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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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460 lines
14 KiB
C
460 lines
14 KiB
C
/*
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* glshader gstreamer plugin
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* Copyrithg (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
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* Copyright (C) 2009 Luc Deschenaux <luc.deschenaux@freesurf.ch>
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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., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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/**
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* SECTION:element-glshader
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*
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* Filter loading OpenGL fragment shader from file
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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 videotestsrc ! glupload ! glshader location=myshader.fs ! glimagesink
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* ]|
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* FBO (Frame Buffer Object) and GLSL (OpenGL Shading Language) are required.
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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 <gst/gst.h>
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#include <gst/gl/gstglshadervariables.h>
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#include "gstglfiltershader.h"
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/* horizontal filter */
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static gchar *hfilter_fragment_source;
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static gchar *hfilter_fragment_variables[2];
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enum
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{
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PROP_0,
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PROP_LOCATION,
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PROP_PRESET,
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PROP_VARIABLES
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};
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static const gchar text_vertex_shader[] =
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"attribute vec4 a_position; \n"
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"attribute vec2 a_texcoord; \n"
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"varying vec2 v_texcoord; \n"
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"void main() \n"
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"{ \n"
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" gl_Position = a_position; \n"
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" v_texcoord = a_texcoord; \n" "} \n";
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#define GST_CAT_DEFAULT gst_gl_filtershader_debug
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GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
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#define DEBUG_INIT \
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GST_DEBUG_CATEGORY_INIT (gst_gl_filtershader_debug, "glshader", 0, "glshader element");
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G_DEFINE_TYPE_WITH_CODE (GstGLFilterShader, gst_gl_filtershader,
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GST_TYPE_GL_FILTER, DEBUG_INIT);
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static void gst_gl_filtershader_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec);
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static void gst_gl_filtershader_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec);
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static void gst_gl_filter_filtershader_reset (GstGLFilter * filter);
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static gboolean gst_gl_filtershader_load_shader (GstGLFilterShader *
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filter_shader, char *filename, char **storage);
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static gboolean gst_gl_filtershader_load_variables (GstGLFilterShader *
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filter_shader, char *filename, char **storage);
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static gboolean gst_gl_filtershader_init_shader (GstGLFilter * filter);
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static gboolean gst_gl_filtershader_filter (GstGLFilter * filter,
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GstBuffer * inbuf, GstBuffer * outbuf);
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static gboolean gst_gl_filtershader_filter_texture (GstGLFilter * filter,
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guint in_tex, guint out_tex);
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static void gst_gl_filtershader_hcallback (gint width, gint height,
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guint texture, gpointer stuff);
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static void
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gst_gl_filtershader_init_resources (GstGLFilter * filter)
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{
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glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8,
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GST_VIDEO_INFO_WIDTH (&filter->out_info),
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GST_VIDEO_INFO_HEIGHT (&filter->out_info),
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0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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static void
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gst_gl_filtershader_reset_resources (GstGLFilter * filter)
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{
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//GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
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}
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static void
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gst_gl_filtershader_class_init (GstGLFilterShaderClass * 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_filtershader_set_property;
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gobject_class->get_property = gst_gl_filtershader_get_property;
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g_object_class_install_property (gobject_class, PROP_LOCATION,
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g_param_spec_string ("location", "File Location",
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"Location of the GLSL file to load", NULL,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_PRESET,
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g_param_spec_string ("preset", "Preset File Location",
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"Location of the shader uniform variables preset file", NULL,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_VARIABLES,
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g_param_spec_string ("vars", "Uniform variables",
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"Set the shader uniform variables", NULL,
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G_PARAM_WRITABLE | GST_PARAM_CONTROLLABLE | G_PARAM_STATIC_STRINGS));
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gst_element_class_set_metadata (element_class,
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"OpenGL fragment shader filter", "Filter/Effect",
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"Load GLSL fragment shader from file", "<luc.deschenaux@freesurf.ch>");
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GST_GL_FILTER_CLASS (klass)->filter = gst_gl_filtershader_filter;
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GST_GL_FILTER_CLASS (klass)->filter_texture =
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gst_gl_filtershader_filter_texture;
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GST_GL_FILTER_CLASS (klass)->display_init_cb =
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gst_gl_filtershader_init_resources;
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GST_GL_FILTER_CLASS (klass)->display_reset_cb =
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gst_gl_filtershader_reset_resources;
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GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_filtershader_init_shader;
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GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_filter_filtershader_reset;
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}
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static void
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gst_gl_filtershader_init (GstGLFilterShader * filtershader)
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{
