示例#1
0
static gboolean
_src_shader_fill_bound_fbo (gpointer impl)
{
  struct SrcShader *src = impl;
  const GstGLFuncs *gl;

  g_return_val_if_fail (src->base.context, FALSE);
  g_return_val_if_fail (src->shader, FALSE);
  gl = src->base.context->gl_vtable;

  gst_gl_shader_use (src->shader);

  if (gl->GenVertexArrays)
    gl->BindVertexArray (src->vao);
  else
    _bind_buffer (src);

  gl->DrawElements (GL_TRIANGLES, src->n_indices, GL_UNSIGNED_SHORT,
      (gpointer) (gintptr) src->index_offset);

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

  gst_gl_context_clear_shader (src->base.context);

  return TRUE;
}
/* Called in the gl thread */
static void
gst_glimage_sink_thread_init_redisplay (GstGLImageSink * gl_sink)
{
  GError *error = NULL;
  gl_sink->redisplay_shader = gst_gl_shader_new (gl_sink->context);

  gst_gl_shader_set_vertex_source (gl_sink->redisplay_shader,
      redisplay_vertex_shader_str_gles2);
  gst_gl_shader_set_fragment_source (gl_sink->redisplay_shader,
      redisplay_fragment_shader_str_gles2);

  gst_gl_shader_compile (gl_sink->redisplay_shader, &error);
  if (error) {
    gst_gl_context_set_error (gl_sink->context, "%s", error->message);
    g_error_free (error);
    error = NULL;
    gst_gl_context_clear_shader (gl_sink->context);
  } else {
    gl_sink->redisplay_attr_position_loc =
        gst_gl_shader_get_attribute_location (gl_sink->redisplay_shader,
        "a_position");
    gl_sink->redisplay_attr_texture_loc =
        gst_gl_shader_get_attribute_location (gl_sink->redisplay_shader,
        "a_texCoord");
  }
}
示例#3
0
void
gst_3d_scene_clear_state (Gst3DScene * self)
{
  GstGLFuncs *gl = self->context->gl_vtable;
  gl->BindVertexArray (0);
  gl->BindTexture (GL_TEXTURE_2D, 0);
  gst_gl_context_clear_shader (self->context);
}
//opengl scene, params: input texture (not the output filter->texture)
static void
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;

  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;
    }
  }

  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);
}
示例#5
0
static void
_compile_shader (GstGLContext * context, struct _compile_shader *data)
{
  GstGLShader *shader;
  GstGLSLStage *vert, *frag;
  GError *error = NULL;

  shader = gst_gl_shader_new (context);

  if (data->vertex_src) {
    vert = gst_glsl_stage_new_with_string (context, GL_VERTEX_SHADER,
        GST_GLSL_VERSION_NONE,
        GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, data->vertex_src);
    if (!gst_glsl_stage_compile (vert, &error)) {
      GST_ERROR_OBJECT (vert, "%s", error->message);
      gst_object_unref (vert);
      gst_object_unref (shader);
      return;
    }
    if (!gst_gl_shader_attach (shader, vert)) {
      gst_object_unref (shader);
      return;
    }
  }

  if (data->fragment_src) {
    frag = gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
        GST_GLSL_VERSION_NONE,
        GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
        data->fragment_src);
    if (!gst_glsl_stage_compile (frag, &error)) {
      GST_ERROR_OBJECT (frag, "%s", error->message);
      gst_object_unref (frag);
      gst_object_unref (shader);
      return;
    }
    if (!gst_gl_shader_attach (shader, frag)) {
      gst_object_unref (shader);
      return;
    }
  }

  if (!gst_gl_shader_link (shader, &error)) {
    GST_ERROR_OBJECT (shader, "%s", error->message);
    g_error_free (error);
    error = NULL;
    gst_gl_context_clear_shader (context);
    gst_object_unref (shader);
    return;
  }

