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/* GStreamer
* Copyright (C) <1999> Erik Walthinsen <omega@cse.ogi.edu>
*
* 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.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
/* non-GST-specific stuff */
#include "gltestsrc.h"
#include <string.h>
#include <stdlib.h>
#include <math.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
enum
{
COLOR_WHITE = 0,
COLOR_YELLOW,
COLOR_CYAN,
COLOR_GREEN,
COLOR_MAGENTA,
COLOR_RED,
COLOR_BLUE,
COLOR_BLACK,
COLOR_NEG_I,
COLOR_POS_Q,
COLOR_SUPER_BLACK,
COLOR_DARK_GREY
};
static const struct vts_color_struct vts_colors[] = {
/* 100% white */
{255, 128, 128, 255, 255, 255, 255},
/* yellow */
{226, 0, 155, 255, 255, 0, 255},
/* cyan */
{179, 170, 0, 0, 255, 255, 255},
/* green */
{150, 46, 21, 0, 255, 0, 255},
/* magenta */
{105, 212, 235, 255, 0, 255, 255},
/* red */
{76, 85, 255, 255, 0, 0, 255},
/* blue */
{29, 255, 107, 0, 0, 255, 255},
/* black */
{16, 128, 128, 0, 0, 0, 255},
/* -I */
{16, 198, 21, 0, 0, 128, 255},
/* +Q */
{16, 235, 198, 0, 128, 255, 255},
/* superblack */
{0, 128, 128, 0, 0, 0, 255},
/* 5% grey */
{32, 128, 128, 32, 32, 32, 255},
};
static void
gst_gl_test_src_unicolor (GstGLTestSrc * v, GstBuffer * buffer, int w,
int h, const struct vts_color_struct *color);
void
gst_gl_test_src_smpte (GstGLTestSrc * v, GstBuffer * buffer, int w, int h)
{
#if GST_GL_HAVE_OPENGL
int i;
if (gst_gl_context_get_gl_api (v->context) & GST_GL_API_OPENGL) {
glClearColor (0.0, 0.0, 0.0, 1.0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable (GL_CULL_FACE);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
for (i = 0; i < 7; i++) {
glColor4f (vts_colors[i].R * (1 / 255.0f), vts_colors[i].G * (1 / 255.0f),
vts_colors[i].B * (1 / 255.0f), 1.0f);
glBegin (GL_QUADS);
glVertex3f (-1.0f + i * (2.0f / 7.0f), -1.0f + 2.0 * (2.0f / 3.0f), 0);
glVertex3f (-1.0f + (i + 1.0f) * (2.0f / 7.0f),
-1.0f + 2.0f * (2.0f / 3.0f), 0);
glVertex3f (-1.0f + (i + 1.0f) * (2.0f / 7.0f), -1.0f, 0);
glVertex3f (-1.0f + i * (2.0f / 7.0f), -1.0f, 0);
glEnd ();
}
for (i = 0; i < 7; i++) {
int k;
if (i & 1) {
k = 7;
} else {
k = 6 - i;
}
glColor4f (vts_colors[k].R * (1 / 255.0f), vts_colors[k].G * (1 / 255.0f),
vts_colors[k].B * (1 / 255.0f), 1.0f);
glBegin (GL_QUADS);
glVertex3f (-1.0f + i * (2.0f / 7.0f), -1.0f + 2.0f * (3.0f / 4.0f), 0);
glVertex3f (-1.0f + (i + 1) * (2.0f / 7.0f), -1.0f + 2.0f * (3.0f / 4.0f),
0);
glVertex3f (-1.0f + (i + 1) * (2.0f / 7.0f), -1.0f + 2.0f * (2.0f / 3.0f),
0);
glVertex3f (-1.0f + i * (2.0f / 7.0f), -1.0f + 2.0f * (2.0f / 3.0f), 0);
glEnd ();
}
for (i = 0; i < 3; i++) {
int k;
if (i == 0) {
k = 8;
} else if (i == 1) {
k = 0;
} else {
k = 9;
}
glColor4f (vts_colors[k].R * (1 / 255.0f), vts_colors[k].G * (1 / 255.0f),
vts_colors[k].B * (1 / 255.0f), 1.0f);
glBegin (GL_QUADS);
glVertex3f (-1.0f + i * (2.0f / 6.0f), -1.0f + 2.0f * 1, 0);
glVertex3f (-1.0f + (i + 1) * (2.0f / 6.0f), -1.0f + 2.0f * 1, 0);
glVertex3f (-1.0f + (i + 1) * (2.0f / 6.0f), -1.0f + 2.0f * (3.0f / 4.0f),
0);
glVertex3f (-1.0f + i * (2.0f / 6.0f), -1.0f + 2.0f * (3.0f / 4.0f), 0);
glEnd ();
}
for (i = 0; i < 3; i++) {
int k;
if (i == 0) {
k = COLOR_SUPER_BLACK;
} else if (i == 1) {
k = COLOR_BLACK;
