--- /dev/null
+/*
+ * GStreamer
+ * Copyright (C) 2014 Lubosz Sarnecki <lubosz@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-gltransformation
+ *
+ * Transforms video on the GPU.
+ *
+ * <refsect2>
+ * <title>Examples</title>
+ * |[
+ * gst-launch gltestsrc ! gltransformation rotation-z=45 ! glimagesink
+ * ]| A pipeline to rotate by 45 degrees
+ * |[
+ * gst-launch gltestsrc ! gltransformation translation-x=0.5 ! glimagesink
+ * ]| Translate the video by 0.5
+ * |[
+ * gst-launch gltestsrc ! gltransformation scale-y=0.5 scale-x=0.5 ! glimagesink
+ * ]| Resize the video by 0.5
+ * |[
+ * gst-launch gltestsrc ! gltransformation rotation-x=-45 ortho=True ! glimagesink
+ * ]| Rotate the video around the X-Axis by -45° with an orthographic projection
+ * </refsect2>
+ */
+
+#ifdef HAVE_CONFIG_H
+#include "config.h"
+#endif
+
+#include <gst/gl/gstglapi.h>
+#include "gstgltransformation.h"
+
+#define GST_CAT_DEFAULT gst_gl_transformation_debug
+GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
+
+enum
+{
+ PROP_0,
+ PROP_FOVY,
+ PROP_ORTHO,
+ PROP_TRANSLATION_X,
+ PROP_TRANSLATION_Y,
+ PROP_TRANSLATION_Z,
+ PROP_ROTATION_X,
+ PROP_ROTATION_Y,
+ PROP_ROTATION_Z,
+ PROP_SCALE_X,
+ PROP_SCALE_Y
+};
+
+#define DEBUG_INIT \
+ GST_DEBUG_CATEGORY_INIT (gst_gl_transformation_debug, "gltransformation", 0, "gltransformation element");
+
+G_DEFINE_TYPE_WITH_CODE (GstGLTransformation, gst_gl_transformation,
+ GST_TYPE_GL_FILTER, DEBUG_INIT);
+
+static void gst_gl_transformation_set_property (GObject * object, guint prop_id,
+ const GValue * value, GParamSpec * pspec);
+static void gst_gl_transformation_get_property (GObject * object, guint prop_id,
+ GValue * value, GParamSpec * pspec);
+
+static gboolean gst_gl_transformation_set_caps (GstGLFilter * filter,
+ GstCaps * incaps, GstCaps * outcaps);
+
+static void gst_gl_transformation_reset (GstGLFilter * filter);
+static gboolean gst_gl_transformation_init_shader (GstGLFilter * filter);
+static void gst_gl_transformation_callback (gpointer stuff);
+static void gst_gl_transformation_build_mvp (GstGLTransformation *
+ transformation);
+
+static gboolean gst_gl_transformation_filter_texture (GstGLFilter * filter,
+ guint in_tex, guint out_tex);
+
+/* vertex source */
+static const gchar *cube_v_src =
+ "attribute vec4 position; \n"
+ "attribute vec2 uv; \n"
+ "uniform mat4 mvp; \n"
+ "varying vec2 out_uv; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = mvp * position; \n"
+ " out_uv = uv; \n"
+ "} \n";
+
+/* fragment source */
+static const gchar *cube_f_src =
+ "#ifdef GL_ES \n"
+ " precision mediump float; \n"
+ "#endif \n"
+ "varying vec2 out_uv; \n"
+ "uniform sampler2D texture; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = texture2D (texture, out_uv);\n"
+ "} \n";
+
+static void
+gst_gl_transformation_class_init (GstGLTransformationClass * klass)
+{
+ GObjectClass *gobject_class;
+ GstElementClass *element_class;
+
+ gobject_class = (GObjectClass *) klass;
+ element_class = GST_ELEMENT_CLASS (klass);
+
+ gobject_class->set_property = gst_gl_transformation_set_property;
+ gobject_class->get_property = gst_gl_transformation_get_property;
+
+ GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_transformation_init_shader;
+ GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_transformation_reset;
+ GST_GL_FILTER_CLASS (klass)->set_caps = gst_gl_transformation_set_caps;
+ GST_GL_FILTER_CLASS (klass)->filter_texture =
+ gst_gl_transformation_filter_texture;
+
+ g_object_class_install_property (gobject_class, PROP_FOVY,
+ g_param_spec_float ("fovy", "Fovy", "Field of view angle in degrees",
+ 0.0, G_MAXFLOAT, 90.0, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
+
+ g_object_class_install_property (gobject_class, PROP_ORTHO,
+ g_param_spec_boolean ("ortho", "Orthographic",
+ "Use orthographic projection", FALSE,
+ G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
+
+ /* Rotation */
+ g_object_class_install_property (gobject_class, PROP_ROTATION_X,