  *data->shader = shader;
}
static void
_compile_identity_shader (GstGLContext * context, GstGLColorscale * colorscale)
{
  GstGLFilter *filter = GST_GL_FILTER (colorscale);

  colorscale->shader = gst_gl_shader_new (context);

  if (!gst_gl_shader_compile_with_default_vf_and_check (colorscale->shader,
          &filter->draw_attr_position_loc, &filter->draw_attr_texture_loc)) {
    gst_gl_context_clear_shader (context);
    gst_object_unref (colorscale->shader);
    colorscale->shader = NULL;
  }
}
示例#7
0
static void
_compile_shader (GstGLContext * context, GstGLShader ** shader)
{
  GError *error = NULL;

  gst_gl_shader_compile (*shader, &error);
  if (error) {
    gst_gl_context_set_error (context, "%s", error->message);
    g_error_free (error);
    error = NULL;
    gst_gl_context_clear_shader (context);
    gst_object_unref (*shader);
    *shader = NULL;
  }
}
示例#8
0
static void
_test_default_shader_gl (GstGLContext * context, gpointer data)
{
  GstGLShader *shader;
  GError *error = NULL;

  shader = gst_gl_shader_new_default (context, &error);
  fail_unless (shader != NULL);
  fail_unless (error == NULL);

  gst_gl_shader_use (shader);
  gst_gl_context_clear_shader (context);

  gst_object_unref (shader);
}
static gboolean
_2d_texture_renderer_init (GstAmc2DTextureRenderer * renderer)
{
  GstGLFuncs *gl;
  gboolean res;

  gl = renderer->context->gl_vtable;

  if (renderer->initialized)
    return TRUE;

  if (!gl->CreateProgramObject && !gl->CreateProgram) {
    gst_gl_context_set_error (renderer->context,
        "Cannot perform conversion without OpenGL shaders");
    return FALSE;
  }

  _gen_oes_texture (renderer->context, &renderer->oes_tex_id);

  res =
      gst_gl_context_gen_shader (renderer->context, vert_COPY_OES,
      frag_COPY_OES, &renderer->shader);
  if (!res)
    return FALSE;

  renderer->shader_attr_position_loc =
      gst_gl_shader_get_attribute_location (renderer->shader, "a_position");
  renderer->shader_attr_texture_loc =
      gst_gl_shader_get_attribute_location (renderer->shader, "a_texcoord");

  gst_gl_shader_use (renderer->shader);

  gst_gl_shader_set_uniform_1i (renderer->shader, "u_tex", 0);

  gst_gl_context_clear_shader (renderer->context);

  if (!_2d_texture_renderer_init_fbo (renderer))
    return FALSE;

  gl->BindTexture (GL_TEXTURE_2D, 0);

  renderer->initialized = TRUE;

  return TRUE;
}
示例#10
0
static void
gst_gl_overlay_draw (GstGLOverlay * o, int flag)
{
  GstGLFilter *filter = GST_GL_FILTER (o);
  const GstGLFuncs *gl = filter->context->gl_vtable;

  float y = 0.0f;
  float width = 0.0f;
  float height = 0.0f;

/* *INDENT-OFF* */
  float v_vertices[] = {
 /*|            Vertex             | TexCoord  |*/
    -o->ratio_x + o->posx, y, 0.0f, 0.0f,  0.0f,
     o->ratio_x + o->posx, y, 0.0f, width, 0.0f,
     o->ratio_x + o->posx, y, 0.0f, width, height,
    -o->ratio_x + o->posx, y, 0.0f, 0.0,   height,
  };

