_textures = gst_gl_mosaic_process_textures;
}
static void
gst_gl_mosaic_init (GstGLMosaic * mosaic)
{
mosaic->shader = NULL;
mosaic->input_textures = NULL;
mosaic->input_frames = 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_textures = NULL;
mosaic->input_frames = 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
return gst_gl_display_gen_shader (mixer->display, mosaic_v_src, mosaic_f_src,
&mosaic->shader);
}
static gboolean
gst_gl_mosaic_process_textures (GstGLMixer * mix, GArray * in_textures,
GPtrArray * in_frames, guint out_tex)
{
GstGLMosaic *mosaic = GST_GL_MOSAIC (mix);
mosaic->input_textures = in_textures;
mosaic->input_frames = in_frames;
//blocking call, use a FBO
gst_gl_display_use_fbo_v2 (mix->display,
GST_VIDEO_INFO_WIDTH (&mix->out_info),
GST_VIDEO_INFO_HEIGHT (&mix->out_info), mix->fbo, mix->depthbuffer,
out_tex, 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;
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 (count < mosaic->input_textures->len && count < 6) {
GstVideoFrame *in_frame;
GLfloat *v_vertices;
guint in_tex;
guint width, height;
in_frame = g_ptr_array_index (mosaic->input_frames, count);
in_tex = g_array_index (mosaic->input_textures, guint, count);
width = GST_VIDEO_FRAME_WIDTH (in_frame);
height = GST_VIDEO_FRAME_HEIGHT (in_frame);
if (!in_frame || !in_tex || width <= 0 || height <= 0) {
GST_DEBUG ("skipping texture:%u frame:%p width:%u height %u",
in_tex, in_frame, width, height);
count++;
continue;
}
GST_TRACE ("processing texture:%u dimensions:%ux%u", in_tex, width, height);
/* *INDENT-OFF* */
v_vertices = (GLfloat[]) {
/* 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
};
/* *INDENT-ON* */
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, in_tex);
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;
}
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;
}