| /* |
| * 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, |
| GstGLMemory * in_tex, GstGLMemory * 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 gboolean 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, GstGLMemory * in_tex, |
| GstGLMemory * out_tex) |
| { |
| GstGLFilterGlass *glass_filter = GST_GL_FILTER_GLASS (filter); |
| |
| glass_filter->in_tex = in_tex; |
| |
| gst_gl_framebuffer_draw_to_texture (filter->fbo, out_tex, |
| gst_gl_filter_glass_callback, 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); |
| } |
| |
| static gboolean |
| 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->tex_id; |
| |
| 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 FALSE; |
| } |
| } |
| |
| 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); |
| |
| return TRUE; |
| } |