gstreamer/ext/gl/gstgltransformation.c
Matthew Waters 7f7a9dd3ec gl: element buffers are part of vao state
Use them as such.  They are also required for GL3 core profile support
with glDrawElements on OS X.
2015-05-14 14:58:07 +10:00

602 lines
20 KiB
C

/*
* GStreamer
* Copyright (C) 2014 Lubosz Sarnecki <lubosz@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-gltransformation
*
* Transforms video on the GPU.
*
* <refsect2>
* <title>Examples</title>
* |[
* gst-launch gltestsrc ! gltransformation rotation-z=45 ! glimagesink
* ]| A pipeline to rotate by 45 degrees
* |[
* gst-launch gltestsrc ! gltransformation translation-x=0.5 ! glimagesink
* ]| Translate the video by 0.5
* |[
* gst-launch gltestsrc ! gltransformation scale-y=0.5 scale-x=0.5 ! glimagesink
* ]| Resize the video by 0.5
* |[
* gst-launch gltestsrc ! gltransformation rotation-x=-45 ortho=True ! glimagesink
* ]| Rotate the video around the X-Axis by -45° with an orthographic projection
* </refsect2>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstgltransformation.h"
#include <gst/gl/gstglapi.h>
#include <graphene-gobject.h>
#define GST_CAT_DEFAULT gst_gl_transformation_debug
GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
#define gst_gl_transformation_parent_class parent_class
enum
{
PROP_0,
PROP_FOV,
PROP_ORTHO,
PROP_TRANSLATION_X,
PROP_TRANSLATION_Y,
PROP_TRANSLATION_Z,
PROP_ROTATION_X,
PROP_ROTATION_Y,
PROP_ROTATION_Z,
PROP_SCALE_X,
PROP_SCALE_Y,
PROP_MVP
};
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_transformation_debug, "gltransformation", 0, "gltransformation element");
G_DEFINE_TYPE_WITH_CODE (GstGLTransformation, gst_gl_transformation,
GST_TYPE_GL_FILTER, DEBUG_INIT);
static void gst_gl_transformation_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec);
static void gst_gl_transformation_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec);
static gboolean gst_gl_transformation_set_caps (GstGLFilter * filter,
GstCaps * incaps, GstCaps * outcaps);
static void gst_gl_transformation_reset_gl (GstGLFilter * filter);
static gboolean gst_gl_transformation_stop (GstBaseTransform * trans);
static gboolean gst_gl_transformation_init_shader (GstGLFilter * filter);
static void gst_gl_transformation_callback (gpointer stuff);
static void gst_gl_transformation_build_mvp (GstGLTransformation *
transformation);
static gboolean gst_gl_transformation_filter_texture (GstGLFilter * filter,
guint in_tex, guint out_tex);
/* vertex source */
static const gchar *cube_v_src =
"attribute vec4 position; \n"
"attribute vec2 uv; \n"
"uniform mat4 mvp; \n"
"varying vec2 out_uv; \n"
"void main() \n"
"{ \n"
" gl_Position = mvp * position; \n"
" out_uv = uv; \n"
"} \n";
/* fragment source */
static const gchar *cube_f_src =
"#ifdef GL_ES \n"
" precision mediump float; \n"
"#endif \n"
"varying vec2 out_uv; \n"
"uniform sampler2D texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D (texture, out_uv);\n"
"} \n";
static void
gst_gl_transformation_class_init (GstGLTransformationClass * klass)
{
GObjectClass *gobject_class;
GstElementClass *element_class;
gobject_class = (GObjectClass *) klass;
element_class = GST_ELEMENT_CLASS (klass);
gobject_class->set_property = gst_gl_transformation_set_property;
gobject_class->get_property = gst_gl_transformation_get_property;
GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_transformation_init_shader;
GST_GL_FILTER_CLASS (klass)->display_reset_cb =
gst_gl_transformation_reset_gl;
GST_GL_FILTER_CLASS (klass)->set_caps = gst_gl_transformation_set_caps;
GST_GL_FILTER_CLASS (klass)->filter_texture =
gst_gl_transformation_filter_texture;
GST_BASE_TRANSFORM_CLASS (klass)->stop = gst_gl_transformation_stop;
g_object_class_install_property (gobject_class, PROP_FOV,
g_param_spec_float ("fov", "Fov", "Field of view angle in degrees",
0.0, G_MAXFLOAT, 90.0, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_ORTHO,
g_param_spec_boolean ("ortho", "Orthographic",
"Use orthographic projection", FALSE,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
/* Rotation */
g_object_class_install_property (gobject_class, PROP_ROTATION_X,
