#include <gst/gst.h>
#include <gst/gl/gl.h>
+#include <gst/gl/gstglfuncs.h>
static GstStaticCaps render_caps =
GST_STATIC_CAPS
static GstGLContext *gst_context;
static GstGLDisplay *sdl_gl_display;
+static GstGLShader *texture_shader;
+static GLuint texture_vao;
+static GLuint texture_vbo;
+static GLint texture_vertex_attr;
+static GLint texture_texcoord_attr;
+static GstGLShader *triangle_shader;
+static GLuint triangle_vao;
+static GLuint triangle_vbo;
+static GLint triangle_vertex_attr;
+static GLint triangle_color_attr;
+static GLuint index_buffer;
+
+/* OpenGL shaders */
+static const gchar *triangle_vert = "attribute vec4 a_position;\n\
+attribute vec4 a_color;\n\
+uniform float yrot;\n\
+varying vec4 v_color;\n\
+void main()\n\
+{\n\
+ mat4 rotate_y = mat4 (\n\
+ cos(yrot), 0.0, -sin(yrot), 0.0,\n\
+ 0.0, 1.0, 0.0, 0.0,\n\
+ sin(yrot), 0.0, cos(yrot), 0.0,\n\
+ 0.0, 0.0, 0.0, 1.0 );\n\
+ mat4 translate_x = mat4 (\n\
+ 1.0, 0.0, 0.0, 0.0,\n\
+ 0.0, 1.0, 0.0, 0.0,\n\
+ 0.0, 0.0, 1.0, 0.0,\n\
+ -0.4, 0.0, 0.0, 1.0 );\n\
+ gl_Position = translate_x * rotate_y * a_position;\n\
+ v_color = a_color;\n\
+}";
+
+static const gchar *triangle_frag = "#ifdef GL_ES\n\
+precision mediump float;\n\
+#endif\n\
+varying vec4 v_color;\n\
+void main()\n\
+{\n\
+ gl_FragColor = v_color;\n\
+}";
+
+static const gchar *texture_vert = "attribute vec4 a_position;\n\
+attribute vec2 a_texcoord;\n\
+uniform float xrot;\n\
+varying vec2 v_texcoord;\n\
+void main()\n\
+{\n\
+ mat4 rotate_x = mat4 (\n\
+ 1.0, 0.0, 0.0, 0.0,\n\
+ 0.0, cos(xrot), sin(xrot), 0.0,\n\
+ 0.0, -sin(xrot), cos(xrot), 0.0,\n\
+ 0.0, 0.0, 0.0, 1.0 );\n\
+ gl_Position = rotate_x * a_position;\n\
+ v_texcoord = a_texcoord;\n\
+}";
+
+static const gchar *texture_frag = "#ifdef GL_ES\n\
+precision mediump float;\n\
+#endif\n\
+varying vec2 v_texcoord;\n\
+uniform sampler2D tex;\n\
+void main()\n\
+{\n\
+ gl_FragColor = texture2D(tex, v_texcoord);\n\
+}";
+
+/* *INDENT-OFF* */
+static const float texture_vertices[] = {
+/* X Y Z S T */
+ 0.1f, 0.4f, 0.0f, 0.0f, 0.0f,
+ 0.9f, 0.4f, 0.0f, 1.0f, 0.0f,
+ 0.9f, -0.4f, 0.0f, 1.0f, 1.0f,
+ 0.1f, -0.4f, 0.0f, 0.0f, 1.0f,
+};
+
+static const float triangle_vertices[] = {
+/* X Y Z R G B A */
+ 0.0f, 0.4f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
+ 0.4f, -0.4f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
+ -0.4f, -0.4f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f
+};
+
+static const GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
+/* *INDENT-ON* */
+
static guint32 sdl_message_event = -1;
static SDL_Window *sdl_window;
static SDL_GLContext sdl_gl_context;
static GAsyncQueue *queue_output_buf;
/* rotation angle for the triangle. */
-float rtri = 0.0f;
+static float rtri = 0.0f;
/* rotation angle for the quadrilateral. */
-float rquad = 0.0f;
+static float rquad = 0.0f;
/* A general OpenGL initialization function. Sets all of the initial parameters. */
+static gboolean
+InitGL (int width, int height) // We call this right after our OpenGL window is created.