} else {
k = COLOR_DARK_GREY;
}
glColor4f (vts_colors[k].R * (1 / 255.0f), vts_colors[k].G * (1 / 255.0f),
vts_colors[k].B * (1 / 255.0f), 1.0f);
glBegin (GL_QUADS);
glVertex3f (-1.0f + 2.0f * (0.5f + i * (1.0f / 12.0f)), -1.0 + 2.0f * 1,
0);
glVertex3f (-1.0f + 2.0f * (0.5f + (i + 1) * (1.0f / 12.0f)),
-1.0f + 2.0f * 1, 0);
glVertex3f (-1.0f + 2.0f * (0.5f + (i + 1) * (1.0f / 12.0f)),
-1.0f + 2.0f * (3.0f / 4.0f), 0);
glVertex3f (-1.0f + 2.0f * (0.5f + i * (1.0f / 12.0f)),
-1.0f + 2.0f * (3.0f / 4.0f), 0);
glEnd ();
}
glColor4f (1.0, 1.0, 1.0, 1.0);
glBegin (GL_QUADS);
glVertex3f (-1.0 + 2.0 * (0.75), -1.0 + 2.0 * 1, 0);
glVertex3f (-1.0 + 2.0 * (1.0), -1.0 + 2.0 * 1, 0);
glVertex3f (-1.0 + 2.0 * (1.0), -1.0 + 2.0 * (3.0 / 4.0), 0);
glVertex3f (-1.0 + 2.0 * (0.75), -1.0 + 2.0 * (3.0 / 4.0), 0);
glEnd ();
}
#endif
}
/* *INDENT-OFF* */
static const GLfloat positions[] = {
-1.0, 1.0, 0.0, 1.0,
1.0, 1.0, 0.0, 1.0,
1.0, -1.0, 0.0, 1.0,
-1.0, -1.0, 0.0, 1.0,
};
static const GLfloat identitiy_matrix[] = {
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
};
/* *INDENT-ON* */
void
gst_gl_test_src_shader (GstGLTestSrc * v, GstBuffer * buffer, int w, int h)
{
GstGLFuncs *gl = v->context->gl_vtable;
/* *INDENT-OFF* */
const GLfloat uvs[] = {
0.0, 1.0,
1.0, 1.0,
1.0, 0.0,
0.0, 0.0,
};
/* *INDENT-ON* */
GLushort indices[] = { 0, 1, 2, 3, 0 };
GLint attr_position_loc = -1;
GLint attr_uv_loc = -1;
if (gst_gl_context_get_gl_api (v->context)) {
gst_gl_context_clear_shader (v->context);
gl->BindTexture (GL_TEXTURE_2D, 0);
gst_gl_shader_use (v->shader);
attr_position_loc =
gst_gl_shader_get_attribute_location (v->shader, "position");
attr_uv_loc = gst_gl_shader_get_attribute_location (v->shader, "uv");
/* Load the vertex position */
gl->VertexAttribPointer (attr_position_loc, 4, GL_FLOAT,
GL_FALSE, 0, positions);
/* Load the texture coordinate */
gl->VertexAttribPointer (attr_uv_loc, 2, GL_FLOAT, GL_FALSE, 0, uvs);
gl->EnableVertexAttribArray (attr_position_loc);
gl->EnableVertexAttribArray (attr_uv_loc);
gst_gl_shader_set_uniform_matrix_4fv (v->shader, "mvp",
1, GL_FALSE, identitiy_matrix);
gst_gl_shader_set_uniform_1f (v->shader, "time",
(gfloat) v->running_time / GST_SECOND);
gst_gl_shader_set_uniform_1f (v->shader, "aspect_ratio",
(gfloat) w / (gfloat) h);
gl->DrawElements (GL_TRIANGLE_STRIP, 5, GL_UNSIGNED_SHORT, indices);
gl->DisableVertexAttribArray (attr_position_loc);
gl->DisableVertexAttribArray (attr_uv_loc);
gst_gl_context_clear_shader (v->context);
}
}
static void
gst_gl_test_src_unicolor (GstGLTestSrc * v, GstBuffer * buffer, int w,
int h, const struct vts_color_struct *color)
{
#if GST_GL_HAVE_OPENGL
if (gst_gl_context_get_gl_api (v->context) & GST_GL_API_OPENGL) {
glClearColor (color->R * (1 / 255.0f), color->G * (1 / 255.0f),
color->B * (1 / 255.0f), 1.0f);
glClear (GL_COLOR_BUFFER_BIT);
}
#endif
}
void
gst_gl_test_src_black (GstGLTestSrc * v, GstBuffer * buffer, int w, int h)
{
gst_gl_test_src_unicolor (v, buffer, w, h, vts_colors + COLOR_BLACK);
}
void
gst_gl_test_src_white (GstGLTestSrc * v, GstBuffer * buffer, int w, int h)
{
gst_gl_test_src_unicolor (v, buffer, w, h, vts_colors + COLOR_WHITE);
}
void
gst_gl_test_src_red (GstGLTestSrc * v, GstBuffer * buffer, int w, int h)
