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491 lines
17 KiB
C
491 lines
17 KiB
C
/*
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* GStreamer
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* Copyright (C) 2010 Pierre Pouzol<pierre.pouzol@hotmail.fr>
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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-glfilterreflectedscreen
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* @title: glfilterreflectedscreen
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*
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* Map Video Texture upon a screen, on a reflecting surface
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*
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* ## Examples
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* |[
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* gst-launch-1.0 videotestsrc ! glupload ! glfilterreflectedscreen ! glimagesink
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* ]|
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*
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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 <math.h>
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#include "gstglelements.h"
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#include "gstglfilterreflectedscreen.h"
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#define GST_CAT_DEFAULT gst_gl_filter_reflected_screen_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_ACTIVE_GRAPHIC_MODE,
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PROP_SEPARATED_SCREEN,
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PROP_SHOW_FLOOR,
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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_reflected_screen_debug, "glfilterreflectedscreen", 0, "glfilterreflectedscreen element");
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G_DEFINE_TYPE_WITH_CODE (GstGLFilterReflectedScreen,
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gst_gl_filter_reflected_screen, GST_TYPE_GL_FILTER, DEBUG_INIT);
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GST_ELEMENT_REGISTER_DEFINE_WITH_CODE (glfilterreflectedscreen,
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"glfilterreflectedscreen", GST_RANK_NONE,
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GST_TYPE_GL_FILTER_REFLECTED_SCREEN, gl_element_init (plugin));
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static void gst_gl_filter_reflected_screen_set_property (GObject * object,
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guint prop_id, const GValue * value, GParamSpec * pspec);
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static void gst_gl_filter_reflected_screen_get_property (GObject * object,
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guint prop_id, GValue * value, GParamSpec * pspec);
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static gboolean gst_gl_filter_reflected_screen_filter_texture (GstGLFilter *
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filter, guint in_tex, guint out_tex);
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static void gst_gl_filter_reflected_screen_draw_background ();
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static void gst_gl_filter_reflected_screen_draw_floor ();
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static void gst_gl_filter_reflected_screen_draw_screen (GstGLFilter * filter,
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gint width, gint height, guint texture);
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static void gst_gl_filter_reflected_screen_draw_separated_screen (GstGLFilter *
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filter, gint width, gint height, guint texture, gfloat alphs, gfloat alphe);
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static void gst_gl_filter_reflected_screen_callback (gint width, gint height,
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guint texture, gpointer stuff);
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static const GLfloat LightPos[] = { 4.0f, -4.0f, 6.0f, 1.0f }; // Light Position
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static const GLfloat LightAmb[] = { 4.0f, 4.0f, 4.0f, 1.0f }; // Ambient Light
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static const GLfloat LightDif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; // Diffuse Light
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static void
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gst_gl_filter_reflected_screen_class_init (GstGLFilterReflectedScreenClass *
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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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gst_gl_filter_add_rgba_pad_templates (GST_GL_FILTER_CLASS (klass));
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gobject_class->set_property = gst_gl_filter_reflected_screen_set_property;
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gobject_class->get_property = gst_gl_filter_reflected_screen_get_property;
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GST_GL_FILTER_CLASS (klass)->filter_texture =
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gst_gl_filter_reflected_screen_filter_texture;
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g_object_class_install_property (gobject_class, PROP_ACTIVE_GRAPHIC_MODE,
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g_param_spec_boolean ("active-graphic-mode",
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"Activate graphic mode",
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"Allow user to activate stencil buffer and blending.",
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TRUE, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_SEPARATED_SCREEN,
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g_param_spec_boolean ("separated-screen",
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"Create a separation space",
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"Allow to insert a space between the two screen. Will cancel 'show floor' if active. Value are TRUE or FALSE(default)",
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FALSE, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_SHOW_FLOOR,
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g_param_spec_boolean ("show-floor",
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"Show the support",
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"Allow the user to show the supportive floor. Will cancel 'separated screen' if active. Value are TRUE(default) or FALSE",
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TRUE, G_PARAM_READWRITE | 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, 60, G_PARAM_READWRITE | 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", 1.0, 100, 1.0,
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G_PARAM_READWRITE | 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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0.0000000001, 100.0, 0.1,
