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/*
* GStreamer
* Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
*
* 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-glfiltercube
*
* The resize and redraw callbacks can be set from a client code.
*
* <refsect2>
* <title>Examples</title>
* |[
* gst-launch-1.0 -v videotestsrc ! glfiltercube ! glimagesink
* ]| A pipeline to mpa textures on the 6 cube faces..
* FBO is required.
* |[
* gst-launch-1.0 -v videotestsrc ! glfiltercube ! video/x-raw, width=640, height=480 ! glimagesink
* ]| Resize scene after drawing the cube.
* The scene size is greater than the input video size.
|[
* gst-launch-1.0 -v videotestsrc ! video/x-raw, width=640, height=480 ! glfiltercube ! glimagesink
* ]| Resize scene before drawing the cube.
* The scene size is greater than the input video size.
* </refsect2>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <gst/gl/gstglapi.h>
#include "gstglfiltercube.h"
#define GST_CAT_DEFAULT gst_gl_filter_cube_debug
GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
enum
{
PROP_0,
PROP_RED,
PROP_GREEN,
PROP_BLUE,
PROP_FOVY,
PROP_ASPECT,
PROP_ZNEAR,
PROP_ZFAR
};
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_filter_cube_debug, "glfiltercube", 0, "glfiltercube element");
#define gst_gl_filter_cube_parent_class parent_class
G_DEFINE_TYPE_WITH_CODE (GstGLFilterCube, gst_gl_filter_cube,
GST_TYPE_GL_FILTER, DEBUG_INIT);
static void gst_gl_filter_cube_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec);
static void gst_gl_filter_cube_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec);
static gboolean gst_gl_filter_cube_stop (GstBaseTransform * trans);
static gboolean gst_gl_filter_cube_set_caps (GstGLFilter * filter,
GstCaps * incaps, GstCaps * outcaps);
static void gst_gl_filter_cube_reset_gl (GstGLFilter * filter);
static gboolean gst_gl_filter_cube_init_shader (GstGLFilter * filter);
static gboolean _callback (gpointer stuff);
static gboolean gst_gl_filter_cube_filter_texture (GstGLFilter * filter,
GstGLMemory * in_tex, GstGLMemory * out_tex);
/* vertex source */
static const gchar *cube_v_src =
"attribute vec4 a_position; \n"
"attribute vec2 a_texcoord; \n"
"uniform mat4 u_matrix; \n"
"uniform float xrot_degree, yrot_degree, zrot_degree; \n"
"varying vec2 v_texcoord; \n"
"void main() \n"
"{ \n"
" float PI = 3.14159265; \n"
" float xrot = xrot_degree*2.0*PI/360.0; \n"
" float yrot = yrot_degree*2.0*PI/360.0; \n"
" float zrot = zrot_degree*2.0*PI/360.0; \n"
" mat4 matX = mat4 ( \n"
" 1.0, 0.0, 0.0, 0.0, \n"
" 0.0, cos(xrot), sin(xrot), 0.0, \n"
" 0.0, -sin(xrot), cos(xrot), 0.0, \n"
" 0.0, 0.0, 0.0, 1.0 ); \n"
" mat4 matY = mat4 ( \n"
" cos(yrot), 0.0, -sin(yrot), 0.0, \n"
" 0.0, 1.0, 0.0, 0.0, \n"
" sin(yrot), 0.0, cos(yrot), 0.0, \n"
" 0.0, 0.0, 0.0, 1.0 ); \n"
" mat4 matZ = mat4 ( \n"
" cos(zrot), sin(zrot), 0.0, 0.0, \n"
" -sin(zrot), cos(zrot), 0.0, 0.0, \n"
" 0.0, 0.0, 1.0, 0.0, \n"
" 0.0, 0.0, 0.0, 1.0 ); \n"
" gl_Position = u_matrix * matZ * matY * matX * a_position; \n"
" v_texcoord = a_texcoord; \n"
"} \n";
/* fragment source */
static const gchar *cube_f_src =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D( s_texture, v_texcoord );\n"
"} \n";
static void
gst_gl_filter_cube_class_init (GstGLFilterCubeClass * klass)
{
GObjectClass *gobject_class;
GstElementClass *element_class;
gobject_class = (GObjectClass *) klass;
element_class = GST_ELEMENT_CLASS (klass);
gobject_class->set_property = gst_gl_filter_cube_set_property;
gobject_class->get_property = gst_gl_filter_cube_get_property;
GST_BASE_TRANSFORM_CLASS (klass)->stop = gst_gl_filter_cube_stop;
GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_filter_cube_init_shader;
GST_GL_FILTER_CLASS (klass)->display_reset_cb = gst_gl_filter_cube_reset_gl;
GST_GL_FILTER_CLASS (klass)->set_caps = gst_gl_filter_cube_set_caps;
GST_GL_FILTER_CLASS (klass)->filter_texture =
gst_gl_filter_cube_filter_texture;
g_object_class_install_property (gobject_class, PROP_RED,
g_param_spec_float ("red", "Red", "Background red color",
