gstreamer/subprojects/gst-plugins-base/ext/gl/gstglmosaic.c

493 lines
15 KiB
C

/*
* GStreamer
* Copyright (C) 2009 Julien Isorce <julien.isorce@gmail.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
/**
* SECTION:element-glmosaic
* @title: glmosaic
*
* glmixer sub element. N gl sink pads to 1 source pad.
* N + 1 OpenGL contexts shared together.
* N <= 6 because the rendering is more a like a cube than a mosaic
* Each opengl input stream is rendered on a cube face
*
* ## Examples
* |[
* gst-launch-1.0 videotestsrc ! video/x-raw, format=YUY2 ! glupload ! glcolorconvert ! queue ! glmosaic name=m ! glimagesink \
* videotestsrc pattern=12 ! video/x-raw, format=I420, framerate=5/1, width=100, height=200 ! glupload ! glcolorconvert ! queue ! m. \
* videotestsrc ! video/x-raw, framerate=15/1, width=1500, height=1500 ! glupload ! gleffects effect=3 ! queue ! m. \
* videotestsrc ! glupload ! gleffects effect=2 ! queue ! m. \
* videotestsrc ! glupload ! glfiltercube ! queue ! m. \
* videotestsrc ! glupload ! gleffects effect=6 ! queue ! m.
* ]|
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstglelements.h"
#include "gstglmosaic.h"
#include "gstglutils.h"
#define GST_CAT_DEFAULT gst_gl_mosaic_debug
GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
enum
{
PROP_0,
};
static void gst_gl_mosaic_child_proxy_init (gpointer g_iface,
gpointer iface_data);
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_mosaic_debug, "glmosaic", 0, "glmosaic element");
G_DEFINE_TYPE_WITH_CODE (GstGLMosaic, gst_gl_mosaic, GST_TYPE_GL_MIXER,
G_IMPLEMENT_INTERFACE (GST_TYPE_CHILD_PROXY,
gst_gl_mosaic_child_proxy_init);
DEBUG_INIT);
GST_ELEMENT_REGISTER_DEFINE_WITH_CODE (glmosaic, "glmosaic",
GST_RANK_NONE, GST_TYPE_GL_MOSAIC, gl_element_init (plugin));
static GstPad *gst_gl_mosaic_request_new_pad (GstElement * element,
GstPadTemplate * temp, const gchar * req_name, const GstCaps * caps);
static void gst_gl_mosaic_release_pad (GstElement * element, GstPad * pad);
static void gst_gl_mosaic_reset (GstGLMixer * mixer);
static gboolean gst_gl_mosaic_set_caps (GstGLMixer * mixer, GstCaps * outcaps);
static gboolean gst_gl_mosaic_process_textures (GstGLMixer * mixer,
GstGLMemory * out_tex);
static gboolean gst_gl_mosaic_callback (gpointer stuff);
/* vertex source */
static const gchar *mosaic_v_src =
"uniform mat4 u_matrix; \n"
"uniform float xrot_degree, yrot_degree, zrot_degree; \n"
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" float PI = 3.14159265; \n"
" float xrot = xrot_degree*2.0*PI/360.0; \n"
" float yrot = yrot_degree*2.0*PI/360.0; \n"
" float zrot = zrot_degree*2.0*PI/360.0; \n"
" mat4 matX = mat4 ( \n"
" 1.0, 0.0, 0.0, 0.0, \n"
" 0.0, cos(xrot), sin(xrot), 0.0, \n"
" 0.0, -sin(xrot), cos(xrot), 0.0, \n"
" 0.0, 0.0, 0.0, 1.0 ); \n"
" mat4 matY = mat4 ( \n"
" cos(yrot), 0.0, -sin(yrot), 0.0, \n"
" 0.0, 1.0, 0.0, 0.0, \n"
" sin(yrot), 0.0, cos(yrot), 0.0, \n"
" 0.0, 0.0, 0.0, 1.0 ); \n"
" mat4 matZ = mat4 ( \n"
" cos(zrot), sin(zrot), 0.0, 0.0, \n"
" -sin(zrot), cos(zrot), 0.0, 0.0, \n"
" 0.0, 0.0, 1.0, 0.0, \n"
" 0.0, 0.0, 0.0, 1.0 ); \n"
" gl_Position = u_matrix * matZ * matY * matX * a_position; \n"
" v_texCoord = a_texCoord; \n"
"} \n";
