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/*
* GStreamer
* Copyright (C) 2010 Pierre Pouzol<pierre.pouzol@hotmail.fr>
*
* 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-glfilterreflectedscreen
* @title: glfilterreflectedscreen
*
* Map Video Texture upon a screen, on a reflecting surface
*
* ## Examples
* |[
* gst-launch-1.0 videotestsrc ! glupload ! glfilterreflectedscreen ! glimagesink
* ]|
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <math.h>
#include "gstglfilterreflectedscreen.h"
#define GST_CAT_DEFAULT gst_gl_filter_reflected_screen_debug
GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
enum
{
PROP_0,
PROP_ACTIVE_GRAPHIC_MODE,
PROP_SEPARATED_SCREEN,
PROP_SHOW_FLOOR,
PROP_FOVY,
PROP_ASPECT,
PROP_ZNEAR,
PROP_ZFAR
};
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_filter_reflected_screen_debug, "glfilterreflectedscreen", 0, "glfilterreflectedscreen element");
G_DEFINE_TYPE_WITH_CODE (GstGLFilterReflectedScreen,
gst_gl_filter_reflected_screen, GST_TYPE_GL_FILTER, DEBUG_INIT);
static void gst_gl_filter_reflected_screen_set_property (GObject * object,
guint prop_id, const GValue * value, GParamSpec * pspec);
static void gst_gl_filter_reflected_screen_get_property (GObject * object,
guint prop_id, GValue * value, GParamSpec * pspec);
static gboolean gst_gl_filter_reflected_screen_filter_texture (GstGLFilter *
filter, guint in_tex, guint out_tex);
static void gst_gl_filter_reflected_screen_draw_background ();
static void gst_gl_filter_reflected_screen_draw_floor ();
static void gst_gl_filter_reflected_screen_draw_screen (GstGLFilter * filter,
gint width, gint height, guint texture);
static void gst_gl_filter_reflected_screen_draw_separated_screen (GstGLFilter *
filter, gint width, gint height, guint texture, gfloat alphs, gfloat alphe);
static void gst_gl_filter_reflected_screen_callback (gint width, gint height,
guint texture, gpointer stuff);
static const GLfloat LightPos[] = { 4.0f, -4.0f, 6.0f, 1.0f }; // Light Position
static const GLfloat LightAmb[] = { 4.0f, 4.0f, 4.0f, 1.0f }; // Ambient Light
static const GLfloat LightDif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; // Diffuse Light
static void
gst_gl_filter_reflected_screen_class_init (GstGLFilterReflectedScreenClass *
klass)
{
GObjectClass *gobject_class;
GstElementClass *element_class;
gobject_class = (GObjectClass *) klass;
element_class = GST_ELEMENT_CLASS (klass);
gst_gl_filter_add_rgba_pad_templates (GST_GL_FILTER_CLASS (klass));
gobject_class->set_property = gst_gl_filter_reflected_screen_set_property;
gobject_class->get_property = gst_gl_filter_reflected_screen_get_property;
GST_GL_FILTER_CLASS (klass)->filter_texture =
gst_gl_filter_reflected_screen_filter_texture;
g_object_class_install_property (gobject_class, PROP_ACTIVE_GRAPHIC_MODE,
g_param_spec_boolean ("active-graphic-mode",
"Activate graphic mode",
"Allow user to activate stencil buffer and blending.",
TRUE, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_SEPARATED_SCREEN,
g_param_spec_boolean ("separated-screen",
"Create a separation space",
"Allow to insert a space between the two screen. Will cancel 'show floor' if active. Value are TRUE or FALSE(default)",
FALSE, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_SHOW_FLOOR,
g_param_spec_boolean ("show-floor",
"Show the support",
"Allow the user to show the supportive floor. Will cancel 'separated screen' if active. Value are TRUE(default) or FALSE",
TRUE, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_FOVY,
g_param_spec_double ("fovy", "Fovy", "Field of view angle in degrees",
0.0, 180.0, 60, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_ASPECT,