  GLushort indices[] = {
    0, 1, 2,
    0, 2, 3,
  };
/* *INDENT-ON* */

  if (flag == 1) {
    width = 1.0f;
    height = 1.0f;
  } else if (flag == 0 && o->type_file == 1) {
    width = (gfloat) o->width;
    height = (gfloat) o->height;
  } else if (flag == 0 && o->type_file == 2) {
    width = 1.0f;
    height = 1.0f;
  }

  v_vertices[8] = width;
  v_vertices[13] = width;
  v_vertices[14] = height;
  v_vertices[19] = height;

  y = (o->type_file == 2 && flag == 0 ? o->ratio_y : -o->ratio_y) + o->posy;
  v_vertices[1] = y;
  v_vertices[6] = y;
  y = (o->type_file == 2 && flag == 0 ? -o->ratio_y : o->ratio_y) + o->posy;
  v_vertices[11] = y;
  v_vertices[16] = y;

  gst_gl_context_clear_shader (filter->context);

  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, 6, GL_UNSIGNED_SHORT, indices);

  gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
  gl->DisableClientState (GL_VERTEX_ARRAY);
}
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);
}
static void
gst_glimage_sink_on_draw (const GstGLImageSink * gl_sink)
{
  /* Here gl_sink members (ex:gl_sink->info) have a life time of set_caps.
   * It means that they cannot not change between two set_caps as well as
   * for the redisplay_texture size.
   * Whereas redisplay_texture id changes every sink_render
   */

  const GstGLFuncs *gl = NULL;
  GstGLWindow *window = NULL;

  g_return_if_fail (GST_IS_GLIMAGE_SINK (gl_sink));

  gl = gl_sink->context->gl_vtable;

  GST_GLIMAGE_SINK_LOCK (gl_sink);

  /* check if texture is ready for being drawn */
  if (!gl_sink->redisplay_texture) {
    GST_GLIMAGE_SINK_UNLOCK (gl_sink);
    return;
  }

  window = gst_gl_context_get_window (gl_sink->context);
  window->is_drawing = TRUE;

  /* opengl scene */
  GST_TRACE ("redrawing texture:%u", gl_sink->redisplay_texture);

  /* make sure that the environnement is clean */
  gst_gl_context_clear_shader (gl_sink->context);

#if GST_GL_HAVE_OPENGL
  if (USING_OPENGL (gl_sink->context))
    gl->Disable (GL_TEXTURE_2D);
#endif

  gl->BindTexture (GL_TEXTURE_2D, 0);

  /* check if a client draw callback is registered */
  if (gl_sink->clientDrawCallback) {

    gboolean doRedisplay =
        gl_sink->clientDrawCallback (gl_sink->redisplay_texture,
        GST_VIDEO_INFO_WIDTH (&gl_sink->info),
        GST_VIDEO_INFO_HEIGHT (&gl_sink->info),
        gl_sink->client_data);

    if (doRedisplay)
      gst_gl_window_draw_unlocked (window,
          GST_VIDEO_INFO_WIDTH (&gl_sink->info),
          GST_VIDEO_INFO_HEIGHT (&gl_sink->info));
  }
  /* default opengl scene */
  else {
#if GST_GL_HAVE_OPENGL
    if (USING_OPENGL (gl_sink->context)) {
      GLfloat verts[8] = { 1.0f, 1.0f,
        -1.0f, 1.0f,
        -1.0f, -1.0f,
        1.0f, -1.0f
      };
      GLfloat texcoords[8] = { 1.0f, 0.0f,
        0.0f, 0.0f,
        0.0f, 1.0f,
        1.0f, 1.0f
      };
      gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

      gl->MatrixMode (GL_PROJECTION);
      gl->LoadIdentity ();

      gl->Enable (GL_TEXTURE_2D);
      gl->BindTexture (GL_TEXTURE_2D, gl_sink->redisplay_texture);

      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);

      gl->Disable (GL_TEXTURE_2D);
    }
#endif
#if GST_GL_HAVE_GLES2
    if (USING_GLES2 (gl_sink->context)) {
      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 };

      gl->Clear (GL_COLOR_BUFFER_BIT);

      gst_gl_shader_use (gl_sink->redisplay_shader);