g_param_spec_float ("rotation-x", "X Rotation",
"Rotates the video around the X-Axis in degrees.",
-G_MAXFLOAT, G_MAXFLOAT, 0.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_ROTATION_Y,
g_param_spec_float ("rotation-y", "Y Rotation",
"Rotates the video around the Y-Axis in degrees.",
-G_MAXFLOAT, G_MAXFLOAT, 0.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_ROTATION_Z,
g_param_spec_float ("rotation-z", "Z Rotation",
"Rotates the video around the Z-Axis in degrees.",
-G_MAXFLOAT, G_MAXFLOAT, 0.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
/* Translation */
g_object_class_install_property (gobject_class, PROP_TRANSLATION_X,
g_param_spec_float ("translation-x", "X Translation",
"Translates the video at the X-Axis, in universal [0-1] coordinate.",
-G_MAXFLOAT, G_MAXFLOAT, 0.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_TRANSLATION_Y,
g_param_spec_float ("translation-y", "Y Translation",
"Translates the video at the Y-Axis, in universal [0-1] coordinate.",
-G_MAXFLOAT, G_MAXFLOAT, 0.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_TRANSLATION_Z,
g_param_spec_float ("translation-z", "Z Translation",
"Translates the video at the Z-Axis, in universal [0-1] coordinate.",
-G_MAXFLOAT, G_MAXFLOAT, 0.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
/* Scale */
g_object_class_install_property (gobject_class, PROP_SCALE_X,
g_param_spec_float ("scale-x", "X Scale",
"Scale multiplier for the X-Axis.",
0.0, G_MAXFLOAT, 1.0, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_SCALE_Y,
g_param_spec_float ("scale-y", "Y Scale",
"Scale multiplier for the Y-Axis.",
0.0, G_MAXFLOAT, 1.0, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
/* MVP */
g_object_class_install_property (gobject_class, PROP_MVP,
g_param_spec_boxed ("mvp-matrix",
"Modelview Projection Matrix",
"The final Graphene 4x4 Matrix for transformation",
GRAPHENE_TYPE_MATRIX, G_PARAM_READABLE | G_PARAM_STATIC_STRINGS));
gst_element_class_set_metadata (element_class, "OpenGL transformation filter",
"Filter/Effect/Video", "Transform video on the GPU",
"Lubosz Sarnecki <lubosz@gmail.com>");
GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api =
GST_GL_API_OPENGL | GST_GL_API_OPENGL3 | GST_GL_API_GLES2;
}
static void
gst_gl_transformation_init (GstGLTransformation * filter)
{
filter->shader = NULL;
filter->fov = 90;
filter->aspect = 1.0;
filter->znear = 0.1;
filter->zfar = 100;
filter->xscale = 1.0;
filter->yscale = 1.0;
filter->in_tex = 0;
gst_gl_transformation_build_mvp (filter);
}
static void
gst_gl_transformation_build_mvp (GstGLTransformation * transformation)
{
graphene_point3d_t translation_vector =
GRAPHENE_POINT3D_INIT (transformation->xtranslation * 2.0 *
transformation->aspect,
transformation->ytranslation * 2.0,
transformation->ztranslation * 2.0);
graphene_matrix_t model_matrix;
graphene_matrix_t projection_matrix;
graphene_matrix_t view_matrix;
graphene_matrix_t vp_matrix;
graphene_vec3_t eye;
graphene_vec3_t center;
graphene_vec3_t up;
graphene_vec3_init (&eye, 0.f, 0.f, 1.f);
graphene_vec3_init (&center, 0.f, 0.f, 0.f);
graphene_vec3_init (&up, 0.f, 1.f, 0.f);
graphene_matrix_init_scale (&model_matrix,
transformation->xscale, transformation->yscale, 1.0f);
graphene_matrix_rotate (&model_matrix,
transformation->xrotation, graphene_vec3_x_axis ());
graphene_matrix_rotate (&model_matrix,
transformation->yrotation, graphene_vec3_y_axis ());
graphene_matrix_rotate (&model_matrix,
transformation->zrotation, graphene_vec3_z_axis ());
graphene_matrix_translate (&model_matrix, &translation_vector);
if (transformation->ortho) {
graphene_matrix_init_ortho (&projection_matrix,
-transformation->aspect, transformation->aspect,
-1, 1, transformation->znear, transformation->zfar);
} else {
graphene_matrix_init_perspective (&projection_matrix,
transformation->fov,
transformation->aspect, transformation->znear, transformation->zfar);
}
graphene_matrix_init_look_at (&view_matrix, &eye, &center, &up);
graphene_matrix_multiply (&view_matrix, &projection_matrix, &vp_matrix);
graphene_matrix_multiply (&model_matrix, &vp_matrix,
&transformation->mvp_matrix);
