Example #1
0
static void
_init_scene (Gst3DScene * scene)
{
  GstGLContext *context = scene->context;
  GstGLFuncs *gl = context->gl_vtable;
  GError *error = NULL;
  Gst3DMesh *sphere_mesh;
  Gst3DNode *sphere_node;
  Gst3DShader *sphere_shader =
      gst_3d_shader_new_vert_frag (context, "mvp_uv.vert",
      "texture_uv.frag", &error);
  if (sphere_shader == NULL) {
    GST_WARNING ("Failed to create VR compositor shaders. Error: %s", error->message);
    g_clear_error (&error);
    return; /* FIXME: Add boolean return result */
  }

  sphere_mesh = gst_3d_mesh_new_sphere (context, 800.0, 100, 100);
  sphere_node = gst_3d_node_new_from_mesh_shader (context, sphere_mesh, sphere_shader);
  gst_3d_scene_append_node (scene, sphere_node);

  gl->ClearColor (0.f, 0.f, 0.f, 0.f);
  gl->ActiveTexture (GL_TEXTURE0);

  gst_3d_shader_bind (sphere_shader);
  gst_gl_shader_set_uniform_1i (sphere_shader->shader, "texture", 0);
}
Example #2
0
static void
clear_tex (gpointer data)
{
  GstGLContext *context = data;
  GstGLFuncs *gl = context->gl_vtable;
  static gfloat r = 0.0, g = 0.0, b = 0.0;

  gl->ClearColor (r, g, b, 1.0);
  gl->Clear (GL_COLOR_BUFFER_BIT);

  r = r > 1.0 ? 0.0 : r + 0.03;
  g = g > 1.0 ? 0.0 : g + 0.01;
  b = b > 1.0 ? 0.0 : b + 0.015;
}
static gboolean
gst_gl_filtershader_hcallback (GstGLFilter * filter, GstGLMemory * in_tex,
    gpointer stuff)
{
  GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
  GstGLShader *shader;

  if (!(shader = _maybe_recompile_shader (filtershader)))
    return FALSE;

  gl->ClearColor (0.0, 0.0, 0.0, 1.0);
  gl->Clear (GL_COLOR_BUFFER_BIT);

  gst_gl_shader_use (shader);

  /* FIXME: propertise these */
  gst_gl_shader_set_uniform_1i (shader, "tex", 0);
  gst_gl_shader_set_uniform_1f (shader, "width",
      GST_VIDEO_INFO_WIDTH (&filter->out_info));
  gst_gl_shader_set_uniform_1f (shader, "height",
      GST_VIDEO_INFO_HEIGHT (&filter->out_info));
  gst_gl_shader_set_uniform_1f (shader, "time", filtershader->time);

  /* FIXME: propertise these */
  filter->draw_attr_position_loc =
      gst_gl_shader_get_attribute_location (shader, "a_position");
  filter->draw_attr_texture_loc =
      gst_gl_shader_get_attribute_location (shader, "a_texcoord");

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (in_tex));

  gst_gl_filter_draw_fullscreen_quad (filter);

  gst_object_unref (shader);

  return TRUE;
}
static void
gst_gl_filtershader_hcallback (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
  GstGLShader *shader;

  if (!(shader = _maybe_recompile_shader (filtershader)))
    return;

  gl->ClearColor (0.0, 0.0, 0.0, 1.0);
  gl->Clear (GL_COLOR_BUFFER_BIT);

  gst_gl_shader_use (shader);

  /* FIXME: propertise these */
  gst_gl_shader_set_uniform_1i (shader, "tex", 0);
  gst_gl_shader_set_uniform_1f (shader, "width", width);
  gst_gl_shader_set_uniform_1f (shader, "height", height);
  gst_gl_shader_set_uniform_1f (shader, "time", filtershader->time);

  /* FIXME: propertise these */
  filter->draw_attr_position_loc =
      gst_gl_shader_get_attribute_location (shader, "a_position");
  filter->draw_attr_texture_loc =
      gst_gl_shader_get_attribute_location (shader, "a_texcoord");