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

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

      gl->EnableVertexAttribArray (gl_sink->redisplay_attr_position_loc);
      gl->EnableVertexAttribArray (gl_sink->redisplay_attr_texture_loc);

      gl->ActiveTexture (GL_TEXTURE0);
      gl->BindTexture (GL_TEXTURE_2D, gl_sink->redisplay_texture);
      gst_gl_shader_set_uniform_1i (gl_sink->redisplay_shader, "s_texture", 0);

      gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
    }
#endif
  }                             /* end default opengl scene */

  window->is_drawing = FALSE;
  gst_object_unref (window);

  GST_GLIMAGE_SINK_UNLOCK (gl_sink);
}
/* 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 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 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;
}
/* Called in the gl thread */
static gboolean
_init_convert (GstGLColorConvert * convert)
{
  GstGLFuncs *gl;
  gboolean res;
  struct ConvertInfo *info = &convert->priv->convert_info;
  gint i;

  gl = convert->context->gl_vtable;

  if (convert->initted)
    return TRUE;

  GST_INFO ("Initializing color conversion from %s to %s",
      gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->in_info)),
      gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->out_info)));

  if (!gl->CreateProgramObject && !gl->CreateProgram) {
    gst_gl_context_set_error (convert->context,
        "Cannot perform color conversion without OpenGL shaders");
    goto error;
  }

  if (GST_VIDEO_INFO_IS_RGB (&convert->in_info)) {
    if (GST_VIDEO_INFO_IS_RGB (&convert->out_info)) {
      _RGB_to_RGB (convert);
    }
  }

  if (GST_VIDEO_INFO_IS_YUV (&convert->in_info)) {
    if (GST_VIDEO_INFO_IS_RGB (&convert->out_info)) {
      _YUV_to_RGB (convert);
    }
  }

  if (GST_VIDEO_INFO_IS_RGB (&convert->in_info)) {
    if (GST_VIDEO_INFO_IS_YUV (&convert->out_info)) {
      _RGB_to_YUV (convert);
    }
  }

  if (GST_VIDEO_INFO_IS_RGB (&convert->in_info)) {
    if (GST_VIDEO_INFO_IS_GRAY (&convert->out_info)) {
      _RGB_to_GRAY (convert);
    }
  }

  if (GST_VIDEO_INFO_IS_GRAY (&convert->in_info)) {
    if (GST_VIDEO_INFO_IS_RGB (&convert->out_info)) {
      _GRAY_to_RGB (convert);
    }
  }

  if (!info->frag_prog || info->in_n_textures == 0 || info->out_n_textures == 0)
    goto unhandled_format;

  /* multiple draw targets not supported on GLES2...yet */
  if (info->out_n_textures > 1 && (!gl->DrawBuffers ||
          USING_GLES2 (convert->context))) {
    g_free (info->frag_prog);
    GST_ERROR ("Conversion requires output to multiple draw buffers");
    goto incompatible_api;
  }

  /* Requires reading from a RG/LA framebuffer... */
  if (USING_GLES2 (convert->context) &&
      (GST_VIDEO_INFO_FORMAT (&convert->out_info) == GST_VIDEO_FORMAT_YUY2 ||
          GST_VIDEO_INFO_FORMAT (&convert->out_info) ==
          GST_VIDEO_FORMAT_UYVY)) {
    g_free (info->frag_prog);
    GST_ERROR ("Conversion requires reading with an unsupported format");
    goto incompatible_api;
  }

  res =
      gst_gl_context_gen_shader (convert->context, text_vertex_shader,
      info->frag_prog, &convert->shader);
  g_free (info->frag_prog);
  if (!res)
    goto error;

  convert->shader_attr_position_loc =
      gst_gl_shader_get_attribute_location (convert->shader, "a_position");
  convert->shader_attr_texture_loc =
      gst_gl_shader_get_attribute_location (convert->shader, "a_texcoord");

  gst_gl_shader_use (convert->shader);

