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/*
* GStreamer
* Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
* Inspired from http://www.mdk.org.pl/2007/11/17/gl-colorspace-conversions
*
* 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-glfilterglass
*
* Map textures on moving glass.
*
* <refsect2>
* <title>Examples</title>
* |[
* gst-launch-1.0 -v videotestsrc ! glfilterglass ! glimagesink
* ]| A pipeline inspired from http://www.mdk.org.pl/2007/11/17/gl-colorspace-conversions
* FBO is required.
* |[
* gst-launch-1.0 -v videotestsrc ! glfilterglass ! video/x-raw, width=640, height=480 ! glimagesink
* ]| The scene is greater than the input size.
* </refsect2>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <math.h>
#include "gstglfilterglass.h"
#define GST_CAT_DEFAULT gst_gl_filter_glass_debug
GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
enum
{
PROP_0
};
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_filter_glass_debug, "glfilterglass", 0, "glfilterglass element");
#define gst_gl_filter_glass_parent_class parent_class
G_DEFINE_TYPE_WITH_CODE (GstGLFilterGlass, gst_gl_filter_glass,
GST_TYPE_GL_FILTER, DEBUG_INIT);
static void gst_gl_filter_glass_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec);
static void gst_gl_filter_glass_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec);
static gboolean gst_gl_filter_glass_reset (GstBaseTransform * trans);
static gboolean gst_gl_filter_glass_init_shader (GstGLFilter * filter);
static gboolean gst_gl_filter_glass_filter_texture (GstGLFilter * filter,
guint in_tex, guint out_tex);
static void gst_gl_filter_glass_draw_background_gradient ();
static void gst_gl_filter_glass_draw_video_plane (GstGLFilter * filter,
gint width, gint height, guint texture, gfloat center_x, gfloat center_y,
gfloat start_alpha, gfloat stop_alpha, gboolean reversed, gfloat rotation);
static void gst_gl_filter_glass_callback (gpointer stuff);
/* *INDENT-OFF* */
static const gchar *glass_fragment_source =
"uniform sampler2D tex;\n"
"varying float alpha;\n"
"void main () {\n"
" float p = 0.0525;\n"
" float L1 = p*1.0;\n"
" float L2 = 1.0 - L1;\n"
" float L3 = 1.0 - L1;\n"
" float w = 1.0;\n"
" float r = L1;\n"
" if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y < L1)\n"
" r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) );\n"
" else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y < L1)\n"
" r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L1) * (gl_TexCoord[0].y - L1) );\n"
" else if (gl_TexCoord[0].x > L2 && gl_TexCoord[0].y > L3)\n"
" r = sqrt( (gl_TexCoord[0].x - L2) * (gl_TexCoord[0].x - L2) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) );\n"
" else if (gl_TexCoord[0].x < L1 && gl_TexCoord[0].y > L3)\n"
" r = sqrt( (gl_TexCoord[0].x - L1) * (gl_TexCoord[0].x - L1) + (gl_TexCoord[0].y - L3) * (gl_TexCoord[0].y - L3) );\n"
" if (r > L1)\n"
" w = 0.0;\n"
" vec4 color = texture2D (tex, gl_TexCoord[0].st);\n"
" gl_FragColor = vec4(color.rgb, alpha * w);\n"
"}\n";
static const gchar *glass_vertex_source =
"uniform float yrot;\n"
"uniform float aspect;\n"
"const float fovy = 80.0;\n"
"const float znear = 1.0;\n"
"const float zfar = 5000.0;\n"
"varying float alpha;\n"
"void main () {\n"
" float f = 1.0/(tan(radians(fovy/2.0)));\n"
" float rot = radians (yrot);\n"
" // replacement for gluPerspective\n"
" mat4 perspective = mat4 (\n"
" f/aspect, 0.0, 0.0, 0.0,\n"
" 0.0, f, 0.0, 0.0,\n"
" 0.0, 0.0, (znear+zfar)/(znear-zfar), 2.0*znear*zfar/(znear-zfar),\n"
" 0.0, 0.0, -1.0, 0.0 );\n"
" mat4 trans = mat4 (\n"
" 1.0, 0.0, 0.0, 0.0,\n"
" 0.0, 1.0, 0.0, 0.0,\n"
" 0.0, 0.0, 1.0, -3.0,\n"
" 0.0, 0.0, 0.0, 1.0 );\n"
" mat4 rotation = mat4 (\n"
" cos(rot), 0.0, sin(rot), 0.0,\n"