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G_PARAM_READWRITE | 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_READWRITE | G_PARAM_STATIC_STRINGS));
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gst_element_class_set_metadata (element_class,
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"OpenGL Reflected Screen filter", "Filter/Effect/Video",
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"Reflected Screen Filter", "Pierre POUZOL <pierre.pouzol@hotmail.fr>");
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GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api = GST_GL_API_OPENGL;
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}
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static void
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gst_gl_filter_reflected_screen_init (GstGLFilterReflectedScreen * filter)
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{
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filter->active_graphic_mode = TRUE;
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filter->separated_screen = FALSE;
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filter->show_floor = TRUE;
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filter->fovy = 90;
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filter->aspect = 1.0;
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filter->znear = 0.1;
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filter->zfar = 1000;
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}
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static void
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gst_gl_filter_reflected_screen_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec)
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{
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GstGLFilterReflectedScreen *filter = GST_GL_FILTER_REFLECTED_SCREEN (object);
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switch (prop_id) {
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case PROP_ACTIVE_GRAPHIC_MODE:
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filter->active_graphic_mode = g_value_get_boolean (value);
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break;
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case PROP_SEPARATED_SCREEN:
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filter->separated_screen = g_value_get_boolean (value);
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break;
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case PROP_SHOW_FLOOR:
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filter->show_floor = g_value_get_boolean (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_reflected_screen_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec)
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{
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GstGLFilterReflectedScreen *filter = GST_GL_FILTER_REFLECTED_SCREEN (object);
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switch (prop_id) {
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case PROP_ACTIVE_GRAPHIC_MODE:
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g_value_set_boolean (value, filter->active_graphic_mode);
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break;
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case PROP_SEPARATED_SCREEN:
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g_value_set_boolean (value, filter->separated_screen);
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break;
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case PROP_SHOW_FLOOR:
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g_value_set_boolean (value, filter->show_floor);
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break;
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case PROP_FOVY:
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g_value_set_double (value, filter->fovy);
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break;
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case PROP_ASPECT:
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g_value_set_double (value, filter->aspect);
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break;
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case PROP_ZNEAR:
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g_value_set_double (value, filter->znear);
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break;
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case PROP_ZFAR:
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g_value_set_double (value, filter->zfar);
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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 gboolean
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gst_gl_filter_reflected_screen_filter_texture (GstGLFilter * filter,
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guint in_tex, guint out_tex)
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{
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GstGLFilterReflectedScreen *reflected_screen_filter =
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GST_GL_FILTER_REFLECTED_SCREEN (filter);
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//blocking call, use a FBO
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gst_gl_context_use_fbo (filter->context,
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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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gst_gl_filter_reflected_screen_callback,
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GST_VIDEO_INFO_WIDTH (&filter->in_info),
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GST_VIDEO_INFO_HEIGHT (&filter->in_info), in_tex,
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reflected_screen_filter->fovy, reflected_screen_filter->aspect,
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reflected_screen_filter->znear, reflected_screen_filter->zfar,
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GST_GL_DISPLAY_PROJECTION_PERSPECTIVE,
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(gpointer) reflected_screen_filter);
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return TRUE;
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}
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static void
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gst_gl_filter_reflected_screen_draw_separated_screen (GstGLFilter * filter,
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gint width, gint height, guint texture, gfloat alphs, gfloat alphe)
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{
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//enable ARB Rectangular texturing
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//that's necessary to have the video displayed on our screen (with gstreamer)
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glEnable (GL_TEXTURE_2D);
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glBindTexture (GL_TEXTURE_2D, texture);
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//configure parameters for the texturing
