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4bbda2b626
Facilities are given to create fbo's and attach GL memory (renderbuffers or textures). It also keeps track of the renderable size for use with effective use with glViewport().
358 lines
12 KiB
C
358 lines
12 KiB
C
/*
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* GStreamer
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* Copyright (C) 2009 Julien Isorce <julien.isorce@gmail.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 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-glmosaic
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*
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* glmixer sub element. N gl sink pads to 1 source pad.
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* N + 1 OpenGL contexts shared together.
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* N <= 6 because the rendering is more a like a cube than a mosaic
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* Each opengl input stream is rendered on a cube face
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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-1.0 videotestsrc ! video/x-raw, format=YUY2 ! queue ! glmosaic name=m ! glimagesink \
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* videotestsrc pattern=12 ! video/x-raw, format=I420, framerate=5/1, width=100, height=200 ! queue ! m. \
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* videotestsrc ! video/x-raw, framerate=15/1, width=1500, height=1500 ! gleffects effect=3 ! queue ! m. \
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* videotestsrc ! gleffects effect=2 ! queue ! m. \
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* videotestsrc ! glfiltercube ! queue ! m. \
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* videotestsrc ! gleffects effect=6 ! queue ! m.
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* ]|
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* FBO (Frame Buffer Object) is required.
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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 "gstglmosaic.h"
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#define GST_CAT_DEFAULT gst_gl_mosaic_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_mosaic_debug, "glmosaic", 0, "glmosaic element");
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G_DEFINE_TYPE_WITH_CODE (GstGLMosaic, gst_gl_mosaic, GST_TYPE_GL_MIXER,
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DEBUG_INIT);
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static void gst_gl_mosaic_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec);
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static void gst_gl_mosaic_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec);
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static void gst_gl_mosaic_reset (GstGLMixer * mixer);
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static gboolean gst_gl_mosaic_init_shader (GstGLMixer * mixer,
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GstCaps * outcaps);
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static gboolean gst_gl_mosaic_process_textures (GstGLMixer * mixer,
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GstGLMemory * out_tex);
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static gboolean gst_gl_mosaic_callback (gpointer stuff);
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//vertex source
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static const gchar *mosaic_v_src =
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"uniform mat4 u_matrix; \n"
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"uniform float xrot_degree, yrot_degree, zrot_degree; \n"
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"attribute vec4 a_position; \n"
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"attribute vec2 a_texCoord; \n"
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"varying vec2 v_texCoord; \n"
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"void main() \n"
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"{ \n"
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" float PI = 3.14159265; \n"
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" float xrot = xrot_degree*2.0*PI/360.0; \n"
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" float yrot = yrot_degree*2.0*PI/360.0; \n"
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" float zrot = zrot_degree*2.0*PI/360.0; \n"
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" mat4 matX = mat4 ( \n"
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" 1.0, 0.0, 0.0, 0.0, \n"
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" 0.0, cos(xrot), sin(xrot), 0.0, \n"
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" 0.0, -sin(xrot), cos(xrot), 0.0, \n"
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" 0.0, 0.0, 0.0, 1.0 ); \n"
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" mat4 matY = mat4 ( \n"
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" cos(yrot), 0.0, -sin(yrot), 0.0, \n"
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" 0.0, 1.0, 0.0, 0.0, \n"
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" sin(yrot), 0.0, cos(yrot), 0.0, \n"
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" 0.0, 0.0, 0.0, 1.0 ); \n"
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" mat4 matZ = mat4 ( \n"
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" cos(zrot), sin(zrot), 0.0, 0.0, \n"
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" -sin(zrot), cos(zrot), 0.0, 0.0, \n"
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" 0.0, 0.0, 1.0, 0.0, \n"
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" 0.0, 0.0, 0.0, 1.0 ); \n"
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" gl_Position = u_matrix * matZ * matY * matX * a_position; \n"
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" v_texCoord = a_texCoord; \n"
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"} \n";
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//fragment source
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static const gchar *mosaic_f_src =
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"uniform sampler2D s_texture; \n"
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"varying vec2 v_texCoord; \n"
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"void main() \n"
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"{ \n"
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//" gl_FragColor = vec4( 1.0, 0.5, 1.0, 1.0 );\n"
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" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
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"} \n";
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static void
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gst_gl_mosaic_class_init (GstGLMosaicClass * 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_mosaic_set_property;