}
static void
gst_gl_transformation_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec)
{
GstGLTransformation *filter = GST_GL_TRANSFORMATION (object);
switch (prop_id) {
case PROP_FOV:
filter->fov = g_value_get_float (value);
break;
case PROP_ORTHO:
filter->ortho = g_value_get_boolean (value);
break;
case PROP_TRANSLATION_X:
filter->xtranslation = g_value_get_float (value);
break;
case PROP_TRANSLATION_Y:
filter->ytranslation = g_value_get_float (value);
break;
case PROP_TRANSLATION_Z:
filter->ztranslation = g_value_get_float (value);
break;
case PROP_ROTATION_X:
filter->xrotation = g_value_get_float (value);
break;
case PROP_ROTATION_Y:
filter->yrotation = g_value_get_float (value);
break;
case PROP_ROTATION_Z:
filter->zrotation = g_value_get_float (value);
break;
case PROP_SCALE_X:
filter->xscale = g_value_get_float (value);
break;
case PROP_SCALE_Y:
filter->yscale = g_value_get_float (value);
break;
case PROP_MVP:
if (g_value_get_boxed (value) != NULL)
filter->mvp_matrix = *((graphene_matrix_t *) g_value_get_boxed (value));
return;
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
gst_gl_transformation_build_mvp (filter);
}
static void
gst_gl_transformation_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec)
{
GstGLTransformation *filter = GST_GL_TRANSFORMATION (object);
switch (prop_id) {
case PROP_FOV:
g_value_set_float (value, filter->fov);
break;
case PROP_ORTHO:
g_value_set_boolean (value, filter->ortho);
break;
case PROP_TRANSLATION_X:
g_value_set_float (value, filter->xtranslation);
break;
case PROP_TRANSLATION_Y:
g_value_set_float (value, filter->ytranslation);
break;
case PROP_TRANSLATION_Z:
g_value_set_float (value, filter->ztranslation);
break;
case PROP_ROTATION_X:
g_value_set_float (value, filter->xrotation);
break;
case PROP_ROTATION_Y:
g_value_set_float (value, filter->yrotation);
break;
case PROP_ROTATION_Z:
g_value_set_float (value, filter->zrotation);
break;
case PROP_SCALE_X:
g_value_set_float (value, filter->xscale);
break;
case PROP_SCALE_Y:
g_value_set_float (value, filter->yscale);
break;
case PROP_MVP:
g_value_set_boxed (value, (gconstpointer) & filter->mvp_matrix);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static gboolean
gst_gl_transformation_set_caps (GstGLFilter * filter, GstCaps * incaps,
GstCaps * outcaps)
{
GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
transformation->aspect =
(gdouble) GST_VIDEO_INFO_WIDTH (&filter->out_info) /
(gdouble) GST_VIDEO_INFO_HEIGHT (&filter->out_info);
transformation->caps_change = TRUE;
gst_gl_transformation_build_mvp (transformation);
return TRUE;
}
static void
gst_gl_transformation_reset_gl (GstGLFilter * filter)
{
GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
const GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
if (transformation->vao) {
gl->DeleteVertexArrays (1, &transformation->vao);
transformation->vao = 0;
}
if (transformation->vertex_buffer) {
gl->DeleteBuffers (1, &transformation->vertex_buffer);
transformation->vertex_buffer = 0;
}
if (transformation->vbo_indices) {
gl->DeleteBuffers (1, &transformation->vbo_indices);
transformation->vbo_indices = 0;
}
if (transformation->shader) {
gst_object_unref (transformation->shader);
transformation->shader = NULL;
}
}
static gboolean
gst_gl_transformation_stop (GstBaseTransform * trans)
{
GstGLBaseFilter *basefilter = GST_GL_BASE_FILTER (trans);
GstGLTransformation *transformation = GST_GL_TRANSFORMATION (trans);
/* blocking call, wait until the opengl thread has destroyed the shader */
if (basefilter->context && transformation->shader) {
gst_gl_context_del_shader (basefilter->context, transformation->shader);
transformation->shader = NULL;
}
return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans);
}
static gboolean
gst_gl_transformation_init_shader (GstGLFilter * filter)
{
GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
if (transformation->shader) {
gst_object_unref (transformation->shader);
transformation->shader = NULL;
}
if (gst_gl_context_get_gl_api (GST_GL_BASE_FILTER (filter)->context)) {
/* blocking call, wait until the opengl thread has compiled the shader */
