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 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 _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; }
//opengl scene, params: input texture (not the output filter->texture) static void gst_gl_deinterlace_callback (gint width, gint height, guint texture, gpointer stuff) { GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (stuff); GstGLFilter *filter = GST_GL_FILTER (stuff); GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable; guint temp; GLfloat verts[] = { -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0 }; GLfloat texcoords0[] = { 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f }; GLfloat texcoords1[] = { 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f }; gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); gst_gl_shader_use (deinterlace_filter->shader); if (G_UNLIKELY (deinterlace_filter->prev_tex == 0)) { gst_gl_context_gen_texture (GST_GL_BASE_FILTER (filter)->context, &deinterlace_filter->prev_tex, GST_VIDEO_INFO_FORMAT (&filter->out_info), GST_VIDEO_INFO_WIDTH (&filter->out_info), GST_VIDEO_INFO_HEIGHT (&filter->out_info)); } else { gl->ActiveTexture (GL_TEXTURE1); gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex_prev", 1); gl->BindTexture (GL_TEXTURE_2D, deinterlace_filter->prev_tex); } gl->ActiveTexture (GL_TEXTURE0); gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex", 0); gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "max_comb", 5.0f / 255.0f); gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "motion_threshold", 25.0f / 255.0f); gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "motion_sense", 30.0f / 255.0f); gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "width", GST_VIDEO_INFO_WIDTH (&filter->out_info)); gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "height", GST_VIDEO_INFO_HEIGHT (&filter->out_info)); gl->ClientActiveTexture (GL_TEXTURE0); gl->EnableClientState (GL_TEXTURE_COORD_ARRAY); gl->EnableClientState (GL_VERTEX_ARRAY); gl->VertexPointer (2, GL_FLOAT, 0, &verts); gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords0); gl->ClientActiveTexture (GL_TEXTURE1); gl->EnableClientState (GL_TEXTURE_COORD_ARRAY); gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords1); gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4); gl->DisableClientState (GL_VERTEX_ARRAY); gl->DisableClientState (GL_TEXTURE_COORD_ARRAY); gl->ClientActiveTexture (GL_TEXTURE0); gl->DisableClientState (GL_TEXTURE_COORD_ARRAY); if (texture == filter->in_tex_id) { temp = filter->in_tex_id; filter->in_tex_id = deinterlace_filter->prev_tex; deinterlace_filter->prev_tex = temp; } else { deinterlace_filter->prev_tex = texture; } }
//opengl scene, params: input texture (not the output filter->texture) static void gst_gl_bumper_callback (gint width, gint height, guint texture, gpointer stuff) { static GLfloat xrot = 0; static GLfloat yrot = 0; static GLfloat zrot = 0; GstGLFuncs *gl; GstGLBumper *bumper = GST_GL_BUMPER (stuff); GstGLContext *context = GST_GL_FILTER (bumper)->context; GLint locTangent = 0; //choose the lights GLfloat light_direction0[] = { 1.0, 0.0, -1.0, 0.0 }; // light goes along -x GLfloat light_direction1[] = { -1.0, 0.0, -1.0, 0.0 }; // light goes along x GLfloat light_diffuse0[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat light_diffuse1[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_diffuse[] = { 1.0, 1.0, 1.0, 1.0 }; /* *INDENT-OFF* */ MeshData mesh[] = { /* | Vertex | Normal |TexCoord0|TexCoord1| VertexAttrib | */ /*F*/ { 1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0}, /*r*/ { 1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0}, /*o*/ {-1.0, -1.0, -1.0, 0.0, 0.0, -1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0}, {-1.0, 1.0, -1.0, 0.0, 0.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0}, /*R*/ {-1.0, 1.0, -1.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0}, /*i*/ {-1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0}, /*g*/ {-1.0, -1.0, 1.0, -1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0}, {-1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0}, /*B*/ {-1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0}, /*a*/ {-1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0}, /*c*/ { 1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0}, { 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0}, /*L*/ { 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0}, /*e*/ { 1.0, -1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0}, /*f*/ { 1.0, -1.0, -1.0, 1.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 1.0, 0.0}, { 1.0, 1.0, -1.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0}, /*T*/ { 1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0}, /*o*/ { 1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0}, /*p*/ {-1.0, 1.0, -1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0}, {-1.0, 1.