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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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31be382a90
git-svn-id: svn://svn.wobow.com/GStreamer_playground/gst-plugins-gl@493 93df14bb-0f41-7a43-8087-d3e2a2f0e464
187 lines
5.6 KiB
C
187 lines
5.6 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., 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 "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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static const GstElementDetails element_details =
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GST_ELEMENT_DETAILS ("OpenGL cube filter",
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"Filter/Effect",
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"Put input texture on the cube faces",
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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_filter_cube_debug, "glfiltercube", 0, "glfiltercube element");
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GST_BOILERPLATE_FULL (GstGLFilterCube, gst_gl_filter_cube, GstGLFilter,
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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_filter (GstGLFilter * filter,
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GstGLBuffer * inbuf, GstGLBuffer * outbuf);
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static void
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gst_gl_filter_cube_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_filter_cube_class_init (GstGLFilterCubeClass * 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_filter_cube_set_property;
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gobject_class->get_property = gst_gl_filter_cube_get_property;
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GST_GL_FILTER_CLASS (klass)->filter = gst_gl_filter_cube_filter;
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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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GstGLFilterCubeClass * klass)
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{
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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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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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//GstGLFilterCube *filter = GST_GL_FILTER_CUBE (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 gboolean
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gst_gl_filter_cube_filter (GstGLFilter * filter, GstGLBuffer * inbuf,
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GstGLBuffer * outbuf)
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{
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GstGLFilterCube* cube = GST_GL_FILTER_CUBE(filter);
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g_print ("gstglfiltercube: gst_gl_filter_cube_filter\n");
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/*int i, j;
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double *vertex_x, *vertex_y;
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glDisable (GL_CULL_FACE);
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glEnableClientState (GL_TEXTURE_COORD_ARRAY);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
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glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glColor4f (1, 0, 1, 1);
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glMatrixMode (GL_COLOR);
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glLoadMatrixd (matrix);
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glPixelTransferf (GL_POST_COLOR_MATRIX_RED_BIAS, (1 - GAIN) / 2);
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glPixelTransferf (GL_POST_COLOR_MATRIX_GREEN_BIAS, (1 - GAIN) / 2);
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glPixelTransferf (GL_POST_COLOR_MATRIX_BLUE_BIAS, (1 - GAIN) / 2);
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}
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#define N 10
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#define SCALE (1.0/N)
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#define NOISE() (0.1*SCALE*g_random_double_range(-1,1))
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vertex_x = malloc (sizeof (double) * (N + 1) * (N + 1));
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vertex_y = malloc (sizeof (double) * (N + 1) * (N + 1));
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for (j = 0; j < N + 1; j++) {
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for (i = 0; i < N + 1; i++) {
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vertex_x[j * (N + 1) + i] = i * SCALE + NOISE ();
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vertex_y[j * (N + 1) + i] = j * SCALE + NOISE ();
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}
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}
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for (j = 0; j < N; j++) {
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for (i = 0; i < N; i++) {
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glBegin (GL_QUADS);
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glNormal3f (0, 0, -1);
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glTexCoord2f (i * SCALE, j * SCALE);
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glVertex3f (vertex_x[j * (N + 1) + i], vertex_y[j * (N + 1) + i], 0);
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glTexCoord2f ((i + 1) * SCALE, j * SCALE);
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glVertex3f (vertex_x[j * (N + 1) + (i + 1)],
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vertex_y[j * (N + 1) + (i + 1)], 0);
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glTexCoord2f ((i + 1) * SCALE, (j + 1) * SCALE);
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glVertex3f (vertex_x[(j + 1) * (N + 1) + (i + 1)],
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vertex_y[(j + 1) * (N + 1) + (i + 1)], 0);
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glTexCoord2f (i * SCALE, (j + 1) * SCALE);
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glVertex3f (vertex_x[(j + 1) * (N + 1) + i],
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vertex_y[(j + 1) * (N + 1) + i], 0);
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glEnd ();
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}
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}
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free (vertex_x);
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free (vertex_y);
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glFlush ();
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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glMatrixMode (GL_TEXTURE);
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glLoadIdentity ();
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glMatrixMode (GL_COLOR);
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glLoadIdentity ();
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glPixelTransferf (GL_POST_COLOR_MATRIX_RED_SCALE, 1.0);
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glPixelTransferf (GL_POST_COLOR_MATRIX_RED_BIAS, 0);
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glPixelTransferf (GL_POST_COLOR_MATRIX_GREEN_BIAS, 0);
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glPixelTransferf (GL_POST_COLOR_MATRIX_BLUE_BIAS, 0);*/
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return TRUE;
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}
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