0.0f, 1.0f, 0.0f, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_GREEN,
g_param_spec_float ("green", "Green", "Background green color",
0.0f, 1.0f, 0.0f, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_BLUE,
g_param_spec_float ("blue", "Blue", "Background blue color",
0.0f, 1.0f, 0.0f, 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, 45.0, 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", 0.0, 100, 0.0,
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",
0.0, 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 cube filter",
"Filter/Effect/Video", "Map input texture on the 6 cube faces",
"Julien Isorce <julien.isorce@gmail.com>");
GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api =
GST_GL_API_OPENGL | GST_GL_API_GLES2 | GST_GL_API_OPENGL3;
}
static void
gst_gl_filter_cube_init (GstGLFilterCube * filter)
{
filter->shader = NULL;
filter->fovy = 45;
filter->aspect = 0;
filter->znear = 0.1;
filter->zfar = 100;
}
static void
gst_gl_filter_cube_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec)
{
GstGLFilterCube *filter = GST_GL_FILTER_CUBE (object);
switch (prop_id) {
case PROP_RED:
filter->red = g_value_get_float (value);
break;
case PROP_GREEN:
filter->green = g_value_get_float (value);
break;
case PROP_BLUE:
filter->blue = g_value_get_float (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_cube_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec)
{
GstGLFilterCube *filter = GST_GL_FILTER_CUBE (object);
switch (prop_id) {
case PROP_RED:
g_value_set_float (value, filter->red);
break;
case PROP_GREEN:
g_value_set_float (value, filter->green);
break;
case PROP_BLUE:
g_value_set_float (value, filter->blue);
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_cube_set_caps (GstGLFilter * filter, GstCaps * incaps,
GstCaps * outcaps)
{
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
if (cube_filter->aspect == 0)
cube_filter->aspect = (gdouble) GST_VIDEO_INFO_WIDTH (&filter->out_info) /
(gdouble) GST_VIDEO_INFO_HEIGHT (&filter->out_info);
return TRUE;
}
static void
gst_gl_filter_cube_reset_gl (GstGLFilter * filter)
{
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
const GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
if (cube_filter->vao) {
gl->DeleteVertexArrays (1, &cube_filter->vao);
cube_filter->vao = 0;
}
if (cube_filter->vertex_buffer) {
gl->DeleteBuffers (1, &cube_filter->vertex_buffer);
cube_filter->vertex_buffer = 0;
}
if (cube_filter->vbo_indices) {
gl->DeleteBuffers (1, &cube_filter->vbo_indices);
cube_filter->vbo_indices = 0;
}
if (cube_filter->shader) {
gst_gl_context_del_shader (GST_GL_BASE_FILTER (filter)->context,
cube_filter->shader);
cube_filter->shader = NULL;
}
}
static gboolean
gst_gl_filter_cube_stop (GstBaseTransform * trans)
{
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (trans);
/* blocking call, wait the opengl thread has destroyed the shader */
if (cube_filter->shader)
gst_gl_context_del_shader (GST_GL_BASE_FILTER (trans)->context,
cube_filter->shader);
cube_filter->shader = NULL;
return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans);
}
static gboolean
gst_gl_filter_cube_init_shader (GstGLFilter * filter)
{
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
if (cube_filter->shader) {
gst_object_unref (cube_filter->shader);
cube_filter->shader = NULL;
}
/* blocking call, wait the opengl thread has compiled the shader */
return gst_gl_context_gen_shader (GST_GL_BASE_FILTER (filter)->context,
cube_v_src, cube_f_src, &cube_filter->shader);
}
static gboolean
gst_gl_filter_cube_filter_texture (GstGLFilter * filter, GstGLMemory * in_tex,
GstGLMemory * out_tex)
{
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
cube_filter->in_tex = in_tex;
return gst_gl_framebuffer_draw_to_texture (filter->fbo, out_tex, _callback,
cube_filter);
}
/* *INDENT-OFF* */
static const GLfloat vertices[] = {
/*| Vertex | TexCoord |*/
/* front face */
1.0, 1.0, -1.0, 1.0, 0.0,
1.0, -1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, 0.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 0.0,
/* back face */