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, texture);

  gst_gl_filter_draw_texture (filter, texture, width, height);

  gst_object_unref (shader);
}
/* opengl scene, params: input texture (not the output mixer->texture) */
static gboolean
gst_gl_mosaic_callback (gpointer stuff)
{
  GstGLMosaic *mosaic = GST_GL_MOSAIC (stuff);
  GstGLMixer *mixer = GST_GL_MIXER (mosaic);
  GstGLFuncs *gl = GST_GL_BASE_MIXER (mixer)->context->gl_vtable;
  GList *walk;

  static GLfloat xrot = 0;
  static GLfloat yrot = 0;
  static GLfloat zrot = 0;

  GLint attr_position_loc = 0;
  GLint attr_texture_loc = 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
  };
  const GLushort indices[] = {
    0, 1, 2,
    0, 2, 3
  };

  guint count = 0;

  gst_gl_context_clear_shader (GST_GL_BASE_MIXER (mixer)->context);
  gl->BindTexture (GL_TEXTURE_2D, 0);

  gl->Enable (GL_DEPTH_TEST);

  gl->ClearColor (0.0, 0.0, 0.0, 0.0);
  gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  gst_gl_shader_use (mosaic->shader);

  attr_position_loc =
      gst_gl_shader_get_attribute_location (mosaic->shader, "a_position");
  attr_texture_loc =
      gst_gl_shader_get_attribute_location (mosaic->shader, "a_texCoord");

  GST_OBJECT_LOCK (mosaic);
  walk = GST_ELEMENT (mosaic)->sinkpads;
  while (walk) {
    GstGLMixerPad *pad = walk->data;
    /* *INDENT-OFF* */
    gfloat v_vertices[] = {
      /* front face */
       1.0f, 1.0f,-1.0f, 1.0f, 0.0f,
       1.0f,-1.0f,-1.0f, 1.0f, 1.0f,
      -1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
      -1.0f, 1.0f,-1.0f, 0.0f, 0.0f,
      /* right face */
       1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
       1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
       1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
       1.0f, 1.0f,-1.0f, 1.0f, 1.0f,
      /* left face */
      -1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
      -1.0f, 1.0f,-1.0f, 1.0f, 1.0f,
      -1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
      -1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
      /* top face */
       1.0f,-1.0f, 1.0f, 1.0f, 0.0f,
      -1.0f,-1.0f, 1.0f, 0.0f, 0.0f,
      -1.0f,-1.0f,-1.0f, 0.0f, 1.0f,
       1.0f,-1.0f,-1.0f, 1.0f, 1.0f,
      /* bottom face */
       1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
       1.0f, 1.0f,-1.0f, 1.0f, 1.0f,
      -1.0f, 1.0f,-1.0f, 0.0f, 1.0f,
      -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
      /* back face */
       1.0f, 1.0f, 1.0f, 1.0f, 0.0f,
      -1.0f, 1.0f, 1.0f, 0.0f, 0.0f,
      -1.0f,-1.0f, 1.0f, 0.0f, 1.0f,
       1.0f,-1.0f, 1.0f, 1.0f, 1.0f
    };
    /* *INDENT-ON* */
    guint in_tex;
    guint width, height;

    in_tex = pad->current_texture;
    width = GST_VIDEO_INFO_WIDTH (&GST_VIDEO_AGGREGATOR_PAD (pad)->info);
    height = GST_VIDEO_INFO_HEIGHT (&GST_VIDEO_AGGREGATOR_PAD (pad)->info);

    if (!in_tex || width <= 0 || height <= 0) {
      GST_DEBUG ("skipping texture:%u pad:%p width:%u height %u",
          in_tex, pad, width, height);
      count++;
      walk = g_list_next (walk);
      continue;
    }