  if (info->cms_offset && info->cms_coeff1
      && info->cms_coeff2 && info->cms_coeff3) {
    gst_gl_shader_set_uniform_3fv (convert->shader, "offset", 1,
        info->cms_offset);
    gst_gl_shader_set_uniform_3fv (convert->shader, "coeff1", 1,
        info->cms_coeff1);
    gst_gl_shader_set_uniform_3fv (convert->shader, "coeff2", 1,
        info->cms_coeff2);
    gst_gl_shader_set_uniform_3fv (convert->shader, "coeff3", 1,
        info->cms_coeff3);
  }

  for (i = info->in_n_textures; i >= 0; i--) {
    if (info->shader_tex_names[i])
      gst_gl_shader_set_uniform_1i (convert->shader, info->shader_tex_names[i],
          i);
  }

  gst_gl_shader_set_uniform_1f (convert->shader, "width",
      GST_VIDEO_INFO_WIDTH (&convert->in_info));
  gst_gl_shader_set_uniform_1f (convert->shader, "height",
      GST_VIDEO_INFO_HEIGHT (&convert->in_info));

  if (info->chroma_sampling[0] > 0.0f && info->chroma_sampling[1] > 0.0f) {
    gst_gl_shader_set_uniform_2fv (convert->shader, "chroma_sampling", 1,
        info->chroma_sampling);
  }

  gst_gl_context_clear_shader (convert->context);

  if (!_init_convert_fbo (convert)) {
    goto error;
  }

  gl->BindTexture (GL_TEXTURE_2D, 0);

  convert->initted = TRUE;

  return TRUE;

unhandled_format:
  gst_gl_context_set_error (convert->context,
      "Don't know how to convert from %s to %s",
      gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->in_info)),
      gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->out_info)));

error:
  return FALSE;

incompatible_api:
  {
    gst_gl_context_set_error (convert->context,
        "Converting from %s to %s requires "
        "functionality that the current OpenGL setup does not support",
        gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->in_info)),
        gst_video_format_to_string (GST_VIDEO_INFO_FORMAT
            (&convert->out_info)));
    return FALSE;
  }
}
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;
}
示例#18
0
//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;
}
示例#19
0
/* opengl scene, params: input texture (not the output mixer->texture) */
static void
gst_gl_video_mixer_callback (gpointer stuff)
{
  GstGLVideoMixer *video_mixer = GST_GL_VIDEO_MIXER (stuff);
  GstVideoAggregator *vagg = GST_VIDEO_AGGREGATOR (stuff);
  GstGLMixer *mixer = GST_GL_MIXER (video_mixer);
  GstGLFuncs *gl = GST_GL_BASE_MIXER (mixer)->context->gl_vtable;

  GLint attr_position_loc = 0;
  GLint attr_texture_loc = 0;
  guint out_width, out_height;

  guint count = 0;

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

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

  gl->Disable (GL_DEPTH_TEST);
  gl->Disable (GL_CULL_FACE);

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

  if (!_draw_background (video_mixer))
    return;

  gst_gl_shader_use (video_mixer->shader);

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

  gl->Enable (GL_BLEND);

  while (count < video_mixer->input_frames->len) {
    GstGLMixerFrameData *frame;
    GstGLVideoMixerPad *pad;
    GstVideoInfo *v_info;
    guint in_tex;
    guint in_width, in_height;

    /* *INDENT-OFF* */
    gfloat v_vertices[] = {
      -1.0,-1.0,-1.0f, 0.0f, 0.0f,
       1.0,-1.0,-1.0f, 1.0f, 0.0f,
       1.0, 1.0,-1.0f, 1.0f, 1.0f,
      -1.0, 1.0,-1.0f, 0.0f, 1.0f,
    };
    /* *INDENT-ON* */

    frame = g_ptr_array_index (video_mixer->input_frames, count);
    if (!frame) {
      GST_DEBUG ("skipping texture, null frame");
      count++;
      continue;
    }
    pad = (GstGLVideoMixerPad *) frame->pad;
    v_info = &GST_VIDEO_AGGREGATOR_PAD (pad)->info;
    in_width = GST_VIDEO_INFO_WIDTH (v_info);
    in_height = GST_VIDEO_INFO_HEIGHT (v_info);

    if (!frame->texture || in_width <= 0 || in_height <= 0
        || pad->alpha == 0.0f) {
      GST_DEBUG ("skipping texture:%u frame:%p width:%u height:%u alpha:%f",
          frame->texture, frame, in_width, in_height, pad->alpha);
      count++;
      continue;
    }

    in_tex = frame->texture;