1.0, 1.0, 1.0, 1.0, 0.0,
-1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, 0.0, 1.0,
1.0, -1.0, 1.0, 1.0, 1.0,
/* right face */
1.0, 1.0, 1.0, 1.0, 0.0,
1.0, -1.0, 1.0, 0.0, 0.0,
1.0, -1.0, -1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0, 1.0,
/* left face */
-1.0, 1.0, 1.0, 1.0, 0.0,
-1.0, 1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, 0.0, 1.0,
-1.0, -1.0, 1.0, 0.0, 0.0,
/* top face */
1.0, -1.0, 1.0, 1.0, 0.0,
-1.0, -1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, -1.0, 0.0, 1.0,
1.0, -1.0, -1.0, 1.0, 1.0,
/* bottom face */
1.0, 1.0, 1.0, 1.0, 0.0,
1.0, 1.0, -1.0, 1.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 1.0,
-1.0, 1.0, 1.0, 0.0, 0.0
};
static const GLushort indices[] = {
0, 1, 2,
0, 2, 3,
4, 5, 6,
4, 6, 7,
8, 9, 10,
8, 10, 11,
12, 13, 14,
12, 14, 15,
16, 17, 18,
16, 18, 19,
20, 21, 22,
20, 22, 23
};
/* *INDENT-ON* */
static void
_bind_buffer (GstGLFilterCube * cube_filter)
{
const GstGLFuncs *gl = GST_GL_BASE_FILTER (cube_filter)->context->gl_vtable;
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, cube_filter->vbo_indices);
gl->BindBuffer (GL_ARRAY_BUFFER, cube_filter->vertex_buffer);
cube_filter->attr_position =
gst_gl_shader_get_attribute_location (cube_filter->shader, "a_position");
cube_filter->attr_texture =
gst_gl_shader_get_attribute_location (cube_filter->shader, "a_texcoord");
/* Load the vertex position */
gl->VertexAttribPointer (cube_filter->attr_position, 3, GL_FLOAT, GL_FALSE,
5 * sizeof (GLfloat), (void *) 0);
/* Load the texture coordinate */
gl->VertexAttribPointer (cube_filter->attr_texture, 2, GL_FLOAT, GL_FALSE,
5 * sizeof (GLfloat), (void *) (3 * sizeof (GLfloat)));
gl->EnableVertexAttribArray (cube_filter->attr_position);
gl->EnableVertexAttribArray (cube_filter->attr_texture);
}
static void
_unbind_buffer (GstGLFilterCube * cube_filter)
{
const GstGLFuncs *gl = GST_GL_BASE_FILTER (cube_filter)->context->gl_vtable;
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
gl->BindBuffer (GL_ARRAY_BUFFER, 0);
gl->DisableVertexAttribArray (cube_filter->attr_position);
gl->DisableVertexAttribArray (cube_filter->attr_texture);
}
static gboolean
_callback (gpointer stuff)
{
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
static GLfloat xrot = 0;
static GLfloat yrot = 0;
static GLfloat zrot = 0;
const GLfloat matrix[] = {
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
gl->Enable (GL_DEPTH_TEST);
gl->ClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gst_gl_shader_use (cube_filter->shader);
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, cube_filter->in_tex->tex_id);
gst_gl_shader_set_uniform_1i (cube_filter->shader, "s_texture", 0);
gst_gl_shader_set_uniform_1f (cube_filter->shader, "xrot_degree", xrot);
gst_gl_shader_set_uniform_1f (cube_filter->shader, "yrot_degree", yrot);
gst_gl_shader_set_uniform_1f (cube_filter->shader, "zrot_degree", zrot);
gst_gl_shader_set_uniform_matrix_4fv (cube_filter->shader, "u_matrix", 1,
GL_FALSE, matrix);
if (!cube_filter->vertex_buffer) {
if (gl->GenVertexArrays) {
gl->GenVertexArrays (1, &cube_filter->vao);
gl->BindVertexArray (cube_filter->vao);
}
gl->GenBuffers (1, &cube_filter->vertex_buffer);
gl->BindBuffer (GL_ARRAY_BUFFER, cube_filter->vertex_buffer);
gl->BufferData (GL_ARRAY_BUFFER, 6 * 4 * 5 * sizeof (GLfloat), vertices,
GL_STATIC_DRAW);
gl->GenBuffers (1, &cube_filter->vbo_indices);
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, cube_filter->vbo_indices);
gl->BufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices,
GL_STATIC_DRAW);
if (gl->GenVertexArrays) {
_bind_buffer (cube_filter);
gl->BindVertexArray (0);
}
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
gl->BindBuffer (GL_ARRAY_BUFFER, 0);
}
if (gl->GenVertexArrays)
gl->BindVertexArray (cube_filter->vao);
else
_bind_buffer (cube_filter);
gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, 0);
if (gl->GenVertexArrays)
gl->BindVertexArray (0);
else
_unbind_buffer (cube_filter);
gl->Disable (GL_DEPTH_TEST);
xrot += 0.3f;
yrot += 0.2f;
zrot += 0.4f;
return TRUE;
}