    GST_TRACE ("processing texture:%u dimensions:%ux%u", in_tex, width, height);

    gl->VertexAttribPointer (attr_position_loc, 3, GL_FLOAT,
        GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[5 * 4 * count]);

    gl->VertexAttribPointer (attr_texture_loc, 2, GL_FLOAT,
        GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[5 * 4 * count + 3]);

    gl->EnableVertexAttribArray (attr_position_loc);
    gl->EnableVertexAttribArray (attr_texture_loc);

    gl->ActiveTexture (GL_TEXTURE0);
    gl->BindTexture (GL_TEXTURE_2D, in_tex);
    gst_gl_shader_set_uniform_1i (mosaic->shader, "s_texture", 0);
    gst_gl_shader_set_uniform_1f (mosaic->shader, "xrot_degree", xrot);
    gst_gl_shader_set_uniform_1f (mosaic->shader, "yrot_degree", yrot);
    gst_gl_shader_set_uniform_1f (mosaic->shader, "zrot_degree", zrot);
    gst_gl_shader_set_uniform_matrix_4fv (mosaic->shader, "u_matrix", 1,
        GL_FALSE, matrix);

    gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);

    ++count;

    walk = g_list_next (walk);
  }
  GST_OBJECT_UNLOCK (mosaic);

  gl->DisableVertexAttribArray (attr_position_loc);
  gl->DisableVertexAttribArray (attr_texture_loc);

  gl->BindTexture (GL_TEXTURE_2D, 0);

  gl->Disable (GL_DEPTH_TEST);

  gst_gl_context_clear_shader (GST_GL_BASE_MIXER (mixer)->context);

  xrot += 0.6f;
  yrot += 0.4f;
  zrot += 0.8f;

  return TRUE;
}
static void
_callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
{
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
  GstGLFuncs *gl = filter->context->gl_vtable;

  static GLfloat xrot = 0;
  static GLfloat yrot = 0;
  static GLfloat zrot = 0;

/* *INDENT-OFF* */
  const GLfloat v_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
  };
/* *INDENT-ON* */

  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
  };

  GLint attr_position_loc = 0;
  GLint attr_texture_loc = 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);

  attr_position_loc =
      gst_gl_shader_get_attribute_location (cube_filter->shader, "a_position");
  attr_texture_loc =
      gst_gl_shader_get_attribute_location (cube_filter->shader, "a_texCoord");

  /* Load the vertex position */
  gl->VertexAttribPointer (attr_position_loc, 3, GL_FLOAT,
      GL_FALSE, 5 * sizeof (GLfloat), v_vertices);

  /* Load the texture coordinate */
  gl->VertexAttribPointer (attr_texture_loc, 2, GL_FLOAT,
      GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[3]);

  gl->EnableVertexAttribArray (attr_position_loc);
  gl->EnableVertexAttribArray (attr_texture_loc);

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, texture);
  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);

  gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);

  gl->DisableVertexAttribArray (attr_position_loc);
  gl->DisableVertexAttribArray (attr_texture_loc);

  gl->Disable (GL_DEPTH_TEST);

  xrot += 0.3f;
  yrot += 0.2f;
  zrot += 0.4f;
}
static void
_callback_opengl (gint width, gint height, guint texture, gpointer stuff)
{
  GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (stuff);
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLFuncs *gl = filter->context->gl_vtable;

  static GLfloat xrot = 0;
  static GLfloat yrot = 0;
  static GLfloat zrot = 0;

/* *INDENT-OFF* */
  const GLfloat v_vertices[] = {
 /*|     Vertex     | TexCoord |*/ 
    /* front face */
     1.0,  1.0, -1.0, 0.0, 0.0,
     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,
    /* back face */
    -1.0,  1.0,  1.0, 0.0, 0.0,
    -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,
    /* right face */
    -1.0,  1.0, -1.0, 0.0, 0.0,
    -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,
    /* left face */
     1.0,  1.0,  1.0, 0.0, 0.0,
     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,
    /* top face */
     1.0,  1.0,  1.0, 0.0, 0.0,
     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,
    /* bottom face */
     1.0, -1.0,  1.0, 0.0, 0.0,
     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,
  };
/* *INDENT-ON* */

  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
  };

  gl->Enable (GL_DEPTH_TEST);

  gl->Enable (GL_TEXTURE_2D);
  gl->BindTexture (GL_TEXTURE_2D, texture);

  gl->ClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0);
  gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  gl->MatrixMode (GL_PROJECTION);
  gluLookAt (0.0, 0.0, -6.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
  gl->MatrixMode (GL_MODELVIEW);
  gl->LoadIdentity ();