/* fragment source */
static const gchar *mosaic_f_src =
"uniform sampler2D s_texture; \n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
"} \n";
static void
gst_gl_mosaic_class_init (GstGLMosaicClass * klass)
{
GstElementClass *element_class;
element_class = GST_ELEMENT_CLASS (klass);
element_class->request_new_pad =
GST_DEBUG_FUNCPTR (gst_gl_mosaic_request_new_pad);
element_class->release_pad = GST_DEBUG_FUNCPTR (gst_gl_mosaic_release_pad);
gst_element_class_set_metadata (element_class, "OpenGL mosaic",
"Filter/Effect/Video", "OpenGL mosaic",
"Julien Isorce <julien.isorce@gmail.com>");
GST_GL_MIXER_CLASS (klass)->set_caps = gst_gl_mosaic_set_caps;
GST_GL_MIXER_CLASS (klass)->reset = gst_gl_mosaic_reset;
GST_GL_MIXER_CLASS (klass)->process_textures = gst_gl_mosaic_process_textures;
}
static void
gst_gl_mosaic_init (GstGLMosaic * mosaic)
{
mosaic->shader = NULL;
mosaic->attr_position_loc = -1;
mosaic->attr_texture_loc = -1;
}
static GstPad *
gst_gl_mosaic_request_new_pad (GstElement * element, GstPadTemplate * templ,
const gchar * req_name, const GstCaps * caps)
{
GstPad *newpad;
newpad = (GstPad *)
GST_ELEMENT_CLASS (gst_gl_mosaic_parent_class)->request_new_pad (element,
templ, req_name, caps);
if (newpad == NULL)
goto could_not_create;
gst_child_proxy_child_added (GST_CHILD_PROXY (element), G_OBJECT (newpad),
GST_OBJECT_NAME (newpad));
return newpad;
could_not_create:
{
GST_DEBUG_OBJECT (element, "could not create/add pad");
return NULL;
}
}
static void
gst_gl_mosaic_release_pad (GstElement * element, GstPad * pad)
{
GstGLMosaic *gl_mosaic = GST_GL_MOSAIC (element);
GST_DEBUG_OBJECT (gl_mosaic, "release pad %s:%s", GST_DEBUG_PAD_NAME (pad));
gst_child_proxy_child_removed (GST_CHILD_PROXY (gl_mosaic), G_OBJECT (pad),
GST_OBJECT_NAME (pad));
GST_ELEMENT_CLASS (gst_gl_mosaic_parent_class)->release_pad (element, pad);
}
static void
gst_gl_mosaic_reset (GstGLMixer * mixer)
{
GstGLMosaic *mosaic = GST_GL_MOSAIC (mixer);
if (mosaic->shader)
gst_object_unref (mosaic->shader);
mosaic->shader = NULL;
mosaic->attr_position_loc = -1;
mosaic->attr_texture_loc = -1;
mosaic->xrot = 0.0;
mosaic->yrot = 0.0;
mosaic->zrot = 0.0;
}
static gboolean
gst_gl_mosaic_set_caps (GstGLMixer * mixer, GstCaps * outcaps)
{
GstGLMosaic *mosaic = GST_GL_MOSAIC (mixer);
g_clear_object (&mosaic->shader);
return TRUE;
}
static void
_mosaic_render (GstGLContext * context, GstGLMosaic * mosaic)
{
GstGLMixer *mixer = GST_GL_MIXER (mosaic);
if (!mosaic->shader) {
gchar *frag_str = g_strdup_printf ("%s%s",
gst_gl_shader_string_get_highest_precision (GST_GL_BASE_MIXER
(mixer)->context, GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY),
mosaic_f_src);
gst_gl_context_gen_shader (GST_GL_BASE_MIXER (mixer)->context,
mosaic_v_src, frag_str, &mosaic->shader);
g_free (frag_str);
}
gst_gl_framebuffer_draw_to_texture (mixer->fbo, mosaic->out_tex,
gst_gl_mosaic_callback, mosaic);
}
static gboolean
gst_gl_mosaic_process_textures (GstGLMixer * mix, GstGLMemory * out_tex)
{
GstGLMosaic *mosaic = GST_GL_MOSAIC (mix);
GstGLContext *context = GST_GL_BASE_MIXER (mix)->context;
mosaic->out_tex = out_tex;
gst_gl_context_thread_add (context, (GstGLContextThreadFunc) _mosaic_render,
mosaic);
