gstreamer/tests/examples/clutter/cluttershare.c
2014-03-15 18:36:34 +01:00

301 lines
9 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., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#include <GL/glew.h>
#ifdef WIN32
#include <GL/wglew.h>
#else
#include <GL/glxew.h>
#endif
#include <GL/gl.h>
#include <clutter/clutter.h>
#ifndef WIN32
#include <clutter/x11/clutter-x11.h>
#endif
#include <gst/gst.h>
/* This example shows how to use textures that come from a
* gst-plugins-gl pipeline, into the clutter framework
*/
/* hack */
typedef struct _GstGLBuffer GstGLBuffer;
struct _GstGLBuffer
{
GstBuffer buffer;
GObject *obj;
gint width;
gint height;
GLuint texture;
};
/* clutter scene */
ClutterActor *
setup_stage (ClutterStage * stage)
{
ClutterTimeline *timeline = NULL;
ClutterEffectTemplate *effect_template = NULL;
ClutterActor *texture_actor = NULL;
ClutterColor rect_color = { 125, 50, 200, 255 };
ClutterActor *actorRect = NULL;
/* timeline */
timeline = clutter_timeline_new (120, 50);
clutter_timeline_set_loop (timeline, TRUE);
clutter_timeline_start (timeline);
/* effect template */
effect_template =
clutter_effect_template_new (timeline, CLUTTER_ALPHA_SINE_INC);
/* texture actor */
texture_actor = clutter_texture_new ();
clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture_actor);
clutter_actor_set_position (texture_actor, 300, 170);
clutter_actor_set_scale (texture_actor, 0.8, 0.8);
clutter_effect_rotate (effect_template, texture_actor,
CLUTTER_Z_AXIS, 180.0, 50, 50, 0, CLUTTER_ROTATE_CW, NULL, NULL);
clutter_actor_show (texture_actor);
g_object_set_data (G_OBJECT (texture_actor), "stage", stage);
g_object_unref (effect_template);
g_object_unref (timeline);
/* rectangle actor */
actorRect = clutter_rectangle_new_with_color (&rect_color);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), actorRect);
clutter_actor_set_size (actorRect, 50, 50);
clutter_actor_set_position (actorRect, 300, 300);
clutter_effect_rotate (effect_template, actorRect,
CLUTTER_Z_AXIS, 180.0, 25, 25, 0, CLUTTER_ROTATE_CW, NULL, NULL);
clutter_actor_show (actorRect);
return texture_actor;
}
/* put a gst gl buffer in the texture actor */
gboolean
update_texture_actor (gpointer data)
{
ClutterTexture *texture_actor = (ClutterTexture *) data;
GQueue *queue_input_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_input_buf");
GQueue *queue_output_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_output_buf");
GstGLBuffer *gst_gl_buf = g_queue_pop_head (queue_input_buf);
ClutterActor *stage = g_object_get_data (G_OBJECT (texture_actor), "stage");
CoglHandle cogl_texture = 0;
/* Create a cogl texture from the gst gl texture */
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, gst_gl_buf->texture);
cogl_texture = cogl_texture_new_from_foreign (gst_gl_buf->texture,
GL_TEXTURE_2D, gst_gl_buf->width, gst_gl_buf->height, 0, 0,
COGL_PIXEL_FORMAT_RGBA_8888);
glBindTexture (GL_TEXTURE_2D, 0);
/* Previous cogl texture is replaced and so its ref counter discreases to 0.
