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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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540 lines
17 KiB
C
540 lines
17 KiB
C
/*
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* GStreamer
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* Copyright (C) 2008 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., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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/**
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* SECTION:element-glfiltercube
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*
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* The resize and redraw callbacks can be set from a client code.
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*
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* <refsect2>
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* <title>Examples</title>
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* |[
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* gst-launch -v videotestsrc ! glupload ! glfiltercube ! glimagesink
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* ]| A pipeline to mpa textures on the 6 cube faces..
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* FBO is required.
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* |[
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* gst-launch -v videotestsrc ! glupload ! glfiltercube ! video/x-raw-gl, width=640, height=480 ! glimagesink
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* ]| Resize scene after drawing the cube.
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* The scene size is greater than the input video size.
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|[
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* gst-launch -v videotestsrc ! glupload ! video/x-raw-gl, width=640, height=480 ! glfiltercube ! glimagesink
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* ]| Resize scene before drawing the cube.
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* The scene size is greater than the input video size.
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* </refsect2>
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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 <gst/gl/gstglapi.h>
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#include "gstglfiltercube.h"
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#define GST_CAT_DEFAULT gst_gl_filter_cube_debug
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GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
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enum
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{
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PROP_0,
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PROP_RED,
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PROP_GREEN,
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PROP_BLUE,
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PROP_FOVY,
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PROP_ASPECT,
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PROP_ZNEAR,
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PROP_ZFAR
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};
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#define DEBUG_INIT \
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GST_DEBUG_CATEGORY_INIT (gst_gl_filter_cube_debug, "glfiltercube", 0, "glfiltercube element");
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G_DEFINE_TYPE_WITH_CODE (GstGLFilterCube, gst_gl_filter_cube,
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GST_TYPE_GL_FILTER, DEBUG_INIT);
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static void gst_gl_filter_cube_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec);
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static void gst_gl_filter_cube_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec);
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static gboolean gst_gl_filter_cube_set_caps (GstGLFilter * filter,
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GstCaps * incaps, GstCaps * outcaps);
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#if GST_GL_HAVE_GLES2
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static void gst_gl_filter_cube_reset (GstGLFilter * filter);
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static gboolean gst_gl_filter_cube_init_shader (GstGLFilter * filter);
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static void _callback_gles2 (gint width, gint height, guint texture,
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gpointer stuff);
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#endif
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#if GST_GL_HAVE_OPENGL
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static void _callback_opengl (gint width, gint height, guint texture,
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gpointer stuff);
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#endif
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static gboolean gst_gl_filter_cube_filter_texture (GstGLFilter * filter,
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guint in_tex, guint out_tex);
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#if GST_GL_HAVE_GLES2
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/* vertex source */
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static const gchar *cube_v_src =
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"attribute vec4 a_position; \n"
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"attribute vec2 a_texCoord; \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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"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 *cube_f_src =
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"precision mediump float; \n"
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"varying vec2 v_texCoord; \n"
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"uniform sampler2D s_texture; \n"
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"void main() \n"
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"{ \n"
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" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
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"} \n";
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#endif
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static void
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gst_gl_filter_cube_class_init (GstGLFilterCubeClass * klass)
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{
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GObjectClass *gobject_class;
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GstElementClass *element_class;
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gobject_class = (GObjectClass *) klass;
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element_class = GST_ELEMENT_CLASS (klass);
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gobject_class->set_property = gst_gl_filter_cube_set_property;
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gobject_class->get_property = gst_gl_filter_cube_get_property;
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#if GST_GL_HAVE_GLES2
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GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_filter_cube_init_shader;
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GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_filter_cube_reset;
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#endif