    _init_vbo_indices (video_mixer);

    if (pad->geometry_change || !pad->vertex_buffer) {
      gint pad_width, pad_height;
      gfloat w, h;

      _mixer_pad_get_output_size (video_mixer, pad, &pad_width, &pad_height);

      w = ((gfloat) pad_width / (gfloat) out_width);
      h = ((gfloat) pad_height / (gfloat) out_height);

      /* top-left */
      v_vertices[0] = v_vertices[15] =
          2.0f * (gfloat) pad->xpos / (gfloat) out_width - 1.0f;
      /* bottom-left */
      v_vertices[1] = v_vertices[6] =
          2.0f * (gfloat) pad->ypos / (gfloat) out_height - 1.0f;
      /* top-right */
      v_vertices[5] = v_vertices[10] = v_vertices[0] + 2.0f * w;
      /* bottom-right */
      v_vertices[11] = v_vertices[16] = v_vertices[1] + 2.0f * h;
      GST_TRACE ("processing texture:%u dimensions:%ux%u, at %f,%f %fx%f with "
          "alpha:%f", in_tex, in_width, in_height, v_vertices[0], v_vertices[1],
          v_vertices[5], v_vertices[11], pad->alpha);

      if (!pad->vertex_buffer)
        gl->GenBuffers (1, &pad->vertex_buffer);

      gl->BindBuffer (GL_ARRAY_BUFFER, pad->vertex_buffer);

      gl->BufferData (GL_ARRAY_BUFFER, 4 * 5 * sizeof (GLfloat), v_vertices,
          GL_STATIC_DRAW);

      pad->geometry_change = FALSE;
    } else {
      gl->BindBuffer (GL_ARRAY_BUFFER, pad->vertex_buffer);
    }
    gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, video_mixer->vbo_indices);

    gl->BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    gl->BlendEquation (GL_FUNC_ADD);

    gl->ActiveTexture (GL_TEXTURE0);
    gl->BindTexture (GL_TEXTURE_2D, in_tex);
    gst_gl_shader_set_uniform_1i (video_mixer->shader, "texture", 0);
    gst_gl_shader_set_uniform_1f (video_mixer->shader, "alpha", pad->alpha);

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

    gl->VertexAttribPointer (attr_position_loc, 3, GL_FLOAT,
        GL_FALSE, 5 * sizeof (GLfloat), (void *) 0);

    gl->VertexAttribPointer (attr_texture_loc, 2, GL_FLOAT,
        GL_FALSE, 5 * sizeof (GLfloat), (void *) (3 * sizeof (GLfloat)));

    gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);

    ++count;
  }

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

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

  gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
  gl->BindBuffer (GL_ARRAY_BUFFER, 0);
  gl->BindTexture (GL_TEXTURE_2D, 0);

  gl->Disable (GL_BLEND);

  gst_gl_context_clear_shader (GST_GL_BASE_MIXER (mixer)->context);
}
示例#20
0
void
gst_gl_test_src_shader (GstGLTestSrc * v, GstBuffer * buffer, int w, int h)
{

  GstGLFuncs *gl = v->context->gl_vtable;

/* *INDENT-OFF* */

  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,
  };

  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,
  };

  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 = 0;
  GLint attr_uv_loc = 0;

  if (gst_gl_context_get_gl_api (v->context)) {

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

    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);
  }
}