gstreamer/tests/examples/gl/sdl/sdlshare2.c
2019-09-30 13:29:58 +03:00

402 lines
12 KiB
C

/*
* GStreamer
* Copyright (C) 2015 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.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#ifdef WIN32
#include <windows.h>
#endif
#include <GL/gl.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#ifndef WIN32
#include <GL/glx.h>
#include <SDL2/SDL_syswm.h>
#include <gst/gl/x11/gstgldisplay_x11.h>
#endif
#include <gst/gst.h>
#include <gst/gl/gl.h>
static GstGLContext *sdl_context;
static GstGLDisplay *sdl_gl_display;
static SDL_Window *sdl_window;
static SDL_GLContext sdl_gl_context;
/* rotation angle for the triangle. */
static float rtri = 0.0f;
/* rotation angle for the quadrilateral. */
static float rquad = 0.0f;
/* A general OpenGL initialization function. Sets all of the initial parameters. */
static void
InitGL (int Width, int Height) // We call this right after our OpenGL window is created.
{
glViewport (0, 0, Width, Height);
glClearColor (0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth (1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc (GL_LESS); // The Type Of Depth Test To Do
glEnable (GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel (GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode (GL_PROJECTION);
glLoadIdentity (); // Reset The Projection Matrix
glMatrixMode (GL_MODELVIEW);
}
/* The main drawing function. */
static void
DrawGLScene (GstVideoFrame * v_frame)
{
guint texture = 0;
#ifdef WIN32
if (!wglGetCurrentContext ())
return;
#else
if (!glXGetCurrentContext ())
return;
#endif
texture = *(guint *) v_frame->data[0];
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity (); // Reset The View
glTranslatef (-0.4f, 0.0f, 0.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef (rtri, 0.0f, 1.0f, 0.0f); // Rotate The Triangle On The Y axis
// draw a triangle (in smooth coloring mode)
glBegin (GL_POLYGON); // start drawing a polygon
glColor3f (1.0f, 0.0f, 0.0f); // Set The Color To Red
glVertex3f (0.0f, 0.4f, 0.0f); // Top
glColor3f (0.0f, 1.0f, 0.0f); // Set The Color To Green
glVertex3f (0.4f, -0.4f, 0.0f); // Bottom Right
glColor3f (0.0f, 0.0f, 1.0f); // Set The Color To Blue
glVertex3f (-0.4f, -0.4f, 0.0f); // Bottom Left
glEnd (); // we're done with the polygon (smooth color interpolation)
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, texture);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glLoadIdentity (); // make sure we're no longer rotated.
glTranslatef (0.5f, 0.0f, 0.0f); // Move Right 3 Units, and back into the screen 6.0
glRotatef (rquad, 1.0f, 0.0f, 0.0f); // Rotate The Quad On The X axis
// draw a square (quadrilateral)
glColor3f (0.4f, 0.4f, 1.0f); // set color to a blue shade.
glBegin (GL_QUADS); // start drawing a polygon (4 sided)
glTexCoord3f (0.0f, 1.0f, 0.0f);
glVertex3f (-0.4f, 0.4f, 0.0f); // Top Left
glTexCoord3f (1.0f, 1.0f, 0.0f);
glVertex3f (0.4f, 0.4f, 0.0f); // Top Right
glTexCoord3f (1.0f, 0.0f, 0.0f);
glVertex3f (0.4f, -0.4f, 0.0f); // Bottom Right
glTexCoord3f (0.0f, 0.0f, 0.0f);
glVertex3f (-0.4f, -0.4f, 0.0f); // Bottom Left
glEnd (); // done with the polygon
glBindTexture (GL_TEXTURE_2D, 0);
rtri += 1.0f; // Increase The Rotation Variable For The Triangle
rquad -= 1.0f; // Decrease The Rotation Variable For The Quad
// swap buffers to display, since we're double buffered.