" 0.0, 1.0, 0.0, 0.0,\n"
" -sin(rot), 0.0, cos(rot), 0.0,\n"
" 0.0, 0.0, 0.0, 1.0 );\n"
" gl_Position = trans * perspective * rotation * gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
" alpha = gl_Color.a;\n"
"}\n";
static const gchar * passthrough_vertex =
"void main () {\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" gl_FrontColor = gl_Color;\n"
"}\n";
static const gchar * passthrough_fragment =
"void main () {\n"
" gl_FragColor = gl_Color;\n"
"}\n";
/* *INDENT-ON* */
static void
gst_gl_filter_glass_class_init (GstGLFilterGlassClass * klass)
{
GObjectClass *gobject_class;
GstElementClass *element_class;
gobject_class = (GObjectClass *) klass;
element_class = GST_ELEMENT_CLASS (klass);
gobject_class->set_property = gst_gl_filter_glass_set_property;
gobject_class->get_property = gst_gl_filter_glass_get_property;
gst_element_class_set_metadata (element_class, "OpenGL glass filter",
"Filter/Effect/Video", "Glass Filter",
"Julien Isorce <julien.isorce@gmail.com>");
GST_GL_FILTER_CLASS (klass)->filter_texture =
gst_gl_filter_glass_filter_texture;
GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_filter_glass_init_shader;
GST_BASE_TRANSFORM_CLASS (klass)->stop = gst_gl_filter_glass_reset;
GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api = GST_GL_API_OPENGL;
}
static void
gst_gl_filter_glass_init (GstGLFilterGlass * filter)
{
filter->shader = NULL;
filter->timestamp = 0;
}
static gboolean
gst_gl_filter_glass_reset (GstBaseTransform * trans)
{
GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (trans);
//blocking call, wait the opengl thread has destroyed the shader
if (glass_filter->shader)
gst_gl_context_del_shader (GST_GL_BASE_FILTER (trans)->context,
glass_filter->shader);
glass_filter->shader = NULL;
if (glass_filter->passthrough_shader)
gst_gl_context_del_shader (GST_GL_BASE_FILTER (trans)->context,
glass_filter->passthrough_shader);
glass_filter->passthrough_shader = NULL;
return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans);
}
static void
gst_gl_filter_glass_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec)
{
//GstGLFilterGlass *filter = GST_GL_FILTER_GLASS (object);
switch (prop_id) {
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_gl_filter_glass_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec)
{
//GstGLFilterGlass *filter = GST_GL_FILTER_GLASS (object);
switch (prop_id) {
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static gboolean
gst_gl_filter_glass_init_shader (GstGLFilter * filter)
{
gboolean ret;
GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (filter);
//blocking call, wait the opengl thread has compiled the shader
ret =
gst_gl_context_gen_shader (GST_GL_BASE_FILTER (filter)->context,
glass_vertex_source, glass_fragment_source, &glass_filter->shader);
if (ret)
ret =
gst_gl_context_gen_shader (GST_GL_BASE_FILTER (filter)->context,
passthrough_vertex, passthrough_fragment,
&glass_filter->passthrough_shader);
return ret;
}
static gboolean
gst_gl_filter_glass_filter_texture (GstGLFilter * filter, guint in_tex,
guint out_tex)
{
GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (filter);
glass_filter->in_tex = in_tex;
//blocking call, use a FBO
gst_gl_context_use_fbo_v2 (GST_GL_BASE_FILTER (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_glass_callback, (gpointer) glass_filter);
return TRUE;
}
static gint64
get_time (void)
{
static GTimeVal val;
g_get_current_time (&val);
return (val.tv_sec * G_USEC_PER_SEC) + val.tv_usec;
}
static void
gst_gl_filter_glass_draw_background_gradient (GstGLFilterGlass * glass)
{
GstGLFilter *filter = GST_GL_FILTER (glass);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
/* *INDENT-OFF* */
gfloat mesh[] = {
/* | Vertex | Color | */