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//the two first are used to specified how the texturing will be done if the screen is greater than the texture herself
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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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//the next two specified how the texture will comport near the limits
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//creating screen and setting the texture (depending on texture's height and width)
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glBegin (GL_QUADS);
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// right Face
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glColor4f (1.0f, 1.0f, 1.0f, alphs);
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glTexCoord2f (0.5f, 1.0f);
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glVertex3f (-0.75f, 0.0f, -1.0f);
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glColor4f (1.0f, 1.0f, 1.0f, alphe);
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glTexCoord2f (0.5f, 0.0f);
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glVertex3f (-0.75f, 1.25f, -1.0f);
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glTexCoord2f (1.0f, 0.0f);
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glVertex3f (1.25f, 1.25f, -1.0f);
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glColor4f (1.0f, 1.0f, 1.0f, alphs);
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glTexCoord2f (1.0f, 1.0f);
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glVertex3f (1.25f, 0.0f, -1.0f);
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// Left Face
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glColor4f (1.0f, 1.0f, 1.0f, alphs);
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glTexCoord2f (0.5f, 1.0f);
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glVertex3f (-1.0f, 0.0f, -0.75f);
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glTexCoord2f (0.0f, 1.0f);
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glVertex3f (-1.0f, 0.0f, 1.25f);
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glColor4f (1.0f, 1.0f, 1.0f, alphe);
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glTexCoord2f (0.0f, 0.0f);
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glVertex3f (-1.0f, 1.25f, 1.25f);
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glTexCoord2f (0.5f, 0.0f);
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glVertex3f (-1.0f, 1.25f, -0.75f);
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glEnd ();
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glDisable (GL_TEXTURE_2D);
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}
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static void
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gst_gl_filter_reflected_screen_draw_screen (GstGLFilter * filter,
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gint width, gint height, guint texture)
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{
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//enable ARB Rectangular texturing
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//that's necessary to have the video displayed on our screen (with gstreamer)
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glEnable (GL_TEXTURE_2D);
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glBindTexture (GL_TEXTURE_2D, texture);
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//configure parameters for the texturing
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//the two first are used to specified how the texturing will be done if the screen is greater than the texture herself
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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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//the next two specified how the texture will comport near the limits
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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//creating screen and setting the texture (depending on texture's height and width)
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glBegin (GL_QUADS);
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glTexCoord2f (0.5f, 1.0f);
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glVertex3f (-1.0f, 0.0f, -1.0f);
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glTexCoord2f (0.5f, 0.0f);
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glVertex3f (-1.0f, 1.0f, -1.0f);
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glTexCoord2f (1.0f, 0.0f);
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glVertex3f (1.0f, 1.0f, -1.0f);
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glTexCoord2f (1.0f, 1.0f);
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glVertex3f (1.0f, 0.0f, -1.0f);
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// Left Face
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glTexCoord2f (0.5f, 1.0f);
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glVertex3f (-1.0f, 0.0f, -1.0f);
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glTexCoord2f (0.0f, 1.0f);
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glVertex3f (-1.0f, 0.0f, 1.0f);
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glTexCoord2f (0.0f, 0.0f);
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glVertex3f (-1.0f, 1.0f, 1.0f);
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glTexCoord2f (0.5f, 0.0f);
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glVertex3f (-1.0f, 1.0f, -1.0f);
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glEnd ();
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//disable this kind of texturing (useless for the gluDisk)
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glDisable (GL_TEXTURE_2D);
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}
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static void
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gst_gl_filter_reflected_screen_draw_background (void)
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{
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glBegin (GL_QUADS);
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// right Face
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glColor4f (0.0f, 0.0f, 0.0f, 1.0f);
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glVertex3f (-10.0f, -10.0f, -1.0f);
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glColor4f (0.0f, 0.0f, 0.2f, 1.0f);
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glVertex3f (-10.0f, 10.0f, -1.0f);
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glVertex3f (10.0f, 10.0f, -1.0f);
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glVertex3f (10.0f, -10.0f, -1.0f);
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glEnd ();
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}
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static void
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gst_gl_filter_reflected_screen_draw_floor (void)