SDL_GL_SwapWindow (sdl_window);
}
static GMutex app_lock;
static GCond app_cond;
static gboolean app_rendered = FALSE;
static gboolean app_quit = FALSE;
static void
stop_pipeline (GstElement * pipeline)
{
g_mutex_lock (&app_lock);
app_quit = TRUE;
g_cond_signal (&app_cond);
g_mutex_unlock (&app_lock);
gst_element_send_event (pipeline, gst_event_new_eos ());
}
static gboolean
update_sdl_scene (gpointer data)
{
GstElement *pipeline = (GstElement *) data;
SDL_Event event;
while (SDL_PollEvent (&event)) {
if (event.type == SDL_QUIT) {
stop_pipeline (pipeline);
return G_SOURCE_REMOVE;
}
if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_ESCAPE) {
stop_pipeline (pipeline);
return G_SOURCE_REMOVE;
}
}
}
return G_SOURCE_CONTINUE;
}
static gboolean
executeCallback (gpointer data)
{
g_mutex_lock (&app_lock);
if (!app_quit) {
SDL_GL_MakeCurrent (sdl_window, sdl_gl_context);
DrawGLScene (data);
SDL_GL_MakeCurrent (sdl_window, NULL);
}
app_rendered = TRUE;
g_cond_signal (&app_cond);
g_mutex_unlock (&app_lock);
return FALSE;
}
static gboolean
on_client_draw (GstElement * glsink, GstGLContext * context, GstSample * sample,
gpointer data)
{
GstBuffer *buf = gst_sample_get_buffer (sample);
GstCaps *caps = gst_sample_get_caps (sample);
GstVideoFrame v_frame;
GstVideoInfo v_info;
/* FIXME don't do that every frame */
gst_video_info_from_caps (&v_info, caps);
if (!gst_video_frame_map (&v_frame, &v_info, buf, GST_MAP_READ | GST_MAP_GL)) {
g_warning ("Failed to map the video buffer");
return TRUE;
}
g_mutex_lock (&app_lock);
app_rendered = FALSE;
g_idle_add_full (G_PRIORITY_HIGH, executeCallback, &v_frame, NULL);
while (!app_rendered && !app_quit)
g_cond_wait (&app_cond, &app_lock);
g_mutex_unlock (&app_lock);
gst_video_frame_unmap (&v_frame);
return TRUE;
}
/* gst bus signal watch callback */
static void
end_stream_cb (GstBus * bus, GstMessage * msg, GMainLoop * loop)
{
switch (GST_MESSAGE_TYPE (msg)) {
case GST_MESSAGE_EOS:
g_print ("End-of-stream\n");
break;
case GST_MESSAGE_ERROR:
{
gchar *debug = NULL;
GError *err = NULL;
gst_message_parse_error (msg, &err, &debug);
g_print ("Error: %s\n", err->message);
g_error_free (err);
if (debug) {
g_print ("Debug deails: %s\n", debug);
g_free (debug);
}
break;
}
default:
break;
}
g_main_loop_quit (loop);
}
static void
sync_bus_call (GstBus * bus, GstMessage * msg, gpointer data)
{
switch (GST_MESSAGE_TYPE (msg)) {
case GST_MESSAGE_NEED_CONTEXT:
{
const gchar *context_type;
gst_message_parse_context_type (msg, &context_type);
g_print ("got need context %s\n", context_type);
if (g_strcmp0 (context_type, GST_GL_DISPLAY_CONTEXT_TYPE) == 0) {
GstContext *display_context =
gst_context_new (GST_GL_DISPLAY_CONTEXT_TYPE, TRUE);
gst_context_set_gl_display (display_context, sdl_gl_display);
gst_element_set_context (GST_ELEMENT (msg->src), display_context);
gst_context_unref (display_context);
} else if (g_strcmp0 (context_type, "gst.gl.app_context") == 0) {
GstContext *app_context = gst_context_new ("gst.gl.app_context", TRUE);
GstStructure *s = gst_context_writable_structure (app_context);
gst_structure_set (s, "context", GST_TYPE_GL_CONTEXT, sdl_context,
NULL);
gst_element_set_context (GST_ELEMENT (msg->src), app_context);
