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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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334 lines
10 KiB
C
334 lines
10 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., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#include <GL/glew.h>
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#ifdef WIN32
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#include <GL/wglew.h>
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#else
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#include <GL/glxew.h>
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#endif
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#include <GL/gl.h>
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#include <clutter/clutter.h>
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#ifndef WIN32
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#include <clutter/x11/clutter-x11.h>
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#endif
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#include <gst/gst.h>
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/* This example shows how to use textures that come from a
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* gst-plugins-gl pipeline, into the clutter framework
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* It requires at least clutter 0.8.6
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*/
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/* hack */
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typedef struct _GstGLBuffer GstGLBuffer;
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struct _GstGLBuffer
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{
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GstBuffer buffer;
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GObject *obj;
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gint width;
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gint height;
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GLuint texture;
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};
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/* rotation */
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void
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on_new_frame (ClutterTimeline * timeline, gint frame_num, gpointer data)
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{
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ClutterActor *rect_actor = CLUTTER_ACTOR (data);
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ClutterActor *texture_actor =
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g_object_get_data (G_OBJECT (timeline), "texture_actor");
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clutter_actor_set_rotation (rect_actor, CLUTTER_Z_AXIS, (gdouble) frame_num,
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clutter_actor_get_width (rect_actor) / 2,
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clutter_actor_get_height (rect_actor) / 2, 0);
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clutter_actor_set_rotation (texture_actor, CLUTTER_Z_AXIS,
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(gdouble) frame_num, clutter_actor_get_width (texture_actor) / 2,
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clutter_actor_get_height (texture_actor) / 2, 0);
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}
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/* clutter scene */
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ClutterActor *
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setup_stage (ClutterStage * stage)
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{
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ClutterTimeline *timeline = NULL;
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ClutterActor *texture_actor = NULL;
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ClutterColor rect_color = { 125, 50, 200, 255 };
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ClutterActor *rect_actor = NULL;
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/* texture actor */
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texture_actor = clutter_texture_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture_actor);
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clutter_actor_set_position (texture_actor, 300, 170);
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clutter_actor_set_scale (texture_actor, 0.6, 0.6);
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clutter_actor_show (texture_actor);
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g_object_set_data (G_OBJECT (texture_actor), "stage", stage);
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/* rectangle actor */
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rect_actor = clutter_rectangle_new_with_color (&rect_color);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect_actor);
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clutter_actor_set_size (rect_actor, 50, 50);
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clutter_actor_set_position (rect_actor, 300, 300);
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clutter_actor_show (rect_actor);
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/* timeline */
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timeline = clutter_timeline_new (360, 60);
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g_object_set_data (G_OBJECT (timeline), "texture_actor", texture_actor);
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clutter_timeline_set_loop (timeline, TRUE);
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clutter_timeline_start (timeline);
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g_signal_connect (timeline, "new-frame", G_CALLBACK (on_new_frame),
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rect_actor);
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return texture_actor;
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}
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/* put a gst gl buffer in the texture actor */
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gboolean
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update_texture_actor (gpointer data)
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{
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ClutterTexture *texture_actor = (ClutterTexture *) data;
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GQueue *queue_input_buf =
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g_object_get_data (G_OBJECT (texture_actor), "queue_input_buf");
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GQueue *queue_output_buf =
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g_object_get_data (G_OBJECT (texture_actor), "queue_output_buf");
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GstGLBuffer *gst_gl_buf = g_queue_pop_head (queue_input_buf);
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ClutterActor *stage = g_object_get_data (G_OBJECT (texture_actor), "stage");
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CoglHandle cogl_texture = 0;
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/* Create a cogl texture from the gst gl texture */
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, gst_gl_buf->texture);
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if (glGetError () != GL_NO_ERROR)
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g_debug ("failed to bind texture that comes from gst-gl\n");
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cogl_texture = cogl_texture_new_from_foreign (gst_gl_buf->texture,
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CGL_TEXTURE_RECTANGLE_ARB, gst_gl_buf->width, gst_gl_buf->height, 0, 0,
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COGL_PIXEL_FORMAT_RGBA_8888);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
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/* Previous cogl texture is replaced and so its ref counter discreases to 0.
