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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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407 lines
13 KiB
C
407 lines
13 KiB
C
/*
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* GStreamer
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* Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
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* Inspired from http://www.mdk.org.pl/2007/11/17/gl-colorspace-conversions
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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-glfilterglass
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* @title: glfilterglass
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*
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* Map textures on moving glass.
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*
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* ## Examples
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* |[
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* gst-launch-1.0 -v videotestsrc ! glfilterglass ! glimagesink
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* ]| A pipeline inspired from http://www.mdk.org.pl/2007/11/17/gl-colorspace-conversions
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* FBO is required.
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* |[
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* gst-launch-1.0 -v videotestsrc ! glfilterglass ! video/x-raw, width=640, height=480 ! glimagesink
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* ]| The scene is greater than the input size.
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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 "gstglfilterglass.h"
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#include "gstglutils.h"
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#define GST_CAT_DEFAULT gst_gl_filter_glass_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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};
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#define DEBUG_INIT \
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GST_DEBUG_CATEGORY_INIT (gst_gl_filter_glass_debug, "glfilterglass", 0, "glfilterglass element");
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#define gst_gl_filter_glass_parent_class parent_class
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G_DEFINE_TYPE_WITH_CODE (GstGLFilterGlass, gst_gl_filter_glass,
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GST_TYPE_GL_FILTER, DEBUG_INIT);
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static void gst_gl_filter_glass_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_glass_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec);
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static gboolean gst_gl_filter_glass_reset (GstBaseTransform * trans);
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static gboolean gst_gl_filter_glass_init_shader (GstGLFilter * filter);
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static gboolean gst_gl_filter_glass_filter_texture (GstGLFilter * filter,
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GstGLMemory * in_tex, GstGLMemory * out_tex);
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static void gst_gl_filter_glass_draw_background_gradient ();
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static void gst_gl_filter_glass_draw_video_plane (GstGLFilter * filter,
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gint width, gint height, guint texture, gfloat center_x, gfloat center_y,
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gfloat start_alpha, gfloat stop_alpha, gboolean reversed, gfloat rotation);
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static gboolean gst_gl_filter_glass_callback (gpointer stuff);
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/* *INDENT-OFF* */
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static const gchar *glass_fragment_source =
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"uniform sampler2D tex;\n"
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"varying float alpha;\n"
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"void main () {\n"
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" float p = 0.0525;\n"
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" float L1 = p*1.0;\n"
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" float L2 = 1.0 - L1;\n"
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" float L3 = 1.0 - L1;\n"
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" float w = 1.0;\n"
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" float r = L1;\n"
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" if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y < L1)\n"
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" r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) );\n"
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" else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y < L1)\n"
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" r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) );\n"
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" else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y > L3)\n"
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" r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) );\n"
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" else if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y > L3)\n"
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" r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) );\n"
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" if (r > L1)\n"
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" w = 0.0;\n"
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" vec4 color = texture2D (tex, gl_TexCoord[0].st);\n"
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" gl_FragColor = vec4(color.rgb, alpha * w);\n"
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"}\n";
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static const gchar *glass_vertex_source =
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"uniform float yrot;\n"
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"uniform float aspect;\n"
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"const float fovy = 80.0;\n"
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"const float znear = 1.0;\n"
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"const float zfar = 5000.0;\n"
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"varying float alpha;\n"
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"void main () {\n"
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" float f = 1.0/(tan(radians(fovy/2.0)));\n"
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" float rot = radians (yrot);\n"
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" // replacement for gluPerspective\n"
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" mat4 perspective = mat4 (\n"
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" f/aspect, 0.0, 0.0, 0.0,\n"
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" 0.0, f, 0.0, 0.0,\n"
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" 0.0, 0.0, (znear+zfar)/(znear-zfar), 2.0*znear*zfar/(znear-zfar),\n"
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" 0.0, 0.0, -1.0, 0.0 );\n"
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" mat4 trans = mat4 (\n"
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" 1.0, 0.0, 0.0, 0.0,\n"
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" 0.0, 1.0, 0.0, 0.0,\n"
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" 0.0, 0.0, 1.0, -3.0,\n"
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" 0.0, 0.0, 0.0, 1.0 );\n"
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" mat4 rotation = mat4 (\n"
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" cos(rot), 0.0, sin(rot), 0.0,\n"
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" 0.0, 1.0, 0.0, 0.0,\n"
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" -sin(rot), 0.0, cos(rot), 0.0,\n"
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" 0.0, 0.0, 0.0, 1.0 );\n"
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" gl_Position = trans * perspective * rotation * gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
