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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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f1b026c480
* aspect should not be 0 on init * rename fovy to fov * add mvp to properties as boxed graphene type * fix transformation order. scale first * clear color with 1.0 alpha https://bugzilla.gnome.org/show_bug.cgi?id=734223
495 lines
16 KiB
C
495 lines
16 KiB
C
/*
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* GStreamer
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* Copyright (C) 2014 Lubosz Sarnecki <lubosz@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-gltransformation
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*
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* Transforms video on the GPU.
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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 gltestsrc ! gltransformation rotation-z=45 ! glimagesink
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* ]| A pipeline to rotate by 45 degrees
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* |[
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* gst-launch gltestsrc ! gltransformation translation-x=0.5 ! glimagesink
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* ]| Translate the video by 0.5
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* |[
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* gst-launch gltestsrc ! gltransformation scale-y=0.5 scale-x=0.5 ! glimagesink
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* ]| Resize the video by 0.5
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* |[
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* gst-launch gltestsrc ! gltransformation rotation-x=-45 ortho=True ! glimagesink
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* ]| Rotate the video around the X-Axis by -45° with an orthographic projection
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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 "gstgltransformation.h"
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#include <graphene-1.0/graphene-gobject.h>
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#define GST_CAT_DEFAULT gst_gl_transformation_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_FOV,
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PROP_ORTHO,
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PROP_TRANSLATION_X,
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PROP_TRANSLATION_Y,
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PROP_TRANSLATION_Z,
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PROP_ROTATION_X,
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PROP_ROTATION_Y,
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PROP_ROTATION_Z,
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PROP_SCALE_X,
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PROP_SCALE_Y,
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PROP_MVP
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};
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#define DEBUG_INIT \
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GST_DEBUG_CATEGORY_INIT (gst_gl_transformation_debug, "gltransformation", 0, "gltransformation element");
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G_DEFINE_TYPE_WITH_CODE (GstGLTransformation, gst_gl_transformation,
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GST_TYPE_GL_FILTER, DEBUG_INIT);
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static void gst_gl_transformation_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec);
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static void gst_gl_transformation_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec);
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static gboolean gst_gl_transformation_set_caps (GstGLFilter * filter,
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GstCaps * incaps, GstCaps * outcaps);
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static void gst_gl_transformation_reset (GstGLFilter * filter);
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static gboolean gst_gl_transformation_init_shader (GstGLFilter * filter);
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static void gst_gl_transformation_callback (gpointer stuff);
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static void gst_gl_transformation_build_mvp (GstGLTransformation *
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transformation);
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static gboolean gst_gl_transformation_filter_texture (GstGLFilter * filter,
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guint in_tex, guint out_tex);
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/* vertex source */
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static const gchar *cube_v_src =
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"attribute vec4 position; \n"
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"attribute vec2 uv; \n"
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"uniform mat4 mvp; \n"
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"varying vec2 out_uv; \n"
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"void main() \n"
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"{ \n"
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" gl_Position = mvp * position; \n"
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" out_uv = uv; \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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"#ifdef GL_ES \n"
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" precision mediump float; \n"
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"#endif \n"
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"varying vec2 out_uv; \n"
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"uniform sampler2D texture; \n"
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"void main() \n"
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"{ \n"
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" gl_FragColor = texture2D (texture, out_uv);\n"
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"} \n";
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static void
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gst_gl_transformation_class_init (GstGLTransformationClass * 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_transformation_set_property;
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gobject_class->get_property = gst_gl_transformation_get_property;
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GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_transformation_init_shader;
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GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_transformation_reset;
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GST_GL_FILTER_CLASS (klass)->set_caps = gst_gl_transformation_set_caps;
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GST_GL_FILTER_CLASS (klass)->filter_texture =
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gst_gl_transformation_filter_texture;
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g_object_class_install_property (gobject_class, PROP_FOV,
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g_param_spec_float ("fov", "Fov", "Field of view angle in degrees",
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0.0, G_MAXFLOAT, 90.0, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_ORTHO,