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.8f, 0.0f, 0.0f, 0.0f, 0.2f, 1.0f,
-1.0f, 0.8f, 0.0f, 0.0f, 0.0f, 0.2f, 1.0f,
-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.2f, 1.0f,
1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.2f, 1.0f,
};
/* *INDENT-ON* */
GLushort indices[] = {
0, 1, 2,
0, 2, 3,
2, 3, 4,
2, 4, 5
};
gl->ClientActiveTexture (GL_TEXTURE0);
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->EnableClientState (GL_COLOR_ARRAY);
gl->VertexPointer (3, GL_FLOAT, 7 * sizeof (gfloat), mesh);
gl->ColorPointer (4, GL_FLOAT, 7 * sizeof (gfloat), &mesh[3]);
gl->DrawElements (GL_TRIANGLES, 12, GL_UNSIGNED_SHORT, indices);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_COLOR_ARRAY);
}
static void
gst_gl_filter_glass_draw_video_plane (GstGLFilter * filter,
gint width, gint height, guint texture,
gfloat center_x, gfloat center_y,
gfloat start_alpha, gfloat stop_alpha, gboolean reversed, gfloat rotation)
{
GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (filter);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
gfloat topy = reversed ? center_y - 1.0f : center_y + 1.0f;
gfloat bottomy = reversed ? center_y + 1.0f : center_y - 1.0f;
/* *INDENT-OFF* */
gfloat mesh[] = {
/*| Vertex |TexCoord0| Colour |*/
center_x-1.6, topy, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, start_alpha,
center_x+1.6, topy, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, start_alpha,
center_x+1.6, bottomy, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, stop_alpha,
center_x-1.6, bottomy, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, stop_alpha,
};
/* *INDENT-ON* */
GLushort indices[] = {
0, 1, 2,
0, 2, 3
};
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (glass_filter->shader, "tex", 0);
gst_gl_shader_set_uniform_1f (glass_filter->shader, "yrot", rotation);
gst_gl_shader_set_uniform_1f (glass_filter->shader, "aspect",
(gfloat) width / (gfloat) height);
gl->ClientActiveTexture (GL_TEXTURE0);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->EnableClientState (GL_COLOR_ARRAY);
gl->VertexPointer (3, GL_FLOAT, 9 * sizeof (gfloat), mesh);
gl->TexCoordPointer (2, GL_FLOAT, 9 * sizeof (gfloat), &mesh[3]);
gl->ColorPointer (4, GL_FLOAT, 9 * sizeof (gfloat), &mesh[5]);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_COLOR_ARRAY);
}
//opengl scene, params: input texture (not the output filter->texture)
static void
gst_gl_filter_glass_callback (gpointer stuff)
{
static gint64 start_time = 0;
gfloat rotation;
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (stuff);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
gint width = GST_VIDEO_INFO_WIDTH (&filter->out_info);
gint height = GST_VIDEO_INFO_HEIGHT (&filter->out_info);
guint texture = glass_filter->in_tex;
if (start_time == 0)
start_time = get_time ();
else {
gint64 time_left =
(glass_filter->timestamp / 1000) - (get_time () - start_time);
time_left -= 1000000 / 25;
if (time_left > 2000) {
GST_LOG ("escape");
return;
}
}
gst_gl_shader_use (glass_filter->passthrough_shader);
gst_gl_filter_glass_draw_background_gradient (glass_filter);
//Rotation
if (start_time != 0) {
gint64 time_passed = get_time () - start_time;
rotation = sin (time_passed / 1200000.0) * 45.0f;
} else {
rotation = 0.0f;
}
gl->Enable (GL_BLEND);
gl->BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gst_gl_shader_use (glass_filter->shader);
//Reflection
gst_gl_filter_glass_draw_video_plane (filter, width, height, texture,
0.0f, 2.0f, 0.3f, 0.0f, TRUE, rotation);
//Main video
gst_gl_filter_glass_draw_video_plane (filter, width, height, texture,
0.0f, 0.0f, 1.0f, 1.0f, FALSE, rotation);
gst_gl_context_clear_shader (GST_GL_BASE_FILTER (filter)->context);
gl->Disable (GL_BLEND);
}