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" alpha = gl_Color.a;\n"
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"}\n";
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static const gchar * passthrough_vertex =
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"void main () {\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" gl_FrontColor = gl_Color;\n"
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"}\n";
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static const gchar * passthrough_fragment =
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"void main () {\n"
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" gl_FragColor = gl_Color;\n"
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"}\n";
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/* *INDENT-ON* */
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static void
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gst_gl_filter_glass_class_init (GstGLFilterGlassClass * 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_filter_glass_set_property;
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gobject_class->get_property = gst_gl_filter_glass_get_property;
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gst_element_class_set_metadata (element_class, "OpenGL glass filter",
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"Filter/Effect/Video", "Glass Filter",
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"Julien Isorce <julien.isorce@gmail.com>");
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GST_GL_FILTER_CLASS (klass)->filter_texture =
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gst_gl_filter_glass_filter_texture;
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GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_filter_glass_init_shader;
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GST_BASE_TRANSFORM_CLASS (klass)->stop = gst_gl_filter_glass_reset;
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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_glass_init (GstGLFilterGlass * filter)
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{
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filter->shader = NULL;
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filter->timestamp = 0;
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}
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static gboolean
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gst_gl_filter_glass_reset (GstBaseTransform * trans)
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{
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GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (trans);
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//blocking call, wait the opengl thread has destroyed the shader
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if (glass_filter->shader)
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gst_object_unref (glass_filter->shader);
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glass_filter->shader = NULL;
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if (glass_filter->passthrough_shader)
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gst_object_unref (glass_filter->passthrough_shader);
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glass_filter->passthrough_shader = NULL;
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return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans);
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}
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static void
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gst_gl_filter_glass_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec)
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{
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//GstGLFilterGlass *filter = GST_GL_FILTER_GLASS (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_glass_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec)
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{
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//GstGLFilterGlass *filter = GST_GL_FILTER_GLASS (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_glass_init_shader (GstGLFilter * filter)
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{
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gboolean ret;
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GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (filter);
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//blocking call, wait the opengl thread has compiled the shader
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ret =
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gst_gl_context_gen_shader (GST_GL_BASE_FILTER (filter)->context,
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glass_vertex_source, glass_fragment_source, &glass_filter->shader);
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if (ret)
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ret =
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gst_gl_context_gen_shader (GST_GL_BASE_FILTER (filter)->context,
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passthrough_vertex, passthrough_fragment,
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&glass_filter->passthrough_shader);
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return ret;
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}
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static gboolean
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gst_gl_filter_glass_filter_texture (GstGLFilter * filter, GstGLMemory * in_tex,
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GstGLMemory * out_tex)
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{
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GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (filter);
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glass_filter->in_tex = in_tex;
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gst_gl_framebuffer_draw_to_texture (filter->fbo, out_tex,
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gst_gl_filter_glass_callback, glass_filter);
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return TRUE;
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}
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static gint64
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get_time (void)
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{
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static GTimeVal val;
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g_get_current_time (&val);
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return (val.tv_sec * G_USEC_PER_SEC) + val.tv_usec;
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}
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static void
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gst_gl_filter_glass_draw_background_gradient (GstGLFilterGlass * glass)
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{
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GstGLFilter *filter = GST_GL_FILTER (glass);
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GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
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/* *INDENT-OFF* */
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gfloat mesh[] = {
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/* | Vertex | Color | */
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
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1.0f, 0.8f, 0.0f, 0.0f, 0.0f, 0.2f, 1.0f,
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-1.0f, 0.8f, 0.0f, 0.0f, 0.0f, 0.2f, 1.0f,
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-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.2f, 1.0f,
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1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.2f, 1.0f,
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};
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/* *INDENT-ON* */
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GLushort indices[] = {
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0, 1, 2,
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0, 2, 3,
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2, 3, 4,