g_param_spec_double ("aspect", "Aspect",
"Field of view in the x direction", 1.0, 100, 1.0,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_ZNEAR,
g_param_spec_double ("znear", "Znear",
"Specifies the distance from the viewer to the near clipping plane",
0.0000000001, 100.0, 0.1,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_ZFAR,
g_param_spec_double ("zfar", "Zfar",
"Specifies the distance from the viewer to the far clipping plane",
0.0, 1000.0, 100.0, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
gst_element_class_set_metadata (element_class,
"OpenGL Reflected Screen filter", "Filter/Effect/Video",
"Reflected Screen Filter", "Pierre POUZOL <pierre.pouzol@hotmail.fr>");
GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api = GST_GL_API_OPENGL;
}
static void
gst_gl_filter_reflected_screen_init (GstGLFilterReflectedScreen * filter)
{
filter->active_graphic_mode = TRUE;
filter->separated_screen = FALSE;
filter->show_floor = TRUE;
filter->fovy = 90;
filter->aspect = 1.0;
filter->znear = 0.1;
filter->zfar = 1000;
}
static void
gst_gl_filter_reflected_screen_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec)
{
GstGLFilterReflectedScreen *filter = GST_GL_FILTER_REFLECTED_SCREEN (object);
switch (prop_id) {
case PROP_ACTIVE_GRAPHIC_MODE:
filter->active_graphic_mode = g_value_get_boolean (value);
break;
case PROP_SEPARATED_SCREEN:
filter->separated_screen = g_value_get_boolean (value);
break;
case PROP_SHOW_FLOOR:
filter->show_floor = g_value_get_boolean (value);
break;
case PROP_FOVY:
filter->fovy = g_value_get_double (value);
break;
case PROP_ASPECT:
filter->aspect = g_value_get_double (value);
break;
case PROP_ZNEAR:
filter->znear = g_value_get_double (value);
break;
case PROP_ZFAR:
filter->zfar = g_value_get_double (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_gl_filter_reflected_screen_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec)
{
GstGLFilterReflectedScreen *filter = GST_GL_FILTER_REFLECTED_SCREEN (object);
switch (prop_id) {
case PROP_ACTIVE_GRAPHIC_MODE:
g_value_set_boolean (value, filter->active_graphic_mode);
break;
case PROP_SEPARATED_SCREEN:
g_value_set_boolean (value, filter->separated_screen);
break;
case PROP_SHOW_FLOOR:
g_value_set_boolean (value, filter->show_floor);
break;
case PROP_FOVY:
g_value_set_double (value, filter->fovy);
break;
case PROP_ASPECT:
g_value_set_double (value, filter->aspect);
break;
case PROP_ZNEAR:
g_value_set_double (value, filter->znear);
break;
case PROP_ZFAR:
g_value_set_double (value, filter->zfar);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static gboolean
gst_gl_filter_reflected_screen_filter_texture (GstGLFilter * filter,
guint in_tex, guint out_tex)
{
GstGLFilterReflectedScreen *reflected_screen_filter =
GST_GL_FILTER_REFLECTED_SCREEN (filter);
//blocking call, use a FBO
gst_gl_context_use_fbo (filter->context,
GST_VIDEO_INFO_WIDTH (&filter->out_info),
GST_VIDEO_INFO_HEIGHT (&filter->out_info),
filter->fbo, filter->depthbuffer, out_tex,
gst_gl_filter_reflected_screen_callback,
GST_VIDEO_INFO_WIDTH (&filter->in_info),
GST_VIDEO_INFO_HEIGHT (&filter->in_info), in_tex,
reflected_screen_filter->fovy, reflected_screen_filter->aspect,
reflected_screen_filter->znear, reflected_screen_filter->zfar,
GST_GL_DISPLAY_PROJECTION_PERSPECTIVE,
(gpointer) reflected_screen_filter);
return TRUE;
}
static void
gst_gl_filter_reflected_screen_draw_separated_screen (GstGLFilter * filter,
gint width, gint height, guint texture, gfloat alphs, gfloat alphe)
{
//enable ARB Rectangular texturing
//that's necessary to have the video displayed on our screen (with gstreamer)
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, texture);