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{
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GLUquadricObj *q;
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//create a quadric for the floor's drawing
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q = gluNewQuadric ();
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//configure this quadric's parameter (for lighting and texturing)
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gluQuadricNormals (q, GL_SMOOTH);
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gluQuadricTexture (q, GL_FALSE);
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//drawing the disk. The texture are mapped thanks to the parameter we gave to the GLUquadric q
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gluDisk (q, 0.0, 2.2, 50, 1);
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}
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//opengl scene, params: input texture (not the output filter->texture)
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static void
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gst_gl_filter_reflected_screen_callback (gint width, gint height, guint texture,
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gpointer stuff)
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{
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GstGLFilter *filter = GST_GL_FILTER (stuff);
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GstGLFilterReflectedScreen *reflected_screen_filter =
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GST_GL_FILTER_REFLECTED_SCREEN (stuff);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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//load identity before tracing
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glLoadIdentity ();
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//camera translation
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glTranslatef (0.0f, 0.1f, -1.3f);
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//camera configuration
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if (reflected_screen_filter->separated_screen)
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gluLookAt (0.1, -0.25, 2.0, 0.025, 0.0, 0.0, 0.0, 1.0, 0.0);
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else
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gluLookAt (0.1, -0.35, 2.0, 0.025, 0.0, 0.0, 0.0, 1.0, 0.0);
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gst_gl_filter_reflected_screen_draw_background ();
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if (reflected_screen_filter->separated_screen) {
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glEnable (GL_BLEND);
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glPushMatrix ();
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glScalef (1.0f, -1.0f, 1.0f);
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glTranslatef (0.0f, 0.0f, 1.2f);
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glRotatef (-45.0f, 0.0, 1.0, 0.0);
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gst_gl_filter_reflected_screen_draw_separated_screen (filter, width, height,
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texture, 1.0f, 1.0f);
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glPopMatrix ();
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if (reflected_screen_filter->active_graphic_mode) {
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//configuration of the transparency function
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glTranslatef (0.0f, 0.0f, 1.2f);
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glRotatef (-45.0f, 0.0, 1.0, 0.0);
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gst_gl_filter_reflected_screen_draw_separated_screen (filter, width,
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height, texture, 0.5f, 0.0f);
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glDisable (GL_BLEND);
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}
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}
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if (reflected_screen_filter->show_floor) {
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glLightfv (GL_LIGHT0, GL_AMBIENT, LightAmb);
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|
glLightfv (GL_LIGHT0, GL_DIFFUSE, LightDif);
|
|
glLightfv (GL_LIGHT0, GL_POSITION, LightPos);
|
|
|
|
//enable lighting
|
|
glEnable (GL_LIGHT0);
|
|
glEnable (GL_LIGHTING);
|
|
|
|
if (reflected_screen_filter->active_graphic_mode) {
|
|
glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
//enable stencil buffer use
|
|
glEnable (GL_STENCIL_TEST);
|
|
//setting the stencil buffer. Each time a pixel will be drawn by now, this pixel value will be set to 1
|
|
glStencilFunc (GL_ALWAYS, 1, 1);
|
|
glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
|
|
//disable the zbuffer
|
|
glDisable (GL_DEPTH_TEST);
|
|
//make a rotation of 90 degree on x axis. By default, gluDisk draw a disk on z axis
|
|
glRotatef (-90.0f, 1.0, 0.0, 0.0);
|
|
//draw the floor. Each pixel representing this floor will now have a value of 1 on stencil buffer
|
|
gst_gl_filter_reflected_screen_draw_floor ();
|
|
//make an anti-rotation of 90 degree to draw the rest of the scene on the right angle
|
|
glRotatef (90.0f, 1.0, 0.0, 0.0);
|
|
//enable zbuffer again
|
|
glEnable (GL_DEPTH_TEST);
|
|
//enable the drawing to be shown
|
|
glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
//say that the next object have to be drawn ONLY where the stencil buffer's pixel's value is 1
|
|
glStencilFunc (GL_EQUAL, 1, 1);
|
|
glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
//save the actual matrix
|
|
glPushMatrix ();
|
|
glLightfv (GL_LIGHT0, GL_POSITION, LightPos);
|
|
//translate the object on z axis
|
|
glTranslatef (0.0f, 0.0f, 1.4f);
|
|
//rotate it (because the drawing method place the user behind the left part of the screen)
|
|
glRotatef (-45.0f, 0.0, 1.0, 0.0);
|
|
//draw the reflexion
|
|
gst_gl_filter_reflected_screen_draw_screen (filter, width, height,
|
|
texture);
|
|
//return to the saved matrix position
|
|
glPopMatrix ();
|
|
//end of the stencil buffer uses
|
|
glDisable (GL_STENCIL_TEST);
|
|
|
|
//enable the blending to mix the floor and reflexion color
|
|
glEnable (GL_BLEND);
|
|
glDisable (GL_LIGHTING);
|
|
//specified a white color (for the floor) with 20% transparency
|
|
glColor4f (1.0f, 1.0f, 1.0f, 0.8f);
|
|
//configuration of the transparency function
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
//draw the floor (which will appear this time)
|
|
glRotatef (-90.0f, 1.0, 0.0, 0.0);
|
|
gst_gl_filter_reflected_screen_draw_floor ();
|
|
glRotatef (90.0f, 1.0, 0.0, 0.0);
|
|
glDisable (GL_BLEND);
|
|
glEnable (GL_LIGHTING);
|
|
//draw the real object
|
|
//scale on y axis. The object must be drawn upside down (to suggest a reflexion)
|
|
glScalef (1.0f, -1.0f, 1.0f);
|
|
glTranslatef (0.0f, 0.0f, 1.4f);
|
|
glRotatef (-45.0f, 0.0, 1.0, 0.0);
|
|
gst_gl_filter_reflected_screen_draw_screen (filter, width, height, texture);
|
|
glDisable (GL_LIGHTING);
|
|
}
|
|
}
|