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GST_GL_FILTER_CLASS (klass)->set_caps = gst_gl_filter_cube_set_caps;
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GST_GL_FILTER_CLASS (klass)->filter_texture =
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gst_gl_filter_cube_filter_texture;
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g_object_class_install_property (gobject_class, PROP_RED,
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g_param_spec_float ("red", "Red", "Background red color",
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0.0f, 1.0f, 0.0f, G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_GREEN,
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g_param_spec_float ("green", "Green", "Background reen color",
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0.0f, 1.0f, 0.0f, G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_BLUE,
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g_param_spec_float ("blue", "Blue", "Background blue color",
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0.0f, 1.0f, 0.0f, G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_FOVY,
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g_param_spec_double ("fovy", "Fovy", "Field of view angle in degrees",
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0.0, 180.0, 45.0, G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_ASPECT,
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g_param_spec_double ("aspect", "Aspect",
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"Field of view in the x direction", 0.0, 100, 0.0,
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G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_ZNEAR,
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g_param_spec_double ("znear", "Znear",
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"Specifies the distance from the viewer to the near clipping plane",
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0.0, 100.0, 0.1, G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_ZFAR,
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g_param_spec_double ("zfar", "Zfar",
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"Specifies the distance from the viewer to the far clipping plane",
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0.0, 1000.0, 100.0, G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS));
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gst_element_class_set_metadata (element_class, "OpenGL cube filter",
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"Filter/Effect", "Map input texture on the 6 cube faces",
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"Julien Isorce <julien.isorce@gmail.com>");
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}
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static void
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gst_gl_filter_cube_init (GstGLFilterCube * filter)
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{
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filter->shader = NULL;
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filter->fovy = 45;
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filter->aspect = 0;
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filter->znear = 0.1;
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filter->zfar = 100;
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}
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static void
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gst_gl_filter_cube_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec)
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{
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GstGLFilterCube *filter = GST_GL_FILTER_CUBE (object);
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switch (prop_id) {
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case PROP_RED:
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filter->red = g_value_get_float (value);
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break;
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case PROP_GREEN:
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filter->green = g_value_get_float (value);
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break;
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case PROP_BLUE:
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filter->blue = g_value_get_float (value);
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break;
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case PROP_FOVY:
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filter->fovy = g_value_get_double (value);
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break;
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case PROP_ASPECT:
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filter->aspect = g_value_get_double (value);
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break;
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case PROP_ZNEAR:
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filter->znear = g_value_get_double (value);
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break;
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case PROP_ZFAR:
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filter->zfar = g_value_get_double (value);
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break;
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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_filter_cube_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec)
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{
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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 gboolean
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gst_gl_filter_cube_set_caps (GstGLFilter * filter, GstCaps * incaps,
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GstCaps * outcaps)
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{
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GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
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if (cube_filter->aspect == 0)
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cube_filter->aspect = (gdouble) GST_VIDEO_INFO_WIDTH (&filter->out_info) /
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(gdouble) GST_VIDEO_INFO_HEIGHT (&filter->out_info);
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return TRUE;
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}
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#if GST_GL_HAVE_GLES2
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static void
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gst_gl_filter_cube_reset (GstGLFilter * filter)
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{
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GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
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/* blocking call, wait the opengl thread has destroyed the shader */
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if (cube_filter->shader)
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gst_gl_display_del_shader (filter->display, cube_filter->shader);
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}
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static gboolean
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gst_gl_filter_cube_init_shader (GstGLFilter * filter)
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{
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GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