{
gst_gl_test_src_unicolor (v, buffer, w, h, vts_colors + COLOR_RED);
}
void
gst_gl_test_src_green (GstGLTestSrc * v, GstBuffer * buffer, int w, int h)
{
gst_gl_test_src_unicolor (v, buffer, w, h, vts_colors + COLOR_GREEN);
}
void
gst_gl_test_src_blue (GstGLTestSrc * v, GstBuffer * buffer, int w, int h)
{
gst_gl_test_src_unicolor (v, buffer, w, h, vts_colors + COLOR_BLUE);
}
static void
gst_gl_test_src_checkers (GstGLTestSrc * v, gint checker_width)
{
GstGLFuncs *gl = v->context->gl_vtable;
GLushort indices[] = { 0, 1, 2, 3, 0 };
GLint attr_position_loc = -1;
if (gst_gl_context_get_gl_api (v->context)) {
gst_gl_context_clear_shader (v->context);
gl->BindTexture (GL_TEXTURE_2D, 0);
gst_gl_shader_use (v->shader);
attr_position_loc =
gst_gl_shader_get_attribute_location (v->shader, "position");
/* Load the vertex position */
gl->VertexAttribPointer (attr_position_loc, 4, GL_FLOAT,
GL_FALSE, 0, positions);
gl->EnableVertexAttribArray (attr_position_loc);
gst_gl_shader_set_uniform_matrix_4fv (v->shader, "mvp",
1, GL_FALSE, identitiy_matrix);
gst_gl_shader_set_uniform_1f (v->shader, "checker_width", checker_width);
gl->DrawElements (GL_TRIANGLE_STRIP, 5, GL_UNSIGNED_SHORT, indices);
gl->DisableVertexAttribArray (attr_position_loc);
gst_gl_context_clear_shader (v->context);
}
}
void
gst_gl_test_src_checkers1 (GstGLTestSrc * v, GstBuffer * buffer, int w, int h)
{
gst_gl_test_src_checkers (v, 1);
}
void
gst_gl_test_src_checkers2 (GstGLTestSrc * v, GstBuffer * buffer, int w, int h)
{
gst_gl_test_src_checkers (v, 2);
}
void
gst_gl_test_src_checkers4 (GstGLTestSrc * v, GstBuffer * buffer, int w, int h)
{
gst_gl_test_src_checkers (v, 4);
}
void
gst_gl_test_src_checkers8 (GstGLTestSrc * v, GstBuffer * buffer, int w, int h)
{
gst_gl_test_src_checkers (v, 8);
}
void
gst_gl_test_src_circular (GstGLTestSrc * v, GstBuffer * buffer, int w, int h)
{
#if 0
int i;
int j;
paintinfo pi = { NULL, };
paintinfo *p = &pi;
struct fourcc_list_struct *fourcc;
struct vts_color_struct color;
static uint8_t sine_array[256];
static int sine_array_inited = FALSE;
double freq[8];
#ifdef SCALE_AMPLITUDE
double ampl[8];
#endif
int d;
if (!sine_array_inited) {
for (i = 0; i < 256; i++) {
sine_array[i] =
floor (255 * (0.5 + 0.5 * sin (i * 2 * M_PI / 256)) + 0.5);
}
sine_array_inited = TRUE;
}
p->width = w;
p->height = h;
fourcc = v->fourcc;
if (fourcc == NULL)
return;
fourcc->paint_setup (p, dest);
p->paint_hline = fourcc->paint_hline;
color = vts_colors[COLOR_BLACK];
p->color = &color;
for (i = 1; i < 8; i++) {
freq[i] = 200 * pow (2.0, -(i - 1) / 4.0);
#ifdef SCALE_AMPLITUDE
{
double x;
x = 2 * M_PI * freq[i] / w;
ampl[i] = sin (x) / x;
}
#endif
}
for (i = 0; i < w; i++) {
for (j = 0; j < h; j++) {
double dist;
int seg;
dist =
sqrt ((2 * i - w) * (2 * i - w) + (2 * j - h) * (2 * j -
h)) / (2 * w);
seg = floor (dist * 16);
if (seg == 0 || seg >= 8) {
color.Y = 255;
} else {
#ifdef SCALE_AMPLITUDE
double a;
#endif
d = floor (256 * dist * freq[seg] + 0.5);
#ifdef SCALE_AMPLITUDE
a = ampl[seg];
if (a < 0)
a = 0;
color.Y = 128 + a * (sine_array[d & 0xff] - 128);
#else
color.Y = sine_array[d & 0xff];
#endif
}
color.R = color.Y;
color.G = color.Y;
color.B = color.Y;
p->paint_hline (p, i, j, 1);
}
}
#endif
}