//configure parameters for the texturing
//the two first are used to specified how the texturing will be done if the screen is greater than the texture herself
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//the next two specified how the texture will comport near the limits
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//creating screen and setting the texture (depending on texture's height and width)
glBegin (GL_QUADS);
// right Face
glColor4f (1.0f, 1.0f, 1.0f, alphs);
glTexCoord2f (0.5f, 1.0f);
glVertex3f (-0.75f, 0.0f, -1.0f);
glColor4f (1.0f, 1.0f, 1.0f, alphe);
glTexCoord2f (0.5f, 0.0f);
glVertex3f (-0.75f, 1.25f, -1.0f);
glTexCoord2f (1.0f, 0.0f);
glVertex3f (1.25f, 1.25f, -1.0f);
glColor4f (1.0f, 1.0f, 1.0f, alphs);
glTexCoord2f (1.0f, 1.0f);
glVertex3f (1.25f, 0.0f, -1.0f);
// Left Face
glColor4f (1.0f, 1.0f, 1.0f, alphs);
glTexCoord2f (0.5f, 1.0f);
glVertex3f (-1.0f, 0.0f, -0.75f);
glTexCoord2f (0.0f, 1.0f);
glVertex3f (-1.0f, 0.0f, 1.25f);
glColor4f (1.0f, 1.0f, 1.0f, alphe);
glTexCoord2f (0.0f, 0.0f);
glVertex3f (-1.0f, 1.25f, 1.25f);
glTexCoord2f (0.5f, 0.0f);
glVertex3f (-1.0f, 1.25f, -0.75f);
glEnd ();
glDisable (GL_TEXTURE_2D);
}
static void
gst_gl_filter_reflected_screen_draw_screen (GstGLFilter * filter,
gint width, gint height, guint texture)
{
//enable ARB Rectangular texturing
//that's necessary to have the video displayed on our screen (with gstreamer)
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, texture);
//configure parameters for the texturing
//the two first are used to specified how the texturing will be done if the screen is greater than the texture herself
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//the next two specified how the texture will comport near the limits
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//creating screen and setting the texture (depending on texture's height and width)
glBegin (GL_QUADS);
glTexCoord2f (0.5f, 1.0f);
glVertex3f (-1.0f, 0.0f, -1.0f);
glTexCoord2f (0.5f, 0.0f);
glVertex3f (-1.0f, 1.0f, -1.0f);
glTexCoord2f (1.0f, 0.0f);
glVertex3f (1.0f, 1.0f, -1.0f);
glTexCoord2f (1.0f, 1.0f);
glVertex3f (1.0f, 0.0f, -1.0f);
// Left Face
glTexCoord2f (0.5f, 1.0f);
glVertex3f (-1.0f, 0.0f, -1.0f);
glTexCoord2f (0.0f, 1.0f);
glVertex3f (-1.0f, 0.0f, 1.0f);
glTexCoord2f (0.0f, 0.0f);
glVertex3f (-1.0f, 1.0f, 1.0f);
glTexCoord2f (0.5f, 0.0f);
glVertex3f (-1.0f, 1.0f, -1.0f);
glEnd ();
//disable this kind of texturing (useless for the gluDisk)
glDisable (GL_TEXTURE_2D);
}
static void
gst_gl_filter_reflected_screen_draw_background (void)
{
glBegin (GL_QUADS);
// right Face
glColor4f (0.0f, 0.0f, 0.0f, 1.0f);
glVertex3f (-10.0f, -10.0f, -1.0f);
glColor4f (0.0f, 0.0f, 0.2f, 1.0f);
glVertex3f (-10.0f, 10.0f, -1.0f);
glVertex3f (10.0f, 10.0f, -1.0f);
glVertex3f (10.0f, -10.0f, -1.0f);
glEnd ();
}
static void
gst_gl_filter_reflected_screen_draw_floor (void)
{
GLUquadricObj *q;
//create a quadric for the floor's drawing
q = gluNewQuadric ();
//configure this quadric's parameter (for lighting and texturing)
gluQuadricNormals (q, GL_SMOOTH);
gluQuadricTexture (q, GL_FALSE);
//drawing the disk. The texture are mapped thanks to the parameter we gave to the GLUquadric q
gluDisk (q, 0.0, 2.2, 50, 1);
}
//opengl scene, params: input texture (not the output filter->texture)
static void
gst_gl_filter_reflected_screen_callback (gint width, gint height, guint texture,
gpointer stuff)
{
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFilterReflectedScreen *reflected_screen_filter =
GST_GL_FILTER_REFLECTED_SCREEN (stuff);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