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filtershader->shader0 = NULL;
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}
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static void
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gst_gl_filter_filtershader_reset (GstGLFilter * filter)
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{
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
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//blocking call, wait the opengl thread has destroyed the shader
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if (filtershader->shader0)
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gst_gl_context_del_shader (filter->context, filtershader->shader0);
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filtershader->shader0 = NULL;
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}
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static void
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gst_gl_filtershader_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec)
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{
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
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switch (prop_id) {
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case PROP_LOCATION:
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if (filtershader->filename) {
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g_free (filtershader->filename);
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}
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if (filtershader->compiled) {
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//gst_gl_context_del_shader (filtershader->filter.context, filtershader->shader0);
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gst_gl_filter_filtershader_reset (&filtershader->filter);
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filtershader->shader0 = 0;
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}
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filtershader->filename = g_strdup (g_value_get_string (value));
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filtershader->compiled = 0;
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filtershader->texSet = 0;
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break;
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case PROP_PRESET:
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if (filtershader->presetfile) {
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g_free (filtershader->presetfile);
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}
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filtershader->presetfile = g_strdup (g_value_get_string (value));
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if (hfilter_fragment_variables[0]) {
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g_free (hfilter_fragment_variables[0]);
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hfilter_fragment_variables[0] = 0;
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}
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if (!filtershader->presetfile[0]) {
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g_free (filtershader->presetfile);
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filtershader->presetfile = 0;
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}
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break;
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case PROP_VARIABLES:
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if (hfilter_fragment_variables[1]) {
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g_free (hfilter_fragment_variables[1]);
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}
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hfilter_fragment_variables[1] = g_strdup (g_value_get_string (value));
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if (!hfilter_fragment_variables[1][0]) {
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g_free (hfilter_fragment_variables[1]);
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hfilter_fragment_variables[1] = 0;
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}
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break;
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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_filtershader_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec)
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{
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
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switch (prop_id) {
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case PROP_LOCATION:
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g_value_set_string (value, filtershader->filename);
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break;
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case PROP_PRESET:
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g_value_set_string (value, filtershader->presetfile);
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break;
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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_filtershader_load_shader (GstGLFilterShader * filter_shader,
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char *filename, char **storage)
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{
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GError *error = NULL;
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gsize length;
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g_return_val_if_fail (storage != NULL, FALSE);
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if (!filename) {
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GST_ELEMENT_ERROR (filter_shader, RESOURCE, NOT_FOUND,
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("A shader file is required"), (NULL));
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return FALSE;
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}
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if (!g_file_get_contents (filename, storage, &length, &error)) {
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GST_ELEMENT_ERROR (filter_shader, RESOURCE, NOT_FOUND, ("%s",
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error->message), (NULL));
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g_error_free (error);
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return FALSE;
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}
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return TRUE;
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}
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static gboolean
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gst_gl_filtershader_load_variables (GstGLFilterShader * filter_shader,
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char *filename, char **storage)
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{
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GError *error = NULL;
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gsize length;
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if (storage[0]) {
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g_free (storage[0]);
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storage[0] = 0;
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}
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if (!filename)
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return TRUE;
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if (!g_file_get_contents (filename, storage, &length, &error)) {
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GST_ELEMENT_ERROR (filter_shader, RESOURCE, NOT_FOUND, ("%s",
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error->message), (NULL));
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g_error_free (error);
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return FALSE;
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}
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return TRUE;
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}
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static void
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gst_gl_filtershader_variables_parse (GstGLShader * shader, gchar * variables)
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{
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gst_gl_shadervariables_parse (shader, variables, 0);
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}
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static gboolean
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gst_gl_filtershader_init_shader (GstGLFilter * filter)
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{
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
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if (!gst_gl_filtershader_load_shader (filtershader, filtershader->filename,
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&hfilter_fragment_source))
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return FALSE;