//  gl->Translatef (0.0f, 0.0f, -5.0f);

  gl->Rotatef (xrot, 1.0f, 0.0f, 0.0f);
  gl->Rotatef (yrot, 0.0f, 1.0f, 0.0f);
  gl->Rotatef (zrot, 0.0f, 0.0f, 1.0f);

  gl->ClientActiveTexture (GL_TEXTURE0);
  gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
  gl->EnableClientState (GL_VERTEX_ARRAY);

  gl->VertexPointer (3, GL_FLOAT, 5 * sizeof (float), v_vertices);
  gl->TexCoordPointer (2, GL_FLOAT, 5 * sizeof (float), &v_vertices[3]);

  gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);

  gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
  gl->DisableClientState (GL_VERTEX_ARRAY);

  gl->Disable (GL_DEPTH_TEST);

  xrot += 0.3f;
  yrot += 0.2f;
  zrot += 0.4f;
}
static gboolean
_2d_texture_renderer_draw (GstAmc2DTextureRenderer * renderer)
{
  GstGLFuncs *gl;
  guint out_width, out_height;

  GLint viewport_dim[4];

  /* *INDENT-OFF* */
  const GLfloat vertices[] = {
    1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
    -1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
    -1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
    1.0f, 1.0f, 0.0f, 1.0f, 1.0f
  };
  /* *INDENT-ON* */

  GLushort indices[] = { 0, 1, 2, 0, 2, 3 };

  GLenum multipleRT[] = {
    GL_COLOR_ATTACHMENT0,
    GL_COLOR_ATTACHMENT1,
    GL_COLOR_ATTACHMENT2
  };

  gl = renderer->context->gl_vtable;

  out_width = GST_VIDEO_INFO_WIDTH (&renderer->info);
  out_height = GST_VIDEO_INFO_HEIGHT (&renderer->info);

  gl->BindFramebuffer (GL_FRAMEBUFFER, renderer->fbo);

  /* attach the texture to the FBO to rendererer to */
  gl->BindTexture (GL_TEXTURE_2D, renderer->tex_id);
  gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
      GL_TEXTURE_2D, renderer->tex_id, 0);

  if (gl->DrawBuffers)
    gl->DrawBuffers (1, multipleRT);
  else if (gl->DrawBuffer)
    gl->DrawBuffer (GL_COLOR_ATTACHMENT0);

  gl->GetIntegerv (GL_VIEWPORT, viewport_dim);

  gl->Viewport (0, 0, out_width, out_height);

  gl->ClearColor (0.0, 0.0, 0.0, 0.0);
  gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  gst_gl_shader_use (renderer->shader);
  gst_gl_shader_set_uniform_matrix_4fv (renderer->shader, "u_transformation", 1,
      FALSE, renderer->transformation_matrix);

  gl->VertexAttribPointer (renderer->shader_attr_position_loc, 4,
      GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vertices);
  gl->VertexAttribPointer (renderer->shader_attr_texture_loc, 2,
      GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vertices[3]);

  gl->EnableVertexAttribArray (renderer->shader_attr_position_loc);
  gl->EnableVertexAttribArray (renderer->shader_attr_texture_loc);

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_EXTERNAL_OES, renderer->oes_tex_id);

  gl->TexParameteri (GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  gl->TexParameteri (GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  gl->TexParameteri (GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_S,
      GL_CLAMP_TO_EDGE);
  gl->TexParameteri (GL_TEXTURE_EXTERNAL_OES, GL_TEXTURE_WRAP_T,
      GL_CLAMP_TO_EDGE);

  gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);

  gl->DisableVertexAttribArray (renderer->shader_attr_position_loc);
  gl->DisableVertexAttribArray (renderer->shader_attr_texture_loc);

  if (gl->DrawBuffer)
    gl->DrawBuffer (GL_NONE);

  /* we are done with the shader */
  gst_gl_context_clear_shader (renderer->context);

  gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
      viewport_dim[3]);

  gst_gl_context_check_framebuffer_status (renderer->context);

  gl->BindFramebuffer (GL_FRAMEBUFFER, 0);

  return TRUE;
}
static void
gst_gl_transformation_callback (gpointer stuff)
{
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;

