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338 lines
10 KiB
C
338 lines
10 KiB
C
/*
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* GStreamer
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* Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
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* Inspired from http://www.mdk.org.pl/2007/11/17/gl-colorspace-conversions
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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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/**
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* SECTION:element-glfilterglass
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*
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* Map textures on moving glass.
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*
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* <refsect2>
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* <title>Examples</title>
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* |[
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* gst-launch -v videotestsrc ! glupload ! glfilterglass ! glimagesink
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* ]| A pipeline inspired from http://www.mdk.org.pl/2007/11/17/gl-colorspace-conversions
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* FBO is required.
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* |[
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* gst-launch -v videotestsrc ! glupload ! glfilterglass ! "video/x-raw-gl, width=640, height=480" ! glimagesink
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* ]| The scene is greater than the input size.
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* </refsect2>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <math.h>
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#include "gstglfilterglass.h"
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#define GST_CAT_DEFAULT gst_gl_filter_glass_debug
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GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
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enum
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{
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PROP_0
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};
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#define DEBUG_INIT \
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GST_DEBUG_CATEGORY_INIT (gst_gl_filter_glass_debug, "glfilterglass", 0, "glfilterglass element");
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G_DEFINE_TYPE_WITH_CODE (GstGLFilterGlass, gst_gl_filter_glass,
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GST_TYPE_GL_FILTER, DEBUG_INIT);
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static void gst_gl_filter_glass_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec);
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static void gst_gl_filter_glass_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec);
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static void gst_gl_filter_glass_reset (GstGLFilter * filter);
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static gboolean gst_gl_filter_glass_init_shader (GstGLFilter * filter);
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static gboolean gst_gl_filter_glass_filter (GstGLFilter * filter,
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GstBuffer * inbuf, GstBuffer * outbuf);
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static void gst_gl_filter_glass_draw_background_gradient ();
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static void gst_gl_filter_glass_draw_video_plane (GstGLFilter * filter,
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gint width, gint height, guint texture, gfloat center_x, gfloat center_y,
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gfloat start_alpha, gfloat stop_alpha, gboolean reversed);
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static void gst_gl_filter_glass_callback (gint width, gint height,
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guint texture, gpointer stuff);
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static const gchar *glass_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;"
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"uniform float width, height;"
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"void main () {"
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" float p = 0.0525;"
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" float L1 = p*width;"
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" float L2 = width - L1;"
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" float L3 = height - L1;"
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" float w = 1.0;"
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" float r = L1;"
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" if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y < L1)"
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" r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) );"
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" else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y < L1)"
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" r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) );"
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" else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y > L3)"
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" r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) );"
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" else if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y > L3)"
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" r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) );"
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" if (r > L1)"
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" w = 0.0;"
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" vec4 color = texture2DRect (tex, gl_TexCoord[0].st);"
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" gl_FragColor = vec4(color.rgb, gl_Color.a * w);" "}";
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static void
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gst_gl_filter_glass_class_init (GstGLFilterGlassClass * klass)
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{
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GObjectClass *gobject_class;
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GstElementClass *element_class;
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gobject_class = (GObjectClass *) klass;
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element_class = GST_ELEMENT_CLASS (klass);
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gobject_class->set_property = gst_gl_filter_glass_set_property;
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gobject_class->get_property = gst_gl_filter_glass_get_property;
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gst_element_class_set_details_simple (element_class, "OpenGL glass filter",
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"Filter/Effect", "Glass Filter",
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"Julien Isorce <julien.isorce@gmail.com>");
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GST_GL_FILTER_CLASS (klass)->filter = gst_gl_filter_glass_filter;
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GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_filter_glass_init_shader;
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GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_filter_glass_reset;
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}
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static void
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gst_gl_filter_glass_init (GstGLFilterGlass * filter)
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{
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filter->shader = NULL;
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filter->timestamp = 0;
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}
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static void
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gst_gl_filter_glass_reset (GstGLFilter * filter)
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{
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GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (filter);
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//blocking call, wait the opengl thread has destroyed the shader
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gst_gl_display_del_shader (filter->display, glass_filter->shader);
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}
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static void
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gst_gl_filter_glass_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec)
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{
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//GstGLFilterGlass *filter = GST_GL_FILTER_GLASS (object);
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switch (prop_id) {
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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gst_gl_filter_glass_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec)
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{
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//GstGLFilterGlass *filter = GST_GL_FILTER_GLASS (object);
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switch (prop_id) {
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static gboolean
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gst_gl_filter_glass_init_shader (GstGLFilter * filter)
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{
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GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (filter);
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//blocking call, wait the opengl thread has compiled the shader
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return gst_gl_display_gen_shader (filter->display, 0, glass_fragment_source,
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&glass_filter->shader);
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}
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static gboolean