return TRUE;
}
static void
_bind_buffer (GstGLMosaic * mosaic)
{
GstGLContext *context = GST_GL_BASE_MIXER (mosaic)->context;
const GstGLFuncs *gl = context->gl_vtable;
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, mosaic->vbo_indices);
gl->BindBuffer (GL_ARRAY_BUFFER, mosaic->vertex_buffer);
/* Load the vertex position */
gl->VertexAttribPointer (mosaic->attr_position_loc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), (void *) 0);
/* Load the texture coordinate */
gl->VertexAttribPointer (mosaic->attr_texture_loc, 2, GL_FLOAT, GL_FALSE,
5 * sizeof (GLfloat), (void *) (3 * sizeof (GLfloat)));
gl->EnableVertexAttribArray (mosaic->attr_position_loc);
gl->EnableVertexAttribArray (mosaic->attr_texture_loc);
}
static void
_unbind_buffer (GstGLMosaic * mosaic)
{
GstGLContext *context = GST_GL_BASE_MIXER (mosaic)->context;
const GstGLFuncs *gl = context->gl_vtable;
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
gl->BindBuffer (GL_ARRAY_BUFFER, 0);
gl->DisableVertexAttribArray (mosaic->attr_position_loc);
gl->DisableVertexAttribArray (mosaic->attr_texture_loc);
}
/* opengl scene, params: input texture (not the output mixer->texture) */
static gboolean
gst_gl_mosaic_callback (gpointer stuff)
{
GstGLMosaic *mosaic = GST_GL_MOSAIC (stuff);
GstGLMixer *mixer = GST_GL_MIXER (mosaic);
GstGLFuncs *gl = GST_GL_BASE_MIXER (mixer)->context->gl_vtable;
GList *walk;
const GLfloat matrix[] = {
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
guint count = 0;
gst_gl_context_clear_shader (GST_GL_BASE_MIXER (mixer)->context);
gl->BindTexture (GL_TEXTURE_2D, 0);
gl->Enable (GL_DEPTH_TEST);
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gst_gl_shader_use (mosaic->shader);
if (mosaic->attr_position_loc == -1) {
mosaic->attr_position_loc =
gst_gl_shader_get_attribute_location (mosaic->shader, "a_position");
}
if (mosaic->attr_texture_loc == -1) {
mosaic->attr_texture_loc =
gst_gl_shader_get_attribute_location (mosaic->shader, "a_texCoord");
}
gst_gl_shader_set_uniform_1i (mosaic->shader, "s_texture", 0);
gst_gl_shader_set_uniform_1f (mosaic->shader, "xrot_degree", mosaic->xrot);
gst_gl_shader_set_uniform_1f (mosaic->shader, "yrot_degree", mosaic->yrot);
gst_gl_shader_set_uniform_1f (mosaic->shader, "zrot_degree", mosaic->zrot);
gst_gl_shader_set_uniform_matrix_4fv (mosaic->shader, "u_matrix", 1,
GL_FALSE, matrix);
if (!mosaic->vertex_buffer) {
/* *INDENT-OFF* */
gfloat vertices[] = {
/* front face */
1.0f, 1.0f,-1.0f, 1.0f, 0.0f,
1.0f,-1.0f,-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
-1.0f, 1.0f,-1.0f, 0.0f, 0.0f,
/* right face */
1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
1.0f, 1.0f,-1.0f, 1.0f, 1.0f,
/* left face */
-1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-1.0f, 1.0f,-1.0f, 1.0f, 1.0f,
-1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
-1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
/* top face */
1.0f,-1.0f, 1.0f, 1.0f, 0.0f,
-1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
-1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
1.0f,-1.0f,-1.0f, 1.0f, 1.0f,
/* bottom face */
1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