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g_param_spec_boolean ("ortho", "Orthographic",
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"Use orthographic projection", FALSE,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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/* Rotation */
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g_object_class_install_property (gobject_class, PROP_ROTATION_X,
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g_param_spec_float ("rotation-x", "X Rotation",
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"Rotates the video around the X-Axis in degrees.",
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-G_MAXFLOAT, G_MAXFLOAT, 0.0,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_ROTATION_Y,
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g_param_spec_float ("rotation-y", "Y Rotation",
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"Rotates the video around the Y-Axis in degrees.",
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-G_MAXFLOAT, G_MAXFLOAT, 0.0,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_ROTATION_Z,
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g_param_spec_float ("rotation-z", "Z Rotation",
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"Rotates the video around the Z-Axis in degrees.",
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-G_MAXFLOAT, G_MAXFLOAT, 0.0,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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/* Translation */
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g_object_class_install_property (gobject_class, PROP_TRANSLATION_X,
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g_param_spec_float ("translation-x", "X Translation",
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"Translates the video at the X-Axis.",
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-G_MAXFLOAT, G_MAXFLOAT, 0.0,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_TRANSLATION_Y,
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g_param_spec_float ("translation-y", "Y Translation",
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"Translates the video at the Y-Axis.",
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-G_MAXFLOAT, G_MAXFLOAT, 0.0,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_TRANSLATION_Z,
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g_param_spec_float ("translation-z", "Z Translation",
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"Translates the video at the Z-Axis.",
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-G_MAXFLOAT, G_MAXFLOAT, 0.0,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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/* Scale */
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g_object_class_install_property (gobject_class, PROP_SCALE_X,
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g_param_spec_float ("scale-x", "X Scale",
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"Scale multiplierer for the X-Axis.",
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0.0, G_MAXFLOAT, 1.0, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_SCALE_Y,
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g_param_spec_float ("scale-y", "Y Scale",
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"Scale multiplierer for the Y-Axis.",
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0.0, G_MAXFLOAT, 1.0, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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/* MVP */
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g_object_class_install_property (gobject_class, PROP_MVP,
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g_param_spec_boxed ("mvp-matrix",
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"Modelview Projection Matrix",
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"The final Graphene 4x4 Matrix for transformation",
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GRAPHENE_TYPE_MATRIX, G_PARAM_READABLE | G_PARAM_STATIC_STRINGS));
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gst_element_class_set_metadata (element_class, "OpenGL transformation filter",
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"Filter/Effect/Video", "Transform video on the GPU",
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"Lubosz Sarnecki <lubosz@gmail.com>");
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}
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static void
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gst_gl_transformation_init (GstGLTransformation * filter)
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{
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filter->shader = NULL;
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filter->fov = 90;
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filter->aspect = 1.0;
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filter->znear = 0.1;
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filter->zfar = 100;
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filter->xscale = 1.0;
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filter->yscale = 1.0;
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filter->in_tex = 0;
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gst_gl_transformation_build_mvp (filter);
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}
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static void
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gst_gl_transformation_build_mvp (GstGLTransformation * transformation)
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{
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graphene_point3d_t translation_vector =
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GRAPHENE_POINT3D_INIT (transformation->xtranslation,
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transformation->ytranslation,
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transformation->ztranslation);
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graphene_matrix_t model_matrix;
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graphene_matrix_t projection_matrix;
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graphene_matrix_t view_matrix;
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graphene_matrix_t vp_matrix;
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graphene_vec3_t eye;
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graphene_vec3_t center;
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graphene_vec3_t up;
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graphene_vec3_init (&eye, 0.f, 0.f, 1.f);
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graphene_vec3_init (¢er, 0.f, 0.f, 0.f);
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graphene_vec3_init (&up, 0.f, 1.f, 0.f);
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graphene_matrix_init_scale (&model_matrix,
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transformation->xscale, transformation->yscale, 1.0f);
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graphene_matrix_rotate (&model_matrix,
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transformation->xrotation, graphene_vec3_x_axis ());
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graphene_matrix_rotate (&model_matrix,
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transformation->yrotation, graphene_vec3_y_axis ());
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graphene_matrix_rotate (&model_matrix,