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gobject_class->get_property = gst_gl_mosaic_get_property;
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gst_element_class_set_metadata (element_class, "OpenGL mosaic",
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"Filter/Effect/Video", "OpenGL mosaic",
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"Julien Isorce <julien.isorce@gmail.com>");
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GST_GL_MIXER_CLASS (klass)->set_caps = gst_gl_mosaic_init_shader;
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GST_GL_MIXER_CLASS (klass)->reset = gst_gl_mosaic_reset;
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GST_GL_MIXER_CLASS (klass)->process_textures = gst_gl_mosaic_process_textures;
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GST_GL_BASE_MIXER_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_mosaic_init (GstGLMosaic * mosaic)
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{
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mosaic->shader = NULL;
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}
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static void
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gst_gl_mosaic_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec)
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{
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//GstGLMosaic *mixer = GST_GL_MOSAIC (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_mosaic_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec)
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{
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//GstGLMosaic* mixer = GST_GL_MOSAIC (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_mosaic_reset (GstGLMixer * mixer)
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{
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GstGLMosaic *mosaic = GST_GL_MOSAIC (mixer);
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//blocking call, wait the opengl thread has destroyed the shader
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if (mosaic->shader)
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gst_gl_context_del_shader (GST_GL_BASE_MIXER (mixer)->context,
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mosaic->shader);
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mosaic->shader = NULL;
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}
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static gboolean
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gst_gl_mosaic_init_shader (GstGLMixer * mixer, GstCaps * outcaps)
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{
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GstGLMosaic *mosaic = GST_GL_MOSAIC (mixer);
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g_clear_object (&mosaic->shader);
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//blocking call, wait the opengl thread has compiled the shader
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return gst_gl_context_gen_shader (GST_GL_BASE_MIXER (mixer)->context,
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mosaic_v_src, mosaic_f_src, &mosaic->shader);
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}
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static void
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_mosaic_render (GstGLContext * context, GstGLMosaic * mosaic)
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{
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GstGLMixer *mixer = GST_GL_MIXER (mosaic);
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gst_gl_framebuffer_draw_to_texture (mixer->fbo, mosaic->out_tex,
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gst_gl_mosaic_callback, mosaic);
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}
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static gboolean
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gst_gl_mosaic_process_textures (GstGLMixer * mix, GstGLMemory * out_tex)
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{
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GstGLMosaic *mosaic = GST_GL_MOSAIC (mix);
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GstGLContext *context = GST_GL_BASE_MIXER (mix)->context;
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mosaic->out_tex = out_tex;
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gst_gl_context_thread_add (context, (GstGLContextThreadFunc) _mosaic_render,
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mosaic);
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return TRUE;
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}
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/* opengl scene, params: input texture (not the output mixer->texture) */
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static gboolean
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gst_gl_mosaic_callback (gpointer stuff)
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{
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GstGLMosaic *mosaic = GST_GL_MOSAIC (stuff);
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GstGLMixer *mixer = GST_GL_MIXER (mosaic);
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GstGLFuncs *gl = GST_GL_BASE_MIXER (mixer)->context->gl_vtable;
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GList *walk;
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static GLfloat xrot = 0;
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static GLfloat yrot = 0;
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static GLfloat zrot = 0;
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GLint attr_position_loc = 0;
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GLint attr_texture_loc = 0;
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const GLfloat matrix[] = {
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0.5f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.5f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.5f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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};
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const GLushort indices[] = {
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0, 1, 2,
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0, 2, 3
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};
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guint count = 0;
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gst_gl_context_clear_shader (GST_GL_BASE_MIXER (mixer)->context);
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gl->BindTexture (GL_TEXTURE_2D, 0);
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gl->Enable (GL_DEPTH_TEST);
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gl->ClearColor (0.0, 0.0, 0.0, 0.0);
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gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gst_gl_shader_use (mosaic->shader);
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attr_position_loc =
