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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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fbe6dd9c5f
Before: GST_GL_PLATFORM=cocoa GST_GL_WINDOW=cocoa gst-launch-1.0 videotestsrc ! glimagesink After: GST_GL_PLATFORM=cgl GST_GL_WINDOW=cocoa gst-launch-1.0 videotestsrc ! glimagesink but still pass --enable-cocoa to configure script because currently it can only be used with cocoa API. We could later have cgl/gstglcontext_cgl.h that manages a CGLContextObj directly and cocoa/gstglcontext_cocoa.h would just wrap it. So that it could be used with other Apple's window APIs. https://bugzilla.gnome.org/show_bug.cgi?id=729245
231 lines
7.5 KiB
C++
231 lines
7.5 KiB
C++
/*
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* GStreamer
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* Copyright (C) 2009 Julien Isorce <julien.isorce@gmail.com>
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* Copyright (C) 2009 Andrey Nechypurenko <andreynech@gmail.com>
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* Copyright (C) 2010 Nuno Santos <nunosantos@imaginando.net>
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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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#include <QGLWidget>
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#include <QApplication>
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#include <QCloseEvent>
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#include <gst/video/video.h>
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#include <gst/gl/gstglmemory.h>
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#include "gstthread.h"
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#include "qglrenderer.h"
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#include "pipeline.h"
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#if defined(Q_WS_MAC)
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extern void *qt_current_nsopengl_context();
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#endif
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QGLRenderer::QGLRenderer(const QString &videoLocation,
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QWidget *parent)
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: QGLWidget(parent),
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videoLoc(videoLocation),
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gst_thread(NULL),
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closing(false),
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frame(NULL)
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{
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move(20, 10);
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resize(640, 480);
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}
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QGLRenderer::~QGLRenderer()
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{
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}
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void
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QGLRenderer::initializeGL()
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{
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GstGLContext *context;
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GstGLDisplay *display;
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display = gst_gl_display_new ();
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/* FIXME: Allow the choice at runtime */
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#if defined(GST_GL_HAVE_PLATFORM_WGL)
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context = gst_gl_context_new_wrapped (display, (guintptr) wglGetCurrentContext (), GST_GL_PLATFORM_WGL, GST_GL_API_OPENGL);
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#elif defined (GST_GL_HAVE_PLATFORM_CGL)
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context = gst_gl_context_new_wrapped (display, (guintptr) qt_current_nsopengl_context(), GST_GL_PLATFORM_CGL, GST_GL_API_OPENGL);
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#elif defined(GST_GL_HAVE_PLATFORM_GLX)
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context = gst_gl_context_new_wrapped (display, (guintptr) glXGetCurrentContext (), GST_GL_PLATFORM_GLX, GST_GL_API_OPENGL);
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#endif
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gst_object_unref (display);
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// We need to unset Qt context before initializing gst-gl plugin.
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// Otherwise the attempt to share gst-gl context with Qt will fail.
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this->doneCurrent();
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this->gst_thread =
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new GstThread(context, this->videoLoc, SLOT(newFrame()), this);
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this->makeCurrent();
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QObject::connect(this->gst_thread, SIGNAL(finished()),
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this, SLOT(close()));
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QObject::connect(this, SIGNAL(closeRequested()),
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this->gst_thread, SLOT(stop()), Qt::QueuedConnection);
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qglClearColor(QApplication::palette().color(QPalette::Active,
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QPalette::Window));
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//glShadeModel(GL_FLAT);
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//glEnable(GL_DEPTH_TEST);
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//glEnable(GL_CULL_FACE);
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glEnable(GL_TEXTURE_2D); // Enable Texture Mapping
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this->gst_thread->start();
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}
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void
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QGLRenderer::resizeGL(int width, int height)
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{
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// Reset The Current Viewport And Perspective Transformation
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f, (GLfloat)width/(GLfloat)height, 0.1f, 100.0f);
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glMatrixMode(GL_MODELVIEW);
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}
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void
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QGLRenderer::newFrame()
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{
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Pipeline *pipeline = this->gst_thread->getPipeline();
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if(!pipeline)
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return;
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/* frame is initialized as null */
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if (this->frame)
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pipeline->queue_output_buf.put(this->frame);
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this->frame = pipeline->queue_input_buf.get();
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/* direct call to paintGL (no queued) */
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this->updateGL();
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}
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void
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QGLRenderer::paintGL()
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{
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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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if (this->frame)
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{
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guint tex_id;
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GstMemory *mem;
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GstVideoInfo v_info;
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GstVideoFrame v_frame;
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GstVideoMeta *v_meta;
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mem = gst_buffer_peek_memory (this->frame, 0);
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v_meta = gst_buffer_get_video_meta (this->frame);
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if (gst_is_gl_memory (mem)) {
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gst_video_info_set_format (&v_info, v_meta->format, v_meta->width,
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v_meta->height);
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gst_video_frame_map (&v_frame, &v_info, this->frame,
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(GstMapFlags) (GST_MAP_READ | GST_MAP_GL));
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tex_id = *(guint *) v_frame.data[0];
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}
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, tex_id);
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if(glGetError () != GL_NO_ERROR)
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{
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qDebug ("failed to bind texture that comes from gst-gl");
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emit closeRequested();
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return;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glTranslatef(0.0f,0.0f,-5.0f);
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glRotatef(xrot,1.0f,0.0f,0.0f);
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glRotatef(yrot,0.0f,1.0f,0.0f);
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glRotatef(zrot,0.0f,0.0f,1.0f);
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glBegin(GL_QUADS);
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// Front Face
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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// Back Face
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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// Top Face
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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// Bottom Face
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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// Right face
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f);
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// Left Face
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f);
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f);
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f);
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glEnd();
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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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glBindTexture(GL_TEXTURE_2D, 0);
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}
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}
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void
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QGLRenderer::closeEvent(QCloseEvent* event)
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{
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if(this->closing == false)
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{
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this->closing = true;
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emit closeRequested();
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event->ignore();
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}
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}
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