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2, 4, 5
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};
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gl->ClientActiveTexture (GL_TEXTURE0);
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gl->EnableClientState (GL_VERTEX_ARRAY);
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gl->EnableClientState (GL_COLOR_ARRAY);
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gl->VertexPointer (3, GL_FLOAT, 7 * sizeof (gfloat), mesh);
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gl->ColorPointer (4, GL_FLOAT, 7 * sizeof (gfloat), &mesh[3]);
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gl->DrawElements (GL_TRIANGLES, 12, GL_UNSIGNED_SHORT, indices);
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gl->DisableClientState (GL_VERTEX_ARRAY);
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gl->DisableClientState (GL_COLOR_ARRAY);
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}
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static void
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gst_gl_filter_glass_draw_video_plane (GstGLFilter * filter,
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gint width, gint height, guint texture,
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gfloat center_x, gfloat center_y,
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gfloat start_alpha, gfloat stop_alpha, gboolean reversed, gfloat rotation)
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{
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GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (filter);
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GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
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gfloat topy = reversed ? center_y - 1.0f : center_y + 1.0f;
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gfloat bottomy = reversed ? center_y + 1.0f : center_y - 1.0f;
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/* *INDENT-OFF* */
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gfloat mesh[] = {
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/*| Vertex |TexCoord0| Colour |*/
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center_x-1.6, topy, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, start_alpha,
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center_x+1.6, topy, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, start_alpha,
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center_x+1.6, bottomy, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, stop_alpha,
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center_x-1.6, bottomy, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, stop_alpha,
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};
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/* *INDENT-ON* */
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GLushort indices[] = {
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0, 1, 2,
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0, 2, 3
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};
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, texture);
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gst_gl_shader_set_uniform_1i (glass_filter->shader, "tex", 0);
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gst_gl_shader_set_uniform_1f (glass_filter->shader, "yrot", rotation);
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gst_gl_shader_set_uniform_1f (glass_filter->shader, "aspect",
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(gfloat) width / (gfloat) height);
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gl->ClientActiveTexture (GL_TEXTURE0);
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gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->EnableClientState (GL_VERTEX_ARRAY);
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gl->EnableClientState (GL_COLOR_ARRAY);
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gl->VertexPointer (3, GL_FLOAT, 9 * sizeof (gfloat), mesh);
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gl->TexCoordPointer (2, GL_FLOAT, 9 * sizeof (gfloat), &mesh[3]);
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gl->ColorPointer (4, GL_FLOAT, 9 * sizeof (gfloat), &mesh[5]);
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gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->DisableClientState (GL_VERTEX_ARRAY);
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gl->DisableClientState (GL_COLOR_ARRAY);
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}
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static gboolean
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gst_gl_filter_glass_callback (gpointer stuff)
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{
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static gint64 start_time = 0;
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gfloat rotation;
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GstGLFilter *filter = GST_GL_FILTER (stuff);
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GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (stuff);
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GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
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gint width = GST_VIDEO_INFO_WIDTH (&filter->out_info);
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gint height = GST_VIDEO_INFO_HEIGHT (&filter->out_info);
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guint texture = glass_filter->in_tex->tex_id;
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if (start_time == 0)
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start_time = get_time ();
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else {
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gint64 time_left =
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(glass_filter->timestamp / 1000) - (get_time () - start_time);
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time_left -= 1000000 / 25;
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if (time_left > 2000) {
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GST_LOG ("escape");
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return FALSE;
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}
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}
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gst_gl_shader_use (glass_filter->passthrough_shader);
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gst_gl_filter_glass_draw_background_gradient (glass_filter);
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//Rotation
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if (start_time != 0) {
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gint64 time_passed = get_time () - start_time;
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rotation = sin (time_passed / 1200000.0) * 45.0f;
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} else {
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rotation = 0.0f;
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}
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gl->Enable (GL_BLEND);
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gl->BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gst_gl_shader_use (glass_filter->shader);
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//Reflection
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gst_gl_filter_glass_draw_video_plane (filter, width, height, texture,
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0.0f, 2.0f, 0.3f, 0.0f, TRUE, rotation);
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//Main video
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gst_gl_filter_glass_draw_video_plane (filter, width, height, texture,
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0.0f, 0.0f, 1.0f, 1.0f, FALSE, rotation);
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gst_gl_context_clear_shader (GST_GL_BASE_FILTER (filter)->context);
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gl->Disable (GL_BLEND);
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return TRUE;
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}
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