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gst_gl_shader_get_attribute_location (mosaic->shader, "a_position");
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attr_texture_loc =
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gst_gl_shader_get_attribute_location (mosaic->shader, "a_texCoord");
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GST_OBJECT_LOCK (mosaic);
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walk = GST_ELEMENT (mosaic)->sinkpads;
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while (walk) {
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GstGLMixerPad *pad = walk->data;
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/* *INDENT-OFF* */
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gfloat v_vertices[] = {
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/* front face */
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1.0f, 1.0f,-1.0f, 1.0f, 0.0f,
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1.0f,-1.0f,-1.0f, 1.0f, 1.0f,
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-1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
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-1.0f, 1.0f,-1.0f, 0.0f, 0.0f,
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/* right face */
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
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1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
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1.0f, 1.0f,-1.0f, 1.0f, 1.0f,
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/* left face */
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-1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f,-1.0f, 1.0f, 1.0f,
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-1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
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-1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
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/* top face */
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1.0f,-1.0f, 1.0f, 1.0f, 0.0f,
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-1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
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-1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
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1.0f,-1.0f,-1.0f, 1.0f, 1.0f,
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/* bottom face */
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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1.0f, 1.0f,-1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f,-1.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
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/* back face */
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1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
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-1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
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1.0f,-1.0f, 1.0f, 1.0f, 1.0f
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};
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/* *INDENT-ON* */
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guint in_tex;
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guint width, height;
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in_tex = pad->current_texture;
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width = GST_VIDEO_INFO_WIDTH (&GST_VIDEO_AGGREGATOR_PAD (pad)->info);
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height = GST_VIDEO_INFO_HEIGHT (&GST_VIDEO_AGGREGATOR_PAD (pad)->info);
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if (!in_tex || width <= 0 || height <= 0) {
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GST_DEBUG ("skipping texture:%u pad:%p width:%u height %u",
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in_tex, pad, width, height);
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count++;
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walk = g_list_next (walk);
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continue;
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}
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GST_TRACE ("processing texture:%u dimensions:%ux%u", in_tex, width, height);
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gl->VertexAttribPointer (attr_position_loc, 3, GL_FLOAT,
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GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[5 * 4 * count]);
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gl->VertexAttribPointer (attr_texture_loc, 2, GL_FLOAT,
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GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[5 * 4 * count + 3]);
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gl->EnableVertexAttribArray (attr_position_loc);
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gl->EnableVertexAttribArray (attr_texture_loc);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, in_tex);
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gst_gl_shader_set_uniform_1i (mosaic->shader, "s_texture", 0);
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gst_gl_shader_set_uniform_1f (mosaic->shader, "xrot_degree", xrot);
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gst_gl_shader_set_uniform_1f (mosaic->shader, "yrot_degree", yrot);
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gst_gl_shader_set_uniform_1f (mosaic->shader, "zrot_degree", zrot);
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gst_gl_shader_set_uniform_matrix_4fv (mosaic->shader, "u_matrix", 1,
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GL_FALSE, matrix);
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gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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++count;
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walk = g_list_next (walk);
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}
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GST_OBJECT_UNLOCK (mosaic);
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gl->DisableVertexAttribArray (attr_position_loc);
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gl->DisableVertexAttribArray (attr_texture_loc);
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gl->BindTexture (GL_TEXTURE_2D, 0);
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gl->Disable (GL_DEPTH_TEST);
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gst_gl_context_clear_shader (GST_GL_BASE_MIXER (mixer)->context);
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xrot += 0.6f;
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yrot += 0.4f;
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zrot += 0.8f;
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return TRUE;
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}
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