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transformation->zrotation, graphene_vec3_z_axis ());
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graphene_matrix_translate (&model_matrix, &translation_vector);
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if (transformation->ortho) {
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graphene_matrix_init_ortho (&projection_matrix,
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-transformation->aspect, transformation->aspect,
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-1, 1, transformation->znear, transformation->zfar);
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} else {
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graphene_matrix_init_perspective (&projection_matrix,
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transformation->fov,
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transformation->aspect, transformation->znear, transformation->zfar);
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}
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graphene_matrix_init_look_at (&view_matrix, &eye, ¢er, &up);
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graphene_matrix_multiply (&projection_matrix, &view_matrix, &vp_matrix);
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graphene_matrix_multiply (&vp_matrix, &model_matrix,
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&transformation->mvp_matrix);
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}
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static void
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gst_gl_transformation_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec)
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{
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GstGLTransformation *filter = GST_GL_TRANSFORMATION (object);
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switch (prop_id) {
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case PROP_FOV:
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filter->fov = g_value_get_float (value);
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break;
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case PROP_ORTHO:
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filter->ortho = g_value_get_boolean (value);
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break;
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case PROP_TRANSLATION_X:
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filter->xtranslation = g_value_get_float (value);
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break;
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case PROP_TRANSLATION_Y:
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filter->ytranslation = g_value_get_float (value);
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break;
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case PROP_TRANSLATION_Z:
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filter->ztranslation = g_value_get_float (value);
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break;
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case PROP_ROTATION_X:
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filter->xrotation = g_value_get_float (value);
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break;
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case PROP_ROTATION_Y:
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filter->yrotation = g_value_get_float (value);
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break;
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case PROP_ROTATION_Z:
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filter->zrotation = g_value_get_float (value);
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break;
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case PROP_SCALE_X:
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filter->xscale = g_value_get_float (value);
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break;
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case PROP_SCALE_Y:
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filter->yscale = g_value_get_float (value);
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break;
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case PROP_MVP:
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if (g_value_get_boxed (value) != NULL)
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filter->mvp_matrix = *((graphene_matrix_t *) g_value_get_boxed (value));
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return;
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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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gst_gl_transformation_build_mvp (filter);
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}
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static void
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gst_gl_transformation_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec)
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{
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GstGLTransformation *filter = GST_GL_TRANSFORMATION (object);
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switch (prop_id) {
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case PROP_FOV:
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g_value_set_float (value, filter->fov);
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break;
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case PROP_ORTHO:
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g_value_set_boolean (value, filter->ortho);
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break;
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case PROP_TRANSLATION_X:
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g_value_set_float (value, filter->xtranslation);
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break;
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case PROP_TRANSLATION_Y:
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g_value_set_float (value, filter->ytranslation);
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break;
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case PROP_TRANSLATION_Z:
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g_value_set_float (value, filter->ztranslation);
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break;
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case PROP_ROTATION_X:
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g_value_set_float (value, filter->xrotation);
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break;
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case PROP_ROTATION_Y:
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g_value_set_float (value, filter->yrotation);
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break;
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case PROP_ROTATION_Z:
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g_value_set_float (value, filter->zrotation);
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break;
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case PROP_SCALE_X:
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g_value_set_float (value, filter->xscale);
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break;
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case PROP_SCALE_Y:
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g_value_set_float (value, filter->yscale);