  GLfloat temp_matrix[16];

  gst_gl_context_clear_shader (GST_GL_BASE_FILTER (filter)->context);
  gl->BindTexture (GL_TEXTURE_2D, 0);

  gl->ClearColor (0.f, 0.f, 0.f, 1.f);
  gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  gst_gl_shader_use (transformation->shader);

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, transformation->in_tex);
  gst_gl_shader_set_uniform_1i (transformation->shader, "texture", 0);

  graphene_matrix_to_float (&transformation->mvp_matrix, temp_matrix);
  gst_gl_shader_set_uniform_matrix_4fv (transformation->shader, "mvp",
      1, GL_FALSE, temp_matrix);

  if (!transformation->vertex_buffer) {
    transformation->attr_position =
        gst_gl_shader_get_attribute_location (transformation->shader,
        "position");

    transformation->attr_texture =
        gst_gl_shader_get_attribute_location (transformation->shader, "uv");

    if (gl->GenVertexArrays) {
      gl->GenVertexArrays (1, &transformation->vao);
      gl->BindVertexArray (transformation->vao);
    }

    gl->GenBuffers (1, &transformation->vertex_buffer);

    gl->GenBuffers (1, &transformation->vbo_indices);
    gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, transformation->vbo_indices);
    gl->BufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices,
        GL_STATIC_DRAW);

    transformation->caps_change = TRUE;
  }

  if (gl->GenVertexArrays)
    gl->BindVertexArray (transformation->vao);

  if (transformation->caps_change) {
    _upload_vertices (transformation);
    _bind_buffer (transformation);

    if (gl->GenVertexArrays) {
      gl->BindVertexArray (0);
      gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
      gl->BindBuffer (GL_ARRAY_BUFFER, 0);
    }
  } else if (!gl->GenVertexArrays) {
    _bind_buffer (transformation);
  }

  gl->DrawElements (GL_TRIANGLE_STRIP, 5, GL_UNSIGNED_SHORT, indices);

  if (gl->GenVertexArrays)
    gl->BindVertexArray (0);
  else
    _unbind_buffer (transformation);

  gst_gl_context_clear_shader (GST_GL_BASE_FILTER (filter)->context);
  transformation->caps_change = FALSE;
}
static gboolean
_do_convert_draw (GstGLContext * context, GstGLColorConvert * convert)
{
  GstGLFuncs *gl;
  struct ConvertInfo *c_info = &convert->priv->convert_info;
  guint out_width, out_height;
  gint i;

  GLint viewport_dim[4];

  const GLfloat vVertices[] = { 1.0f, -1.0f, 0.0f,
    1.0f, 0.0f,
    -1.0f, -1.0f, 0.0f,
    0.0f, 0.0f,
    -1.0f, 1.0f, 0.0f,
    0.0f, 1.0f,
    1.0f, 1.0f, 0.0f,
    1.0f, 1.0f
  };

  GLushort indices[] = { 0, 1, 2, 0, 2, 3 };

  GLenum multipleRT[] = {
    GL_COLOR_ATTACHMENT0,
    GL_COLOR_ATTACHMENT1,
    GL_COLOR_ATTACHMENT2
  };

  gl = context->gl_vtable;

  out_width = GST_VIDEO_INFO_WIDTH (&convert->out_info);
  out_height = GST_VIDEO_INFO_HEIGHT (&convert->out_info);

  gl->BindFramebuffer (GL_FRAMEBUFFER, convert->fbo);