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if (gst_gl_display_get_gl_api (filter->display) & GST_GL_API_GLES2) {
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/* blocking call, wait the opengl thread has compiled the shader */
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return gst_gl_display_gen_shader (filter->display, cube_v_src, cube_f_src,
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&cube_filter->shader);
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}
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return TRUE;
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}
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#endif
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static gboolean
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gst_gl_filter_cube_filter_texture (GstGLFilter * filter, guint in_tex,
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guint out_tex)
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{
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GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
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GLCB cb = NULL;
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GstGLAPI api;
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api = gst_gl_display_get_gl_api (GST_GL_FILTER (cube_filter)->display);
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#if GST_GL_HAVE_OPENGL
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if (api & GST_GL_API_OPENGL)
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cb = _callback_opengl;
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#endif
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#if GST_GL_HAVE_GLES2
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if (api & GST_GL_API_GLES2)
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cb = _callback_gles2;
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#endif
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/* blocking call, use a FBO */
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gst_gl_display_use_fbo (filter->display,
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GST_VIDEO_INFO_WIDTH (&filter->out_info),
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GST_VIDEO_INFO_HEIGHT (&filter->out_info),
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filter->fbo, filter->depthbuffer, out_tex,
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cb,
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GST_VIDEO_INFO_WIDTH (&filter->in_info),
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GST_VIDEO_INFO_HEIGHT (&filter->in_info),
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in_tex, cube_filter->fovy, cube_filter->aspect,
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cube_filter->znear, cube_filter->zfar,
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GST_GL_DISPLAY_PROJECTION_PERSPECTIVE, (gpointer) cube_filter);
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return TRUE;
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}
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/* opengl scene, params: input texture (not the output filter->texture) */
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#if GST_GL_HAVE_OPENGL
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static void
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_callback_opengl (gint width, gint height, guint texture, gpointer stuff)
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{
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GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (stuff);
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GstGLFilter *filter = GST_GL_FILTER (stuff);
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GstGLFuncs *gl = filter->display->gl_vtable;
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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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gfloat w = (gfloat) width;
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gfloat h = (gfloat) height;
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/* *INDENT-OFF* */
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const GLfloat v_vertices[] = {
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/*| Vertex | TexCoord |*/
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/* front face */
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1.0, 1.0, -1.0, 0.0, 0.0,
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1.0, -1.0, -1.0, w, 0.0,
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-1.0, -1.0, -1.0, w, h,
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-1.0, 1.0, -1.0, 0.0, h,
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/* back face */
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-1.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, 1.0, w, 0.0,
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1.0, -1.0, 1.0, w, h,
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1.0, 1.0, 1.0, 0.0, h,
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/* right face */
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-1.0, 1.0, -1.0, 0.0, 0.0,
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-1.0, -1.0, -1.0, w, 0.0,
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-1.0, -1.0, 1.0, w, h,
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-1.0, 1.0, 1.0, 0.0, h,
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/* left face */
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1.0, 1.0, 1.0, 0.0, 0.0,
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1.0, -1.0, 1.0, w, 0.0,
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1.0, -1.0, -1.0, w, h,
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1.0, 1.0, -1.0, 0.0, h,
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/* top face */
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1.0, 1.0, 1.0, 0.0, 0.0,
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1.0, 1.0, -1.0, w, 0.0,
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-1.0, 1.0, -1.0, w, h,
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-1.0, 1.0, 1.0, 0.0, h,
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/* bottom face */
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1.0, -1.0, 1.0, 0.0, 0.0,
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1.0, -1.0, -1.0, w, 0.0,
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-1.0, -1.0, -1.0, w, h,
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-1.0, -1.0, 1.0, 0.0, h,
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};
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/* *INDENT-ON* */
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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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gl->Enable (GL_DEPTH_TEST);
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gl->Enable (GL_TEXTURE_RECTANGLE_ARB);
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gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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gl->ClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0);
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gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gl->MatrixMode (GL_PROJECTION);
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gluLookAt (0.0, 0.0, -6.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
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gl->MatrixMode (GL_MODELVIEW);
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gl->LoadIdentity ();
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// gl->Translatef (0.0f, 0.0f, -5.0f);