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gst_gl_filter_glass_filter (GstGLFilter * filter, GstBuffer * inbuf,
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GstBuffer * outbuf)
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{
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gpointer glass_filter = GST_GL_FILTER_GLASS (filter);
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GstGLMeta *in_meta, *out_meta;
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GstVideoMeta *in_v_meta;
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GST_GL_FILTER_GLASS (glass_filter)->timestamp = GST_BUFFER_TIMESTAMP (inbuf);
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in_meta = gst_buffer_get_gl_meta (inbuf);
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out_meta = gst_buffer_get_gl_meta (outbuf);
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in_v_meta = gst_buffer_get_video_meta (inbuf);
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if (!in_meta || !out_meta || !in_v_meta) {
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GST_WARNING ("A buffer does not contain required GstGLMeta "
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"or GstVideoMeta");
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return FALSE;
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}
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//blocking call, use a FBO
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gst_gl_display_use_fbo (filter->display, filter->width, filter->height,
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filter->fbo, filter->depthbuffer, out_meta->memory->tex_id,
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gst_gl_filter_glass_callback, in_v_meta->width, in_v_meta->height,
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in_meta->memory->tex_id, 80,
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(gdouble) filter->width / (gdouble) filter->height, 1.0, 5000.0,
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GST_GL_DISPLAY_PROJECTION_PERSPECTIVE, (gpointer) glass_filter);
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return TRUE;
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}
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static gint64
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get_time (void)
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{
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static GTimeVal val;
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g_get_current_time (&val);
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return (val.tv_sec * G_USEC_PER_SEC) + val.tv_usec;
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}
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static void
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gst_gl_filter_glass_draw_background_gradient ()
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{
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glMatrixMode (GL_PROJECTION);
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glPushMatrix ();
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glLoadIdentity ();
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glOrtho (-100, 100, -100, 100, -1000.0, 1000.0);
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glBegin (GL_QUADS);
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glColor4f (0.0f, 0.0f, 0.0f, 1.0f);
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glVertex2f (-100.0f, -100.0f);
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glVertex2f (100.0f, -100.0f);
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glColor4f (0.0f, 0.0f, 0.2f, 1.0f);
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glVertex2f (100.0f, 80.0f);
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glVertex2f (-100.0f, 80.0f);
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glVertex2f (100.0f, 80.0f);
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glVertex2f (-100.0f, 80.0f);
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glVertex2f (-100.0f, 100.0f);
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glVertex2f (100.0f, 100.0f);
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glEnd ();
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glPopMatrix ();
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glMatrixMode (GL_MODELVIEW);
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}
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static void
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gst_gl_filter_glass_draw_video_plane (GstGLFilter * filter,
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gint width, gint height, guint texture,
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gfloat center_x, gfloat center_y,
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gfloat start_alpha, gfloat stop_alpha, gboolean reversed)
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{
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GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (filter);
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gfloat topy;
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gfloat bottomy;
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if (reversed) {
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topy = center_y - 1.0f;
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bottomy = center_y + 1.0f;
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} else {
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topy = center_y + 1.0f;
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bottomy = center_y - 1.0f;
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}
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gst_gl_shader_use (glass_filter->shader);
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glActiveTextureARB (GL_TEXTURE0_ARB);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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gst_gl_shader_set_uniform_1i (glass_filter->shader, "tex", 0);
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gst_gl_shader_set_uniform_1f (glass_filter->shader, "width", (gfloat) width);
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gst_gl_shader_set_uniform_1f (glass_filter->shader, "height",
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(gfloat) height);
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glBegin (GL_QUADS);
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glColor4f (1.0f, 1.0f, 1.0f, start_alpha);
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glTexCoord2i (0, height);
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glVertex2f (center_x - 1.6f, topy);
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glTexCoord2i (width, height);
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glVertex2f (center_x + 1.6f, topy);
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glColor4f (1.0, 1.0, 1.0, stop_alpha);
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glTexCoord2i (width, 0);
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glVertex2f (center_x + 1.6f, bottomy);
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glTexCoord2i (0, 0);
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glVertex2f (center_x - 1.6f, bottomy);
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glEnd ();
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gst_gl_shader_use (0);
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}
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//opengl scene, params: input texture (not the output filter->texture)
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static void
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gst_gl_filter_glass_callback (gint width, gint height, guint texture,
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gpointer stuff)
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{
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static gint64 start_time = 0;
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GstGLFilter *filter = GST_GL_FILTER (stuff);
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GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (stuff);
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if (start_time == 0)
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start_time = get_time ();
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else {
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gint64 time_left =
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(glass_filter->timestamp / 1000) - (get_time () - start_time);
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time_left -= 1000000 / 25;
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if (time_left > 2000) {
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GST_LOG ("escape");
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return;
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}
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}
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glTranslatef (0.0f, 2.0f, -3.0f);
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gst_gl_filter_glass_draw_background_gradient ();
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//Rotation
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if (start_time != 0) {
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gint64 time_passed = get_time () - start_time;
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glRotated (sin (time_passed / 1200000.0) * 45.0, 0.0, 1.0, 0.0);
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}
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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//Reflection
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gst_gl_filter_glass_draw_video_plane (filter, width, height, texture,
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0.0f, 0.0f, 0.3f, 0.0f, TRUE);
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//Main video
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gst_gl_filter_glass_draw_video_plane (filter, width, height, texture,
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0.0f, -2.0f, 1.0f, 1.0f, FALSE);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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glDisable (GL_BLEND);
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}
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