gst_context_unref (app_context);
}
break;
}
default:
break;
}
}
int
main (int argc, char **argv)
{
#ifdef WIN32
HGLRC gl_context = 0;
HDC sdl_dc = 0;
#else
SDL_SysWMinfo info;
Display *sdl_display = NULL;
GLXContext gl_context = NULL;
#endif
GMainLoop *loop = NULL;
GstPipeline *pipeline = NULL;
GstBus *bus = NULL;
GstElement *glimagesink = NULL;
const gchar *platform;
/* Initialize SDL for video output */
if (SDL_Init (SDL_INIT_VIDEO) < 0) {
fprintf (stderr, "Unable to initialize SDL: %s\n", SDL_GetError ());
return -1;
}
/* Create a 640x480 OpenGL screen */
sdl_window =
SDL_CreateWindow ("SDL and gst-plugins-gl", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_OPENGL);
if (sdl_window == NULL) {
fprintf (stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError ());
SDL_Quit ();
return -1;
}
sdl_gl_context = SDL_GL_CreateContext (sdl_window);
if (sdl_gl_context == NULL) {
fprintf (stderr, "Unable to create OpenGL context: %s\n", SDL_GetError ());
SDL_Quit ();
return -1;
}
gst_init (&argc, &argv);
loop = g_main_loop_new (NULL, FALSE);
SDL_GL_MakeCurrent (sdl_window, sdl_gl_context);
/* Loop, drawing and checking events */
InitGL (640, 480);
#ifdef WIN32
gl_context = wglGetCurrentContext ();
sdl_dc = wglGetCurrentDC ();
platform = "wgl";
sdl_gl_display = gst_gl_display_new ();
#else
SDL_VERSION (&info.version);
SDL_GetWindowWMInfo (sdl_window, &info);
sdl_display = info.info.x11.display;
gl_context = glXGetCurrentContext ();
platform = "glx";
sdl_gl_display =
(GstGLDisplay *) gst_gl_display_x11_new_with_display (sdl_display);
#endif
SDL_GL_MakeCurrent (sdl_window, NULL);
sdl_context =
gst_gl_context_new_wrapped (sdl_gl_display, (guintptr) gl_context,
gst_gl_platform_from_string (platform), GST_GL_API_OPENGL);
pipeline =
GST_PIPELINE (gst_parse_launch
("videotestsrc ! video/x-raw, width=320, height=240, framerate=(fraction)30/1 ! "
"glimagesink name=glimagesink0", NULL));
bus = gst_pipeline_get_bus (GST_PIPELINE (pipeline));
gst_bus_add_signal_watch (bus);
g_signal_connect (bus, "message::error", G_CALLBACK (end_stream_cb), loop);
g_signal_connect (bus, "message::warning", G_CALLBACK (end_stream_cb), loop);
g_signal_connect (bus, "message::eos", G_CALLBACK (end_stream_cb), loop);
gst_bus_enable_sync_message_emission (bus);
g_signal_connect (bus, "sync-message", G_CALLBACK (sync_bus_call), NULL);
glimagesink = gst_bin_get_by_name (GST_BIN (pipeline), "glimagesink0");
g_signal_connect (G_OBJECT (glimagesink), "client-draw",
G_CALLBACK (on_client_draw), NULL);
gst_object_unref (glimagesink);
/* NULL to PAUSED state pipeline to make sure the gst opengl context is created and
* shared with the sdl one */
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PAUSED);
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING);
g_timeout_add (100, update_sdl_scene, pipeline);
g_main_loop_run (loop);
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_NULL);
gst_object_unref (pipeline);
gst_bus_remove_signal_watch (bus);
gst_object_unref (bus);
gst_object_unref (sdl_context);
gst_object_unref (sdl_gl_display);
SDL_GL_DeleteContext (gl_context);
SDL_DestroyWindow (sdl_window);
SDL_Quit ();
return 0;
}