+ g_param_spec_float ("rotation-x", "X Rotation",
+ "Rotates the video around the X-Axis in degrees.",
+ -G_MAXFLOAT, G_MAXFLOAT, 0.0,
+ G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
+
+ g_object_class_install_property (gobject_class, PROP_ROTATION_Y,
+ g_param_spec_float ("rotation-y", "Y Rotation",
+ "Rotates the video around the Y-Axis in degrees.",
+ -G_MAXFLOAT, G_MAXFLOAT, 0.0,
+ G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
+
+ g_object_class_install_property (gobject_class, PROP_ROTATION_Z,
+ g_param_spec_float ("rotation-z", "Z Rotation",
+ "Rotates the video around the Z-Axis in degrees.",
+ -G_MAXFLOAT, G_MAXFLOAT, 0.0,
+ G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
+
+ /* Translation */
+ g_object_class_install_property (gobject_class, PROP_TRANSLATION_X,
+ g_param_spec_float ("translation-x", "X Translation",
+ "Translates the video at the X-Axis.",
+ -G_MAXFLOAT, G_MAXFLOAT, 0.0,
+ G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
+
+ g_object_class_install_property (gobject_class, PROP_TRANSLATION_Y,
+ g_param_spec_float ("translation-y", "Y Translation",
+ "Translates the video at the Y-Axis.",
+ -G_MAXFLOAT, G_MAXFLOAT, 0.0,
+ G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
+
+ g_object_class_install_property (gobject_class, PROP_TRANSLATION_Z,
+ g_param_spec_float ("translation-z", "Z Translation",
+ "Translates the video at the Z-Axis.",
+ -G_MAXFLOAT, G_MAXFLOAT, 0.0,
+ G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
+
+ /* Scale */
+ g_object_class_install_property (gobject_class, PROP_SCALE_X,
+ g_param_spec_float ("scale-x", "X Scale",
+ "Scale multiplierer for the X-Axis.",
+ 0.0, G_MAXFLOAT, 1.0, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
+
+ g_object_class_install_property (gobject_class, PROP_SCALE_Y,
+ g_param_spec_float ("scale-y", "Y Scale",
+ "Scale multiplierer for the Y-Axis.",
+ 0.0, G_MAXFLOAT, 1.0, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
+
+ gst_element_class_set_metadata (element_class, "OpenGL transformation filter",
+ "Filter/Effect/Video", "Transform video on the GPU",
+ "Lubosz Sarnecki <lubosz@gmail.com>");
+}
+
+static void
+gst_gl_transformation_init (GstGLTransformation * filter)
+{
+ filter->shader = NULL;
+ filter->fovy = 90;
+ filter->aspect = 0;
+ filter->znear = 0.1;
+ filter->zfar = 100;
+
+ filter->xscale = 1.0;
+ filter->yscale = 1.0;
+
+ filter->in_tex = 0;
+
+ gst_gl_transformation_build_mvp (filter);
+}
+
+static void
+gst_gl_transformation_build_mvp (GstGLTransformation * transformation)
+{
+ graphene_point3d_t translation_vector =
+ GRAPHENE_POINT3D_INIT (transformation->xtranslation,
+ transformation->ytranslation,
+ transformation->ztranslation);
+
+ graphene_matrix_t model_matrix;
+ graphene_matrix_t projection_matrix;
+ graphene_matrix_t view_matrix;
+ graphene_matrix_t vp_matrix;
+
+ graphene_vec3_t eye;
+ graphene_vec3_t center;
+ graphene_vec3_t up;
+
+ graphene_vec3_init (&eye, 0.f, 0.f, 1.f);
+ graphene_vec3_init (¢er, 0.f, 0.f, 0.f);
+ graphene_vec3_init (&up, 0.f, 1.f, 0.f);
+
+ graphene_matrix_init_rotate (&model_matrix,
+ transformation->xrotation, graphene_vec3_x_axis ());
+ graphene_matrix_rotate (&model_matrix,
+ transformation->yrotation, graphene_vec3_y_axis ());
+ graphene_matrix_rotate (&model_matrix,
+ transformation->zrotation, graphene_vec3_z_axis ());
+ graphene_matrix_scale (&model_matrix,
+ transformation->xscale, transformation->yscale, 1.0f);
+ graphene_matrix_translate (&model_matrix, &translation_vector);
+
+ if (transformation->ortho) {
+ graphene_matrix_init_ortho (&projection_matrix,
+ -transformation->aspect, transformation->aspect,
+ -1, 1, transformation->znear, transformation->zfar);
+ } else {
+ graphene_matrix_init_perspective (&projection_matrix,
+ transformation->fovy,
+ transformation->aspect, transformation->znear, transformation->zfar);
+ }
+
+ graphene_matrix_init_look_at (&view_matrix, &eye, ¢er, &up);
+
+ graphene_matrix_multiply (&projection_matrix, &view_matrix, &vp_matrix);