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//blocking call, wait the opengl thread has compiled the shader
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if (!gst_gl_context_gen_shader (filter->context, text_vertex_shader,
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hfilter_fragment_source, &filtershader->shader0))
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return FALSE;
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if (!gst_gl_filtershader_load_variables (filtershader,
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filtershader->presetfile, &hfilter_fragment_variables[0]))
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return FALSE;
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filtershader->compiled = 1;
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return TRUE;
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}
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static inline gboolean
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_gst_clock_time_to_double (GstClockTime time, gdouble * result)
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{
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if (!GST_CLOCK_TIME_IS_VALID (time))
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return FALSE;
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*result = (gdouble) time / GST_SECOND;
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return TRUE;
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}
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static inline gboolean
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_gint64_time_val_to_double (gint64 time, gdouble * result)
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{
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if (time == -1)
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return FALSE;
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*result = (gdouble) time / GST_USECOND;
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return TRUE;
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}
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static gboolean
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gst_gl_filtershader_filter (GstGLFilter * filter, GstBuffer * inbuf,
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GstBuffer * outbuf)
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{
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
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if (!_gst_clock_time_to_double (GST_BUFFER_PTS (inbuf), &filtershader->time)) {
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if (!_gst_clock_time_to_double (GST_BUFFER_DTS (inbuf),
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&filtershader->time))
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_gint64_time_val_to_double (g_get_monotonic_time (), &filtershader->time);
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}
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return gst_gl_filter_filter_texture (filter, inbuf, outbuf);
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}
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static gboolean
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gst_gl_filtershader_filter_texture (GstGLFilter * filter, guint in_tex,
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guint out_tex)
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{
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
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gst_gl_filter_render_to_target (filter, TRUE, in_tex, out_tex,
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gst_gl_filtershader_hcallback, filtershader);
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return TRUE;
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}
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static void
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gst_gl_filtershader_hcallback (gint width, gint height, guint texture,
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gpointer stuff)
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{
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GstGLFilter *filter = GST_GL_FILTER (stuff);
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
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GstGLFuncs *gl = filter->context->gl_vtable;
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const GLfloat vVertices[] = {
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-1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
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1.0, -1.0f, -1.0f, 1.0f, 0.0f,
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1.0f, 1.0f, -1.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, -1.0f, 0.0f, 1.0f
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};
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GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
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#if GST_GL_HAVE_OPENGL
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if (gst_gl_context_get_gl_api (filter->context) & GST_GL_API_OPENGL) {
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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}
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#endif
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gst_gl_shader_use (filtershader->shader0);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->Enable (GL_TEXTURE_2D);
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gl->BindTexture (GL_TEXTURE_2D, texture);
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gst_gl_shader_set_uniform_1i (filtershader->shader0, "tex", 0);
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gst_gl_shader_set_uniform_1f (filtershader->shader0, "width", width);
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gst_gl_shader_set_uniform_1f (filtershader->shader0, "height", height);
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gst_gl_shader_set_uniform_1f (filtershader->shader0, "time",
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filtershader->time);
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filtershader->attr_position_loc =
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gst_gl_shader_get_attribute_location (filtershader->shader0,
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"a_position");
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filtershader->attr_texture_loc =
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gst_gl_shader_get_attribute_location (filtershader->shader0,
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"a_texcoord");
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if (hfilter_fragment_variables[0]) {
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gst_gl_filtershader_variables_parse (filtershader->shader0,
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hfilter_fragment_variables[0]);
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g_free (hfilter_fragment_variables[0]);
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hfilter_fragment_variables[0] = 0;
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}
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if (hfilter_fragment_variables[1]) {
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gst_gl_filtershader_variables_parse (filtershader->shader0,
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hfilter_fragment_variables[1]);
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g_free (hfilter_fragment_variables[1]);
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hfilter_fragment_variables[1] = 0;
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}
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gl->Clear (GL_COLOR_BUFFER_BIT);
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gl->EnableVertexAttribArray (filtershader->attr_position_loc);
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gl->EnableVertexAttribArray (filtershader->attr_texture_loc);
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/* Load the vertex position */
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gl->VertexAttribPointer (filtershader->attr_position_loc, 3, GL_FLOAT,
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GL_FALSE, 5 * sizeof (GLfloat), vVertices);
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/* Load the texture coordinate */
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gl->VertexAttribPointer (filtershader->attr_texture_loc, 2, GL_FLOAT,
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GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
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gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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gl->DisableVertexAttribArray (filtershader->attr_position_loc);
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gl->DisableVertexAttribArray (filtershader->attr_texture_loc);
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}
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