* According to the source code, glDeleteTexture is not called when the previous
* ref counter of the previous cogl texture is reaching 0 because is_foreign is TRUE */
clutter_texture_set_cogl_texture (CLUTTER_TEXTURE (texture_actor), cogl_texture);
cogl_texture_unref (cogl_texture);
/* we can now show the clutter scene if not yet visible */
if (!CLUTTER_ACTOR_IS_VISIBLE (stage))
clutter_actor_show_all (stage);
/* push buffer so it can be unref later */
g_queue_push_tail (queue_output_buf, gst_gl_buf);
return FALSE;
}
/* fakesink handoff callback */
void
on_gst_buffer (GstElement * element, GstBuffer * buf, GstPad * pad,
ClutterActor * texture_actor)
{
GQueue *queue_input_buf = NULL;
GQueue *queue_output_buf = NULL;
/* hold clutter lock */
clutter_threads_enter ();
/* ref then push buffer to use it in clutter */
gst_buffer_ref (buf);
queue_input_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_input_buf");
g_queue_push_tail (queue_input_buf, buf);
if (g_queue_get_length (queue_input_buf) > 2)
clutter_threads_add_idle (update_texture_actor, texture_actor);
/* pop then unref buffer we have finished to use in clutter */
queue_output_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_output_buf");
if (g_queue_get_length (queue_output_buf) > 2) {
GstGLBuffer *gst_gl_buf_old = g_queue_pop_head (queue_output_buf);
gst_buffer_unref (gst_gl_buf_old);
}
/* release clutter lock */
clutter_threads_leave ();
}
int
main (int argc, char *argv[])
{
GLenum err = 0;
#ifdef WIN32
HGLRC clutter_gl_context = 0;
HDC clutter_dc = 0;
#else
Display *clutter_display = NULL;
Window clutter_win = 0;
GLXContext clutter_gl_context = NULL;
#endif
GstPipeline *pipeline = NULL;
GstElement *glupload = NULL;
GstState state = 0;
ClutterActor *stage = NULL;
ClutterActor *clutter_texture = NULL;
GQueue* queue_input_buf = NULL;
GQueue* queue_output_buf = NULL;
GstElement *fakesink = NULL;
/* init gstreamer then clutter */
gst_init (&argc, &argv);
clutter_threads_init ();
clutter_init (&argc, &argv);
clutter_threads_enter ();
/* init glew */
err = glewInit ();
if (err != GLEW_OK)
g_debug ("failed to init GLEW: %s", glewGetErrorString (err));
/* avoid to dispatch unecesary events */
clutter_ungrab_keyboard ();
clutter_ungrab_pointer ();
/* retrieve and turn off clutter opengl context */
stage = clutter_stage_get_default ();
/* retrieve and turn off clutter opengl context */
#ifdef WIN32
clutter_gl_context = wglGetCurrentContext ();
clutter_dc = wglGetCurrentDC ();
wglMakeCurrent (0, 0);
#else
clutter_display = clutter_x11_get_default_display ();
clutter_win = clutter_x11_get_stage_window (CLUTTER_STAGE (stage));
clutter_gl_context = glXGetCurrentContext ();
glXMakeCurrent (clutter_display, None, 0);
#endif
/* setup gstreamer pipeline */
pipeline =
GST_PIPELINE (gst_parse_launch
("videotestsrc ! video/x-raw-rgb, bpp=32, depth=32, width=320, height=240, framerate=(fraction)30/1 ! "
"glupload ! fakesink sync=1", NULL));
/* clutter_gl_context is an external OpenGL context with which gst-plugins-gl want to share textures */
glupload = gst_bin_get_by_name (GST_BIN (pipeline), "glupload0");
g_object_set (G_OBJECT (glupload), "external-opengl-context",
clutter_gl_context, NULL);
g_object_unref (glupload);
/* NULL to PAUSED state pipeline to make sure the gst opengl context is created and
* shared with the clutter one */
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PAUSED);
state = GST_STATE_PAUSED;
if (gst_element_get_state (GST_ELEMENT (pipeline), &state, NULL,
GST_CLOCK_TIME_NONE) != GST_STATE_CHANGE_SUCCESS) {
g_debug ("failed to pause pipeline\n");
return -1;
}
/* turn on back clutter opengl context */
#ifdef WIN32
wglMakeCurrent (clutter_dc, clutter_gl_context);
#else
glXMakeCurrent (clutter_display, clutter_win, clutter_gl_context);
#endif
/* clutter stage */
clutter_actor_set_size (stage, 640, 480);
clutter_actor_set_position (stage, 0, 0);
clutter_stage_set_title (CLUTTER_STAGE (stage), "clutter and gst-plugins-gl");
clutter_texture = setup_stage (CLUTTER_STAGE (stage));
/* append a gst-gl texture to this queue when you do not need it no more */
queue_input_buf = g_queue_new ();
queue_output_buf = g_queue_new ();
g_object_set_data (G_OBJECT (clutter_texture), "queue_input_buf", queue_input_buf);
g_object_set_data (G_OBJECT (clutter_texture), "queue_output_buf", queue_output_buf);
/* set a callback to retrieve the gst gl textures */
fakesink = gst_bin_get_by_name (GST_BIN (pipeline), "fakesink0");
g_object_set (G_OBJECT (fakesink), "signal-handoffs", TRUE, NULL);
g_signal_connect (fakesink, "handoff", G_CALLBACK (on_gst_buffer),
clutter_texture);
g_object_unref (fakesink);
/* play gst */
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING);
/* main loop */
clutter_main ();
/* before to deinitialize the gst-gl-opengl context,
* no shared context (here the clutter one) must be current
*/
#ifdef WIN32
wglMakeCurrent (0, 0);
#else
glXMakeCurrent (clutter_display, None, 0);
#endif
clutter_threads_leave ();
/* deinit */
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_NULL);
g_object_unref (pipeline);
return 0;
}