1.0f, 1.0f,-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f,-1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
/* back face */
1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
-1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
1.0f,-1.0f, 1.0f, 1.0f, 1.0f
};
const GLushort indices[] = {
0, 1, 2,
0, 2, 3,
4, 5, 6,
4, 6, 7,
8, 9, 10,
8, 10, 11,
12, 13, 14,
12, 14, 15,
16, 17, 18,
16, 18, 19,
20, 21, 22,
20, 22, 23,
};
/* *INDENT-ON* */
if (gl->GenVertexArrays) {
gl->GenVertexArrays (1, &mosaic->vao);
gl->BindVertexArray (mosaic->vao);
}
gl->GenBuffers (1, &mosaic->vertex_buffer);
gl->BindBuffer (GL_ARRAY_BUFFER, mosaic->vertex_buffer);
gl->BufferData (GL_ARRAY_BUFFER, sizeof (vertices), vertices,
GL_STATIC_DRAW);
gl->GenBuffers (1, &mosaic->vbo_indices);
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, mosaic->vbo_indices);
gl->BufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices,
GL_STATIC_DRAW);
}
if (gl->GenVertexArrays)
gl->BindVertexArray (mosaic->vao);
_bind_buffer (mosaic);
GST_OBJECT_LOCK (mosaic);
walk = GST_ELEMENT (mosaic)->sinkpads;
while (walk) {
GstGLMixerPad *pad = walk->data;
guint in_tex;
guint width, height;
in_tex = pad->current_texture;
width = GST_VIDEO_INFO_WIDTH (&GST_VIDEO_AGGREGATOR_PAD (pad)->info);
height = GST_VIDEO_INFO_HEIGHT (&GST_VIDEO_AGGREGATOR_PAD (pad)->info);
if (count >= 6) {
GST_FIXME_OBJECT (mosaic, "Skipping 7th pad (and all subsequent pads)");
break;
}
if (!in_tex || width <= 0 || height <= 0) {
GST_DEBUG ("skipping texture:%u pad:%p width:%u height %u",
in_tex, pad, width, height);
count++;
walk = g_list_next (walk);
continue;
}
GST_TRACE ("processing texture:%u dimensions:%ux%u", in_tex, width, height);
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, in_tex);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT,
(void *) (6 * sizeof (GLushort) * count));
++count;
walk = g_list_next (walk);
}
GST_OBJECT_UNLOCK (mosaic);
if (gl->GenVertexArrays)
gl->BindVertexArray (0);
else
_unbind_buffer (mosaic);
gl->BindTexture (GL_TEXTURE_2D, 0);
gl->Disable (GL_DEPTH_TEST);
gst_gl_context_clear_shader (GST_GL_BASE_MIXER (mixer)->context);
mosaic->xrot += 0.6f;
mosaic->yrot += 0.4f;
mosaic->zrot += 0.8f;
return TRUE;
}
/* GstChildProxy implementation */
static GObject *
gst_gl_mosaic_child_proxy_get_child_by_index (GstChildProxy * child_proxy,
guint index)
{
GstGLMosaic *gl_mosaic = GST_GL_MOSAIC (child_proxy);
GObject *obj = NULL;
GST_OBJECT_LOCK (gl_mosaic);
obj = g_list_nth_data (GST_ELEMENT_CAST (gl_mosaic)->sinkpads, index);
if (obj)
gst_object_ref (obj);
GST_OBJECT_UNLOCK (gl_mosaic);
return obj;
}
static guint
gst_gl_mosaic_child_proxy_get_children_count (GstChildProxy * child_proxy)
{
guint count = 0;
GstGLMosaic *gl_mosaic = GST_GL_MOSAIC (child_proxy);
GST_OBJECT_LOCK (gl_mosaic);
count = GST_ELEMENT_CAST (gl_mosaic)->numsinkpads;
GST_OBJECT_UNLOCK (gl_mosaic);
GST_INFO_OBJECT (gl_mosaic, "Children Count: %d", count);
return count;
}
static void
gst_gl_mosaic_child_proxy_init (gpointer g_iface, gpointer iface_data)
{
GstChildProxyInterface *iface = g_iface;
iface->get_child_by_index = gst_gl_mosaic_child_proxy_get_child_by_index;
iface->get_children_count = gst_gl_mosaic_child_proxy_get_children_count;
}