return gst_gl_context_gen_shader (GST_GL_BASE_FILTER (filter)->context,
cube_v_src, cube_f_src, &transformation->shader);
}
return TRUE;
}
static gboolean
gst_gl_transformation_filter_texture (GstGLFilter * filter, guint in_tex,
guint out_tex)
{
GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
transformation->in_tex = in_tex;
/* blocking call, use a FBO */
gst_gl_context_use_fbo_v2 (GST_GL_BASE_FILTER (filter)->context,
GST_VIDEO_INFO_WIDTH (&filter->out_info),
GST_VIDEO_INFO_HEIGHT (&filter->out_info),
filter->fbo, filter->depthbuffer,
out_tex, gst_gl_transformation_callback, (gpointer) transformation);
return TRUE;
}
static const GLushort indices[] = { 0, 1, 2, 3, 0 };
static void
_upload_vertices (GstGLTransformation * transformation)
{
const GstGLFuncs *gl =
GST_GL_BASE_FILTER (transformation)->context->gl_vtable;
/* *INDENT-OFF* */
GLfloat vertices[] = {
-transformation->aspect, 1.0, 0.0, 1.0, 0.0, 1.0,
transformation->aspect, 1.0, 0.0, 1.0, 1.0, 1.0,
transformation->aspect, -1.0, 0.0, 1.0, 1.0, 0.0,
-transformation->aspect, -1.0, 0.0, 1.0, 0.0, 0.0
};
/* *INDENT-ON* */
gl->BindBuffer (GL_ARRAY_BUFFER, transformation->vertex_buffer);
gl->BufferData (GL_ARRAY_BUFFER, 4 * 6 * sizeof (GLfloat), vertices,
GL_STATIC_DRAW);
}
static void
_bind_buffer (GstGLTransformation * transformation)
{
const GstGLFuncs *gl =
GST_GL_BASE_FILTER (transformation)->context->gl_vtable;
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, transformation->vbo_indices);
gl->BindBuffer (GL_ARRAY_BUFFER, transformation->vertex_buffer);
/* Load the vertex position */
gl->VertexAttribPointer (transformation->attr_position, 4, GL_FLOAT,
GL_FALSE, 6 * sizeof (GLfloat), (void *) 0);
/* Load the texture coordinate */
gl->VertexAttribPointer (transformation->attr_texture, 2, GL_FLOAT, GL_FALSE,
6 * sizeof (GLfloat), (void *) (4 * sizeof (GLfloat)));
gl->EnableVertexAttribArray (transformation->attr_position);
gl->EnableVertexAttribArray (transformation->attr_texture);
}
static void
_unbind_buffer (GstGLTransformation * transformation)
{
const GstGLFuncs *gl =
GST_GL_BASE_FILTER (transformation)->context->gl_vtable;
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
gl->BindBuffer (GL_ARRAY_BUFFER, 0);
gl->DisableVertexAttribArray (transformation->attr_position);
gl->DisableVertexAttribArray (transformation->attr_texture);
}
static void
gst_gl_transformation_callback (gpointer stuff)
{
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
GLfloat temp_matrix[16];
gst_gl_context_clear_shader (GST_GL_BASE_FILTER (filter)->context);
gl->BindTexture (GL_TEXTURE_2D, 0);
gl->ClearColor (0.f, 0.f, 0.f, 1.f);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gst_gl_shader_use (transformation->shader);
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);
if (!transformation->vertex_buffer) {
transformation->attr_position =
gst_gl_shader_get_attribute_location (transformation->shader,
"position");
transformation->attr_texture =
gst_gl_shader_get_attribute_location (transformation->shader, "uv");
if (gl->GenVertexArrays) {
gl->GenVertexArrays (1, &transformation->vao);
gl->BindVertexArray (transformation->vao);
}
gl->GenBuffers (1, &transformation->vertex_buffer);
gl->GenBuffers (1, &transformation->vbo_indices);
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, transformation->vbo_indices);
gl->BufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices,
GL_STATIC_DRAW);
transformation->caps_change = TRUE;
}
if (gl->GenVertexArrays)
gl->BindVertexArray (transformation->vao);
if (transformation->caps_change) {
_upload_vertices (transformation);
_bind_buffer (transformation);
if (gl->GenVertexArrays) {
gl->BindVertexArray (0);
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
gl->BindBuffer (GL_ARRAY_BUFFER, 0);
}
} else if (!gl->GenVertexArrays) {
_bind_buffer (transformation);
}
gl->DrawElements (GL_TRIANGLE_STRIP, 5, GL_UNSIGNED_SHORT, indices);
if (gl->GenVertexArrays)
gl->BindVertexArray (0);
else
_unbind_buffer (transformation);
gst_gl_context_clear_shader (GST_GL_BASE_FILTER (filter)->context);
transformation->caps_change = FALSE;
}