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* According to the source code, glDeleteTexture is not called when the previous
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* ref counter of the previous cogl texture is reaching 0 because is_foreign is TRUE */
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clutter_texture_set_cogl_texture (CLUTTER_TEXTURE (texture_actor),
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cogl_texture);
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cogl_texture_unref (cogl_texture);
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/* we can now show the clutter scene if not yet visible */
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if (!CLUTTER_ACTOR_IS_VISIBLE (stage))
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clutter_actor_show_all (stage);
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/* push buffer so it can be unref later */
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g_queue_push_tail (queue_output_buf, gst_gl_buf);
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return FALSE;
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}
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/* fakesink handoff callback */
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void
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on_gst_buffer (GstElement * element, GstBuffer * buf, GstPad * pad,
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ClutterActor * texture_actor)
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{
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GQueue *queue_input_buf = NULL;
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GQueue *queue_output_buf = NULL;
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/* hold clutter lock */
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clutter_threads_enter ();
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/* ref then push buffer to use it in clutter */
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gst_buffer_ref (buf);
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queue_input_buf =
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g_object_get_data (G_OBJECT (texture_actor), "queue_input_buf");
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g_queue_push_tail (queue_input_buf, buf);
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if (g_queue_get_length (queue_input_buf) > 2)
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clutter_threads_add_idle (update_texture_actor, texture_actor);
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/* pop then unref buffer we have finished to use in clutter */
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queue_output_buf =
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g_object_get_data (G_OBJECT (texture_actor), "queue_output_buf");
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if (g_queue_get_length (queue_output_buf) > 2) {
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GstGLBuffer *gst_gl_buf_old = g_queue_pop_head (queue_output_buf);
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gst_buffer_unref (GST_BUFFER_CAST (gst_gl_buf_old));
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}
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/* release clutter lock */
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clutter_threads_leave ();
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}
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int
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main (int argc, char *argv[])
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{
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GLenum err = 0;
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#ifdef WIN32
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HGLRC clutter_gl_context = 0;
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HDC clutter_dc = 0;
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#else
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Display *clutter_display = NULL;
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Window clutter_win = 0;
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GLXContext clutter_gl_context = NULL;
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#endif
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GstPipeline *pipeline = NULL;
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GstElement *glupload = NULL;
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GstState state = 0;
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ClutterActor *stage = NULL;
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ClutterActor *clutter_texture = NULL;
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GQueue *queue_input_buf = NULL;
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GQueue *queue_output_buf = NULL;
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GstElement *fakesink = NULL;
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/* init gstreamer then clutter */
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gst_init (&argc, &argv);
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clutter_threads_init ();
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clutter_init (&argc, &argv);
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clutter_threads_enter ();
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g_print ("clutter version: %s\n", CLUTTER_VERSION_S);
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/* init glew */
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err = glewInit ();
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if (err != GLEW_OK)
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g_debug ("failed to init GLEW: %s", glewGetErrorString (err));
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/* avoid to dispatch unecesary events */
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clutter_ungrab_keyboard ();
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clutter_ungrab_pointer ();
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/* retrieve and turn off clutter opengl context */
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stage = clutter_stage_get_default ();
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/* retrieve and turn off clutter opengl context */
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#ifdef WIN32
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clutter_gl_context = wglGetCurrentContext ();
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clutter_dc = wglGetCurrentDC ();
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wglMakeCurrent (0, 0);
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#else
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clutter_display = clutter_x11_get_default_display ();
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clutter_win = clutter_x11_get_stage_window (CLUTTER_STAGE (stage));
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clutter_gl_context = glXGetCurrentContext ();
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glXMakeCurrent (clutter_display, None, 0);
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#endif
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/* setup gstreamer pipeline */
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pipeline =
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GST_PIPELINE (gst_parse_launch
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("videotestsrc ! video/x-raw-rgb, bpp=32, depth=32, width=320, height=240, framerate=(fraction)30/1 ! "
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"glupload ! fakesink sync=1", NULL));
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/* clutter_gl_context is an external OpenGL context with which gst-plugins-gl want to share textures */
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glupload = gst_bin_get_by_name (GST_BIN (pipeline), "glupload0");
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g_object_set (G_OBJECT (glupload), "external-opengl-context",
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clutter_gl_context, NULL);
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g_object_unref (glupload);
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/* NULL to PAUSED state pipeline to make sure the gst opengl context is created and
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* shared with the clutter one */
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gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PAUSED);
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state = GST_STATE_PAUSED;
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if (gst_element_get_state (GST_ELEMENT (pipeline), &state, NULL,
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GST_CLOCK_TIME_NONE) != GST_STATE_CHANGE_SUCCESS) {
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g_debug ("failed to pause pipeline\n");
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return -1;
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}
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/* turn on back clutter opengl context */
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#ifdef WIN32
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wglMakeCurrent (clutter_dc, clutter_gl_context);
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#else
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glXMakeCurrent (clutter_display, clutter_win, clutter_gl_context);
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#endif
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/* clutter stage */
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clutter_actor_set_size (stage, 640, 480);
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clutter_actor_set_position (stage, 0, 0);
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clutter_stage_set_title (CLUTTER_STAGE (stage), "clutter and gst-plugins-gl");
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clutter_texture = setup_stage (CLUTTER_STAGE (stage));
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/* append a gst-gl texture to this queue when you do not need it no more */
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queue_input_buf = g_queue_new ();
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queue_output_buf = g_queue_new ();
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g_object_set_data (G_OBJECT (clutter_texture), "queue_input_buf",
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queue_input_buf);
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g_object_set_data (G_OBJECT (clutter_texture), "queue_output_buf",
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queue_output_buf);
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/* set a callback to retrieve the gst gl textures */
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fakesink = gst_bin_get_by_name (GST_BIN (pipeline), "fakesink0");
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g_object_set (G_OBJECT (fakesink), "signal-handoffs", TRUE, NULL);
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g_signal_connect (fakesink, "handoff", G_CALLBACK (on_gst_buffer),
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clutter_texture);
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g_object_unref (fakesink);
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/* play gst */
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gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING);
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/* main loop */
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clutter_main ();
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/* before to deinitialize the gst-gl-opengl context,
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* no shared context (here the clutter one) must be current
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*/
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#ifdef WIN32
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wglMakeCurrent (0, 0);
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#else
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glXMakeCurrent (clutter_display, None, 0);
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#endif
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clutter_threads_leave ();
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/* stop and clean up the pipeline */
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gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_NULL);
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g_object_unref (pipeline);
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/* make sure there is no pending gst gl buffer in the communication queues
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* between clutter and gst-gl
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*/
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while (g_queue_get_length (queue_input_buf) > 0) {
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GstBuffer *buf = g_queue_pop_head (queue_input_buf);
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gst_buffer_unref (buf);
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}
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while (g_queue_get_length (queue_output_buf) > 0) {
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GstBuffer *buf = g_queue_pop_head (queue_output_buf);
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gst_buffer_unref (buf);
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}
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return 0;
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}
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