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gl->Rotatef (xrot, 1.0f, 0.0f, 0.0f);
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gl->Rotatef (yrot, 0.0f, 1.0f, 0.0f);
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gl->Rotatef (zrot, 0.0f, 0.0f, 1.0f);
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gl->ClientActiveTexture (GL_TEXTURE0);
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gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->EnableClientState (GL_VERTEX_ARRAY);
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gl->VertexPointer (3, GL_FLOAT, 5 * sizeof (float), v_vertices);
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gl->TexCoordPointer (2, GL_FLOAT, 5 * sizeof (float), &v_vertices[3]);
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gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
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gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->DisableClientState (GL_VERTEX_ARRAY);
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gl->Disable (GL_DEPTH_TEST);
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xrot += 0.3f;
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yrot += 0.2f;
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zrot += 0.4f;
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}
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#endif
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#if GST_GL_HAVE_GLES2
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static void
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_callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
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{
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GstGLFilter *filter = GST_GL_FILTER (stuff);
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GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
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GstGLFuncs *gl = filter->display->gl_vtable;
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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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/* *INDENT-OFF* */
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const GLfloat v_vertices[] = {
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/*| Vertex | TexCoord |*/
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/* front face */
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1.0, 1.0, -1.0, 1.0, 0.0,
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1.0, -1.0, -1.0, 1.0, 1.0,
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-1.0, -1.0, -1.0, 0.0, 1.0,
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-1.0, 1.0, -1.0, 0.0, 0.0,
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/* back face */
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1.0, 1.0, 1.0, 1.0, 0.0,
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-1.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, 1.0, 0.0, 1.0,
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1.0, -1.0, 1.0, 1.0, 1.0,
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/* right face */
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1.0, 1.0, 1.0, 1.0, 0.0,
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1.0, -1.0, 1.0, 0.0, 0.0,
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1.0, -1.0, -1.0, 0.0, 1.0,
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1.0, 1.0, -1.0, 1.0, 1.0,
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/* left face */
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-1.0, 1.0, 1.0, 1.0, 0.0,
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-1.0, 1.0, -1.0, 1.0, 1.0,
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-1.0, -1.0, -1.0, 0.0, 1.0,
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-1.0, -1.0, 1.0, 0.0, 0.0,
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/* top face */
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1.0, -1.0, 1.0, 1.0, 0.0,
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-1.0, -1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, -1.0, 0.0, 1.0,
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1.0, -1.0, -1.0, 1.0, 1.0,
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/* bottom face */
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1.0, 1.0, 1.0, 1.0, 0.0,
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1.0, 1.0, -1.0, 1.0, 1.0,
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-1.0, 1.0, -1.0, 0.0, 1.0,
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-1.0, 1.0, 1.0, 0.0, 0.0
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};
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/* *INDENT-ON* */
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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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gl->Enable (GL_DEPTH_TEST);
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gl->ClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0);
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gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gst_gl_shader_use (cube_filter->shader);
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attr_position_loc =
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gst_gl_shader_get_attribute_location (cube_filter->shader, "a_position");
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attr_texture_loc =
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gst_gl_shader_get_attribute_location (cube_filter->shader, "a_texCoord");
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/* Load the vertex position */
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gl->VertexAttribPointer (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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gl->VertexAttribPointer (attr_texture_loc, 2, GL_FLOAT,
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GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[3]);
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gl->EnableVertexAttribArray (attr_position_loc);
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gl->EnableVertexAttribArray (attr_texture_loc);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, texture);
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gst_gl_shader_set_uniform_1i (cube_filter->shader, "s_texture", 0);
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gst_gl_shader_set_uniform_1f (cube_filter->shader, "xrot_degree", xrot);
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gst_gl_shader_set_uniform_1f (cube_filter->shader, "yrot_degree", yrot);
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gst_gl_shader_set_uniform_1f (cube_filter->shader, "zrot_degree", zrot);
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gst_gl_shader_set_uniform_matrix_4fv (cube_filter->shader, "u_matrix", 1,
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GL_FALSE, matrix);
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|
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gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
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|
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gl->DisableVertexAttribArray (attr_position_loc);
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gl->DisableVertexAttribArray (attr_texture_loc);
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|
|
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gl->Disable (GL_DEPTH_TEST);
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|
|
|
xrot += 0.3f;
|
|
yrot += 0.2f;
|
|
zrot += 0.4f;
|
|
}
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#endif
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