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break;
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case PROP_MVP:
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g_value_set_boxed (value, (gconstpointer) & filter->mvp_matrix);
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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_transformation_set_caps (GstGLFilter * filter, GstCaps * incaps,
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GstCaps * outcaps)
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{
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GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
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transformation->aspect =
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(gdouble) GST_VIDEO_INFO_WIDTH (&filter->out_info) /
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(gdouble) GST_VIDEO_INFO_HEIGHT (&filter->out_info);
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gst_gl_transformation_build_mvp (transformation);
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return TRUE;
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}
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static void
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gst_gl_transformation_reset (GstGLFilter * filter)
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{
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GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
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/* blocking call, wait until the opengl thread has destroyed the shader */
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if (transformation->shader)
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gst_gl_context_del_shader (filter->context, transformation->shader);
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transformation->shader = NULL;
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}
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static gboolean
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gst_gl_transformation_init_shader (GstGLFilter * filter)
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{
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GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
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if (gst_gl_context_get_gl_api (filter->context)) {
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/* blocking call, wait until the opengl thread has compiled the shader */
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return gst_gl_context_gen_shader (filter->context, cube_v_src, cube_f_src,
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&transformation->shader);
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}
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return TRUE;
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}
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static gboolean
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gst_gl_transformation_filter_texture (GstGLFilter * filter, guint in_tex,
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guint out_tex)
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{
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GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
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transformation->in_tex = in_tex;
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/* blocking call, use a FBO */
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gst_gl_context_use_fbo_v2 (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,
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out_tex, gst_gl_transformation_callback, (gpointer) transformation);
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return TRUE;
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}
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static void
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gst_gl_transformation_callback (gpointer stuff)
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{
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GstGLFilter *filter = GST_GL_FILTER (stuff);
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GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
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GstGLFuncs *gl = filter->context->gl_vtable;
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/* *INDENT-OFF* */
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const GLfloat positions[] = {
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-transformation->aspect, 1.0, 0.0, 1.0,
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transformation->aspect, 1.0, 0.0, 1.0,
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transformation->aspect, -1.0, 0.0, 1.0,
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-transformation->aspect, -1.0, 0.0, 1.0,
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};
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const GLfloat texture_coordinates[] = {
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0.0, 1.0,
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1.0, 1.0,
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1.0, 0.0,
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0.0, 0.0,
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};
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/* *INDENT-ON* */
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GLushort indices[] = { 0, 1, 2, 3, 0 };
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GLfloat temp_matrix[16];
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GLint attr_position_loc = 0;
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GLint attr_texture_loc = 0;
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gst_gl_context_clear_shader (filter->context);
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gl->BindTexture (GL_TEXTURE_2D, 0);
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gl->ClearColor (0.f, 0.f, 0.f, 1.f);
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gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gst_gl_shader_use (transformation->shader);
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attr_position_loc =
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|
gst_gl_shader_get_attribute_location (transformation->shader, "position");
|
|
|
|
attr_texture_loc =
|
|
gst_gl_shader_get_attribute_location (transformation->shader, "uv");
|
|
|
|
/* Load the vertex position */
|
|
gl->VertexAttribPointer (attr_position_loc, 4, GL_FLOAT,
|
|
GL_FALSE, 0, positions);
|
|
|
|
/* Load the texture coordinate */
|
|
gl->VertexAttribPointer (attr_texture_loc, 2, GL_FLOAT,
|
|
GL_FALSE, 0, texture_coordinates);
|
|
|
|
gl->EnableVertexAttribArray (attr_position_loc);
|
|
gl->EnableVertexAttribArray (attr_texture_loc);
|
|
|
|
gl->ActiveTexture (GL_TEXTURE0);
|
|
gl->BindTexture (GL_TEXTURE_2D, transformation->in_tex);
|
|
gst_gl_shader_set_uniform_1i (transformation->shader, "texture", 0);
|
|
|
|
graphene_matrix_to_float (&transformation->mvp_matrix, temp_matrix);
|
|
gst_gl_shader_set_uniform_matrix_4fv (transformation->shader, "mvp",
|
|
1, GL_FALSE, temp_matrix);
|
|
|
|
gl->DrawElements (GL_TRIANGLE_STRIP, 5, GL_UNSIGNED_SHORT, indices);
|
|
|
|
gl->DisableVertexAttribArray (attr_position_loc);
|
|
gl->DisableVertexAttribArray (attr_texture_loc);
|
|
|
|
gst_gl_context_clear_shader (filter->context);
|
|
}
|