gstreamer/ext/gl/gstglmosaic.c
Matthew Waters 4bbda2b626 glframebuffer: rewrite for a more consistent API
Facilities are given to create fbo's and attach GL memory (renderbuffers
or textures).  It also keeps track of the renderable size for use with
effective use with glViewport().
2017-12-09 19:32:21 +00:00

358 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-1.0 videotestsrc ! video/x-raw, format=YUY2 ! queue ! glmosaic name=m ! glimagesink \
* videotestsrc pattern=12 ! video/x-raw, format=I420, framerate=5/1, width=100, height=200 ! queue ! m. \
* videotestsrc ! video/x-raw, framerate=15/1, width=1500, height=1500 ! gleffects effect=3 ! queue ! m. \
* videotestsrc ! gleffects effect=2 ! queue ! m. \
* videotestsrc ! glfiltercube ! queue ! m. \
* videotestsrc ! 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,
GstGLMemory * out_tex);
static gboolean gst_gl_mosaic_callback (gpointer stuff);
//vertex source
static const gchar *mosaic_v_src =
"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 =
"uniform sampler2D 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 = texture2D( 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/Video", "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;
GST_GL_BASE_MIXER_CLASS (klass)->supported_gl_api = GST_GL_API_OPENGL;
}
static void
gst_gl_mosaic_init (GstGLMosaic * mosaic)
{
mosaic->shader = 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);
//blocking call, wait the opengl thread has destroyed the shader
if (mosaic->shader)
gst_gl_context_del_shader (GST_GL_BASE_MIXER (mixer)->context,
mosaic->shader);
mosaic->shader = NULL;
}
static gboolean
gst_gl_mosaic_init_shader (GstGLMixer * mixer, GstCaps * outcaps)
{
GstGLMosaic *mosaic = GST_GL_MOSAIC (mixer);
g_clear_object (&mosaic->shader);
//blocking call, wait the opengl thread has compiled the shader
return gst_gl_context_gen_shader (GST_GL_BASE_MIXER (mixer)->context,
mosaic_v_src, mosaic_f_src, &mosaic->shader);
}
static void
_mosaic_render (GstGLContext * context, GstGLMosaic * mosaic)
{
GstGLMixer *mixer = GST_GL_MIXER (mosaic);
gst_gl_framebuffer_draw_to_texture (mixer->fbo, mosaic->out_tex,
gst_gl_mosaic_callback, mosaic);
}
static gboolean
gst_gl_mosaic_process_textures (GstGLMixer * mix, GstGLMemory * out_tex)
{
GstGLMosaic *mosaic = GST_GL_MOSAIC (mix);
GstGLContext *context = GST_GL_BASE_MIXER (mix)->context;
mosaic->out_tex = out_tex;
gst_gl_context_thread_add (context, (GstGLContextThreadFunc) _mosaic_render,
mosaic);
return TRUE;
}
/* opengl scene, params: input texture (not the output mixer->texture) */
static gboolean
gst_gl_mosaic_callback (gpointer stuff)
{
GstGLMosaic *mosaic = GST_GL_MOSAIC (stuff);
GstGLMixer *mixer = GST_GL_MIXER (mosaic);
GstGLFuncs *gl = GST_GL_BASE_MIXER (mixer)->context->gl_vtable;
GList *walk;
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_context_clear_shader (GST_GL_BASE_MIXER (mixer)->context);
gl->BindTexture (GL_TEXTURE_2D, 0);
gl->Enable (GL_DEPTH_TEST);
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (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");
GST_OBJECT_LOCK (mosaic);
walk = GST_ELEMENT (mosaic)->sinkpads;
while (walk) {
GstGLMixerPad *pad = walk->data;
/* *INDENT-OFF* */
gfloat v_vertices[] = {
/* front face */
1.0f, 1.0f,-1.0f, 1.0f, 0.0f,
1.0f,-1.0f,-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
-1.0f, 1.0f,-1.0f, 0.0f, 0.0f,
/* right face */
1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
1.0f, 1.0f,-1.0f, 1.0f, 1.0f,
/* left face */
-1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-1.0f, 1.0f,-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
-1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
/* top face */
1.0f,-1.0f, 1.0f, 1.0f, 0.0f,
-1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
-1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
1.0f,-1.0f,-1.0f, 1.0f, 1.0f,
/* bottom face */
1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
1.0f, 1.0f,-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
/* back face */
1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
1.0f,-1.0f, 1.0f, 1.0f, 1.0f
};
/* *INDENT-ON* */
guint in_tex;
guint width, height;
in_tex = pad->current_texture;
width = GST_VIDEO_INFO_WIDTH (&GST_VIDEO_AGGREGATOR_PAD (pad)->info);
height = GST_VIDEO_INFO_HEIGHT (&GST_VIDEO_AGGREGATOR_PAD (pad)->info);
if (!in_tex || width <= 0 || height <= 0) {
GST_DEBUG ("skipping texture:%u pad:%p width:%u height %u",
in_tex, pad, width, height);
count++;
walk = g_list_next (walk);
continue;
}
GST_TRACE ("processing texture:%u dimensions:%ux%u", in_tex, width, height);
gl->VertexAttribPointer (attr_position_loc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[5 * 4 * count]);
gl->VertexAttribPointer (attr_texture_loc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[5 * 4 * count + 3]);
gl->EnableVertexAttribArray (attr_position_loc);
gl->EnableVertexAttribArray (attr_texture_loc);
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, 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);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
++count;
walk = g_list_next (walk);
}
GST_OBJECT_UNLOCK (mosaic);
gl->DisableVertexAttribArray (attr_position_loc);
gl->DisableVertexAttribArray (attr_texture_loc);
gl->BindTexture (GL_TEXTURE_2D, 0);
gl->Disable (GL_DEPTH_TEST);
gst_gl_context_clear_shader (GST_GL_BASE_MIXER (mixer)->context);
xrot += 0.6f;
yrot += 0.4f;
zrot += 0.8f;
return TRUE;
}