  /* attach the texture to the FBO to renderer to */
  for (i = 0; i < c_info->out_n_textures; i++) {
    /* needed? */
    gl->BindTexture (GL_TEXTURE_2D, convert->priv->out_tex[i]->tex_id);

    gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
        GL_TEXTURE_2D, convert->priv->out_tex[i]->tex_id, 0);
  }

  if (gl->DrawBuffers)
    gl->DrawBuffers (c_info->out_n_textures, multipleRT);
  else if (gl->DrawBuffer)
    gl->DrawBuffer (GL_COLOR_ATTACHMENT0);

  gl->GetIntegerv (GL_VIEWPORT, viewport_dim);

  gl->Viewport (0, 0, out_width, out_height);

  gl->ClearColor (0.0, 0.0, 0.0, 0.0);
  gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  gst_gl_shader_use (convert->shader);

  gl->VertexAttribPointer (convert->shader_attr_position_loc, 3,
      GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
  gl->VertexAttribPointer (convert->shader_attr_texture_loc, 2,
      GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);

  gl->EnableVertexAttribArray (convert->shader_attr_position_loc);
  gl->EnableVertexAttribArray (convert->shader_attr_texture_loc);

  for (i = c_info->in_n_textures - 1; i >= 0; i--) {
    gchar *scale_name = g_strdup_printf ("tex_scale%u", i);

    gl->ActiveTexture (GL_TEXTURE0 + i);
    gl->BindTexture (GL_TEXTURE_2D, convert->priv->in_tex[i]->tex_id);

    gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    gst_gl_shader_set_uniform_2fv (convert->shader, scale_name, 1,
        convert->priv->in_tex[i]->tex_scaling);

    g_free (scale_name);
  }

  gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);

  gl->DisableVertexAttribArray (convert->shader_attr_position_loc);
  gl->DisableVertexAttribArray (convert->shader_attr_texture_loc);

  if (gl->DrawBuffer)
    gl->DrawBuffer (GL_NONE);

  /* we are done with the shader */
  gst_gl_context_clear_shader (context);

  gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
      viewport_dim[3]);

  gst_gl_context_check_framebuffer_status (context);

  gl->BindFramebuffer (GL_FRAMEBUFFER, 0);

  return TRUE;
}
static void
gst_gl_transformation_callback (gpointer stuff)
{
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
  GstGLFuncs *gl = filter->context->gl_vtable;

/* *INDENT-OFF* */

  const GLfloat positions[] = {
     -transformation->aspect,  1.0,  0.0, 1.0,
      transformation->aspect,  1.0,  0.0, 1.0,
      transformation->aspect, -1.0,  0.0, 1.0,
     -transformation->aspect, -1.0,  0.0, 1.0,
  };

  const GLfloat texture_coordinates[] = {
     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 };

  GLfloat temp_matrix[16];

  GLint attr_position_loc = 0;
  GLint attr_texture_loc = 0;

  gst_gl_context_clear_shader (filter->context);
  gl->BindTexture (GL_TEXTURE_2D, 0);

  gl->ClearColor (0.f, 0.f, 0.f, 0.f);
  gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  gst_gl_shader_use (transformation->shader);

  attr_position_loc =
      gst_gl_shader_get_attribute_location (transformation->shader, "position");

  attr_texture_loc =
      gst_gl_shader_get_attribute_location (transformation->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_texture_loc, 2, GL_FLOAT,
      GL_FALSE, 0, texture_coordinates);

  gl->EnableVertexAttribArray (attr_position_loc);
  gl->EnableVertexAttribArray (attr_texture_loc);

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, transformation->in_tex);
  gst_gl_shader_set_uniform_1i (transformation->shader, "texture", 0);

  graphene_matrix_to_float (&transformation->mvp_matrix, temp_matrix);
  gst_gl_shader_set_uniform_matrix_4fv (transformation->shader, "mvp",
      1, GL_FALSE, temp_matrix);

  gl->DrawElements (GL_TRIANGLE_STRIP, 5, GL_UNSIGNED_SHORT, indices);

  gl->DisableVertexAttribArray (attr_position_loc);
  gl->DisableVertexAttribArray (attr_texture_loc);

  gst_gl_context_clear_shader (filter->context);
}
Example #12
0
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);
  _bind_buffer (cube_filter);

  gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, 0);

  if (gl->GenVertexArrays)
    gl->BindVertexArray (0);
  _unbind_buffer (cube_filter);

  gl->Disable (GL_DEPTH_TEST);

  xrot += 0.3f;
  yrot += 0.2f;
  zrot += 0.4f;

  return TRUE;
}