//load identity befor tracing
glLoadIdentity ();
//camera translation
glTranslatef (0.0f, 0.1f, -1.3f);
//camera configuration
if (reflected_screen_filter->separated_screen)
gluLookAt (0.1, -0.25, 2.0, 0.025, 0.0, 0.0, 0.0, 1.0, 0.0);
else
gluLookAt (0.1, -0.35, 2.0, 0.025, 0.0, 0.0, 0.0, 1.0, 0.0);
gst_gl_filter_reflected_screen_draw_background ();
if (reflected_screen_filter->separated_screen) {
glEnable (GL_BLEND);
glPushMatrix ();
glScalef (1.0f, -1.0f, 1.0f);
glTranslatef (0.0f, 0.0f, 1.2f);
glRotatef (-45.0f, 0.0, 1.0, 0.0);
gst_gl_filter_reflected_screen_draw_separated_screen (filter, width, height,
texture, 1.0f, 1.0f);
glPopMatrix ();
if (reflected_screen_filter->active_graphic_mode) {
//configuration of the transparency function
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTranslatef (0.0f, 0.0f, 1.2f);
glRotatef (-45.0f, 0.0, 1.0, 0.0);
gst_gl_filter_reflected_screen_draw_separated_screen (filter, width,
height, texture, 0.5f, 0.0f);
glDisable (GL_BLEND);
}
}
if (reflected_screen_filter->show_floor) {
glLightfv (GL_LIGHT0, GL_AMBIENT, LightAmb);
glLightfv (GL_LIGHT0, GL_DIFFUSE, LightDif);
glLightfv (GL_LIGHT0, GL_POSITION, LightPos);
//enable lighting
glEnable (GL_LIGHT0);
glEnable (GL_LIGHTING);
if (reflected_screen_filter->active_graphic_mode) {
glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
//enable stencil buffer use
glEnable (GL_STENCIL_TEST);
//setting the stencil buffer. Each time a pixel will be drawn by now, this pixel value will be set to 1
glStencilFunc (GL_ALWAYS, 1, 1);
glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
//disable the zbuffer
glDisable (GL_DEPTH_TEST);
//make a rotation of 90 degree on x axis. By default, gluDisk draw a disk on z axis
glRotatef (-90.0f, 1.0, 0.0, 0.0);
//draw the floor. Each pixel representing this floor will now have a value of 1 on stencil buffer
gst_gl_filter_reflected_screen_draw_floor ();
//make an anti-rotation of 90 degree to draw the rest of the scene on the right angle
glRotatef (90.0f, 1.0, 0.0, 0.0);
//enable zbuffer again
glEnable (GL_DEPTH_TEST);
//enable the drawing to be shown
glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
//say that the next object have to be drawn ONLY where the stencil buffer's pixel's value is 1
glStencilFunc (GL_EQUAL, 1, 1);
glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
//save the actual matrix
glPushMatrix ();
glLightfv (GL_LIGHT0, GL_POSITION, LightPos);
//translate the object on z axis
glTranslatef (0.0f, 0.0f, 1.4f);
//rotate it (because the drawing method place the user behind the left part of the screen)
glRotatef (-45.0f, 0.0, 1.0, 0.0);
//draw the reflexion
gst_gl_filter_reflected_screen_draw_screen (filter, width, height,
texture);
//return to the saved matrix position
glPopMatrix ();
//end of the stencil buffer uses
glDisable (GL_STENCIL_TEST);
//enable the blending to mix the floor and reflexion color
glEnable (GL_BLEND);
glDisable (GL_LIGHTING);
//specified a white color (for the floor) with 20% transparency
glColor4f (1.0f, 1.0f, 1.0f, 0.8f);
//configuration of the transparency function
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
//draw the floor (which will appear this time)
glRotatef (-90.0f, 1.0, 0.0, 0.0);
gst_gl_filter_reflected_screen_draw_floor ();
glRotatef (90.0f, 1.0, 0.0, 0.0);
glDisable (GL_BLEND);
glEnable (GL_LIGHTING);
//draw the real object
//scale on y axis. The object must be drawn upside down (to suggest a reflexion)
glScalef (1.0f, -1.0f, 1.0f);
glTranslatef (0.0f, 0.0f, 1.4f);
glRotatef (-45.0f, 0.0, 1.0, 0.0);
gst_gl_filter_reflected_screen_draw_screen (filter, width, height, texture);
glDisable (GL_LIGHTING);
}
}