+ graphene_matrix_multiply (&vp_matrix, &model_matrix,
+ &transformation->mvp_matrix);
+}
+
+static void
+gst_gl_transformation_set_property (GObject * object, guint prop_id,
+ const GValue * value, GParamSpec * pspec)
+{
+ GstGLTransformation *filter = GST_GL_TRANSFORMATION (object);
+
+ switch (prop_id) {
+ case PROP_FOVY:
+ filter->fovy = g_value_get_float (value);
+ break;
+ case PROP_ORTHO:
+ filter->ortho = g_value_get_boolean (value);
+ break;
+ case PROP_TRANSLATION_X:
+ filter->xtranslation = g_value_get_float (value);
+ break;
+ case PROP_TRANSLATION_Y:
+ filter->ytranslation = g_value_get_float (value);
+ break;
+ case PROP_TRANSLATION_Z:
+ filter->ztranslation = g_value_get_float (value);
+ break;
+ case PROP_ROTATION_X:
+ filter->xrotation = g_value_get_float (value);
+ break;
+ case PROP_ROTATION_Y:
+ filter->yrotation = g_value_get_float (value);
+ break;
+ case PROP_ROTATION_Z:
+ filter->zrotation = g_value_get_float (value);
+ break;
+ case PROP_SCALE_X:
+ filter->xscale = g_value_get_float (value);
+ break;
+ case PROP_SCALE_Y:
+ filter->yscale = g_value_get_float (value);
+ break;
+ default:
+ G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
+ break;
+ }
+ gst_gl_transformation_build_mvp (filter);
+}
+
+static void
+gst_gl_transformation_get_property (GObject * object, guint prop_id,
+ GValue * value, GParamSpec * pspec)
+{
+ GstGLTransformation *filter = GST_GL_TRANSFORMATION (object);
+
+ switch (prop_id) {
+ case PROP_FOVY:
+ g_value_set_float (value, filter->fovy);
+ break;
+ case PROP_ORTHO:
+ g_value_set_boolean (value, filter->ortho);
+ break;
+ case PROP_TRANSLATION_X:
+ g_value_set_float (value, filter->xtranslation);
+ break;
+ case PROP_TRANSLATION_Y:
+ g_value_set_float (value, filter->ytranslation);
+ break;
+ case PROP_TRANSLATION_Z:
+ g_value_set_float (value, filter->ztranslation);
+ break;
+ case PROP_ROTATION_X:
+ g_value_set_float (value, filter->xrotation);
+ break;
+ case PROP_ROTATION_Y:
+ g_value_set_float (value, filter->yrotation);
+ break;
+ case PROP_ROTATION_Z:
+ g_value_set_float (value, filter->zrotation);
+ break;
+ case PROP_SCALE_X:
+ g_value_set_float (value, filter->xscale);
+ break;
+ case PROP_SCALE_Y:
+ g_value_set_float (value, filter->yscale);
+ break;
+ default:
+ G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
+ break;
+ }
+}
+
+static gboolean
+gst_gl_transformation_set_caps (GstGLFilter * filter, GstCaps * incaps,
+ GstCaps * outcaps)
+{
+ GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
+
+ transformation->aspect =
+ (gdouble) GST_VIDEO_INFO_WIDTH (&filter->out_info) /
+ (gdouble) GST_VIDEO_INFO_HEIGHT (&filter->out_info);
+
+ gst_gl_transformation_build_mvp (transformation);
+
+ return TRUE;
+}
+
+static void
+gst_gl_transformation_reset (GstGLFilter * filter)
+{
+ GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
+
+ /* blocking call, wait until the opengl thread has destroyed the shader */
+ if (transformation->shader)
+ gst_gl_context_del_shader (filter->context, transformation->shader);
+ transformation->shader = NULL;
+}
+
+static gboolean
+gst_gl_transformation_init_shader (GstGLFilter * filter)
+{
+ GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
+
+ if (gst_gl_context_get_gl_api (filter->context)) {
+ /* blocking call, wait until the opengl thread has compiled the shader */
+ return gst_gl_context_gen_shader (filter->context, cube_v_src, cube_f_src,
+ &transformation->shader);
+ }
+ return TRUE;
+}
+
+static gboolean
+gst_gl_transformation_filter_texture (GstGLFilter * filter, guint in_tex,
+ guint out_tex)
+{
+ GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
+
+ transformation->in_tex = in_tex;
+
+ /* blocking call, use a FBO */
+ gst_gl_context_use_fbo_v2 (filter->context,
+ GST_VIDEO_INFO_WIDTH (&filter->out_info),
+ GST_VIDEO_INFO_HEIGHT (&filter->out_info),
+ filter->fbo, filter->depthbuffer,
+ out_tex, gst_gl_transformation_callback, (gpointer) transformation);
+
+ 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);
+}