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 1.0}, /*B*/ { 1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0}, /*o*/ { 1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, -1.0}, /*t*/ {-1.0, -1.0, 1.0, 0.0, -1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, -1.0}, {-1.0, -1.0, -1.0, 0.0, -1.0, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0}, }; 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* */ gl = GST_GL_FILTER (bumper)->context->gl_vtable; //eye point 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); //scene conf gl->Enable (GL_DEPTH_TEST); gl->DepthFunc (GL_LEQUAL); gl->Hint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); gl->ShadeModel (GL_SMOOTH); //set the lights gl->Lightfv (GL_LIGHT0, GL_POSITION, light_direction0); gl->Lightfv (GL_LIGHT0, GL_DIFFUSE, light_diffuse0); gl->Lightfv (GL_LIGHT1, GL_POSITION, light_direction1); gl->Lightfv (GL_LIGHT1, GL_DIFFUSE, light_diffuse1); gl->Materialfv (GL_FRONT, GL_DIFFUSE, mat_diffuse); gl->ColorMaterial (GL_FRONT_AND_BACK, GL_DIFFUSE); gl->Enable (GL_COLOR_MATERIAL); gl->Enable (GL_LIGHTING); gl->Enable (GL_LIGHT0); gl->Enable (GL_LIGHT1); //configure shader gst_gl_shader_use (bumper->shader); locTangent = gst_gl_shader_get_attribute_location (bumper->shader, "aTangent"); //set the normal map gl->ActiveTexture (GL_TEXTURE1); gst_gl_shader_set_uniform_1i (bumper->shader, "texture1", 1); gl->BindTexture (GL_TEXTURE_2D, bumper->bumpmap); //set the video texture gl->ActiveTexture (GL_TEXTURE0); gst_gl_shader_set_uniform_1i (bumper->shader, "texture0", 0); gl->BindTexture (GL_TEXTURE_2D, texture); 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->EnableVertexAttribArray (locTangent); gl->ClientActiveTexture (GL_TEXTURE0); gl->EnableClientState (GL_TEXTURE_COORD_ARRAY); gl->EnableClientState (GL_VERTEX_ARRAY); gl->EnableClientState (GL_NORMAL_ARRAY); gl->VertexAttribPointer (locTangent, 3, GL_FLOAT, 0, sizeof (MeshData), &mesh[0].va0); gl->VertexPointer (3, GL_FLOAT, sizeof (MeshData), &mesh[0].x); gl->NormalPointer (GL_FLOAT, sizeof (MeshData), &mesh[0].nx); gl->TexCoordPointer (2, GL_FLOAT, sizeof (MeshData), &mesh[0].s0); gl->ClientActiveTexture (GL_TEXTURE1); gl->EnableClientState (GL_TEXTURE_COORD_ARRAY); gl->TexCoordPointer (2, GL_FLOAT, sizeof (MeshData), &mesh[0].s1); gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices); gl->DisableClientState (GL_VERTEX_ARRAY); gl->DisableClientState (GL_TEXTURE_COORD_ARRAY); gl->DisableClientState (GL_NORMAL_ARRAY); gl->ClientActiveTexture (GL_TEXTURE0); gl->DisableClientState (GL_TEXTURE_COORD_ARRAY); gl->DisableVertexAttribArray (locTangent); gst_gl_context_clear_shader (context); gl->Disable (GL_LIGHT0); gl->Disable (GL_LIGHT1); gl->Disable (GL_LIGHTING); gl->Disable (GL_COLOR_MATERIAL); xrot += 1.0f; yrot += 0.9f; zrot += 0.6f; }
/** * gst_gl_filter_draw_texture: * @filter: a #GstGLFilter * @texture: the texture to draw * @width: width of @texture * @height: height of texture * * Draws @texture into the OpenGL scene at the specified @width and @height. */ void gst_gl_filter_draw_texture (GstGLFilter * filter, GLuint texture, guint width, guint height) { GstGLContext *context = filter->context; GstGLFuncs *gl = context->gl_vtable; GST_DEBUG ("drawing texture:%u dimensions:%ux%u", texture, width, height); #if GST_GL_HAVE_OPENGL if (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL) { GLfloat verts[] = { -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f }; GLfloat texcoords[] = { 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f }; gl->ActiveTexture (GL_TEXTURE0); gl->Enable (GL_TEXTURE_2D); gl->BindTexture (GL_TEXTURE_2D, texture); gl->ClientActiveTexture (GL_TEXTURE0); gl->EnableClientState (GL_VERTEX_ARRAY); gl->EnableClientState (GL_TEXTURE_COORD_ARRAY); gl->VertexPointer (2, GL_FLOAT, 0, &verts); gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords); gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4); gl->DisableClientState (GL_VERTEX_ARRAY); gl->DisableClientState (GL_TEXTURE_COORD_ARRAY); } #endif #if GST_GL_HAVE_GLES2 if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) { const GLfloat vVertices[] = { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0, -1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f }; GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; /* glClear (GL_COLOR_BUFFER_BIT); */ /* Load the vertex position */ gl->VertexAttribPointer (filter->draw_attr_position_loc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices); /* Load the texture coordinate */ gl->VertexAttribPointer (filter->draw_attr_texture_loc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]); gl->EnableVertexAttribArray (filter->draw_attr_position_loc); gl->EnableVertexAttribArray (filter->draw_attr_texture_loc); gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); } #endif }