+{
+ const GstGLFuncs *gl = sdl_context->gl_vtable;
+ GError *error = NULL;
+ gboolean ret = TRUE;
+
+ gl->Viewport (0, 0, width, height);
+ gl->ClearColor (0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
+ gl->ClearDepth (1.0); // Enables Clearing Of The Depth Buffer
+ gl->DepthFunc (GL_LESS); // The Type Of Depth Test To Do
+ gl->Enable (GL_DEPTH_TEST); // Enables Depth Testing
+
+ /* setup the index buffer shared between the texture and triangle draw code */
+ gl->GenBuffers (1, &index_buffer);
+ gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, index_buffer);
+ gl->BufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices,
+ GL_STATIC_DRAW);
+
+ gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ /* setup texture shader */
+ texture_shader = gst_gl_shader_new_link_with_stages (sdl_context, &error,
+ gst_glsl_stage_new_with_string (sdl_context, GL_VERTEX_SHADER,
+ GST_GLSL_VERSION_NONE,
+ GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, texture_vert),
+ gst_glsl_stage_new_with_string (sdl_context, GL_FRAGMENT_SHADER,
+ GST_GLSL_VERSION_NONE,
+ GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, texture_frag),
+ NULL);
+ if (!texture_shader) {
+ g_warning ("Failed to compile and link shader: %s", error->message);
+ g_clear_error (&error);
+ ret = FALSE;
+ goto out;
+ }
+
+ /* setup buffers for drawing the texture */
+ gl->GenVertexArrays (1, &texture_vao);
+ gl->BindVertexArray (texture_vao);
+
+ gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, index_buffer);
+
+ gl->GenBuffers (1, &texture_vbo);
+ gl->BindBuffer (GL_ARRAY_BUFFER, texture_vbo);
+ gl->BufferData (GL_ARRAY_BUFFER, sizeof (texture_vertices), texture_vertices,
+ GL_STATIC_DRAW);
+
+ texture_vertex_attr = gst_gl_shader_get_attribute_location (texture_shader,
+ "a_position");
+ gl->VertexAttribPointer (texture_vertex_attr, 3, GL_FLOAT, GL_FALSE,
+ 5 * sizeof (float), (void *) 0);
+
+ texture_texcoord_attr = gst_gl_shader_get_attribute_location (texture_shader,
+ "a_texcoord");
+ gl->VertexAttribPointer (texture_texcoord_attr, 2, GL_FLOAT, GL_FALSE,
+ 5 * sizeof (float), (void *) (3 * sizeof (float)));
+
+ gl->EnableVertexAttribArray (texture_vertex_attr);
+ gl->EnableVertexAttribArray (texture_texcoord_attr);
+
+ gl->BindVertexArray (0);
+
+ /* setup triangle shader */
+ triangle_shader = gst_gl_shader_new_link_with_stages (sdl_context, &error,
+ gst_glsl_stage_new_with_string (sdl_context, GL_VERTEX_SHADER,
+ GST_GLSL_VERSION_NONE,
+ GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, triangle_vert),
+ gst_glsl_stage_new_with_string (sdl_context, GL_FRAGMENT_SHADER,
+ GST_GLSL_VERSION_NONE,
+ GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, triangle_frag),
+ NULL);
+ if (!triangle_shader) {
+ g_warning ("Failed to compile and link shader: %s", error->message);
+ gst_clear_object (&texture_shader);
+ g_clear_error (&error);
+ ret = FALSE;
+ goto out;
+ }
+
+ /* setup buffers for drawing the triangle */
+ gl->GenVertexArrays (1, &triangle_vao);
+ gl->BindVertexArray (triangle_vao);
+
+ gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, index_buffer);
+
+ gl->GenBuffers (1, &triangle_vbo);
+ gl->BindBuffer (GL_ARRAY_BUFFER, triangle_vbo);
+ gl->BufferData (GL_ARRAY_BUFFER, sizeof (triangle_vertices),
+ triangle_vertices, GL_STATIC_DRAW);
+
+ /* reuse the index buffer */
+
+ triangle_vertex_attr = gst_gl_shader_get_attribute_location (triangle_shader,
+ "a_position");
+ gl->VertexAttribPointer (triangle_vertex_attr, 3, GL_FLOAT, GL_FALSE,
+ 7 * sizeof (float), (void *) 0);
+
+ triangle_color_attr = gst_gl_shader_get_attribute_location (triangle_shader,
+ "a_color");
+ gl->VertexAttribPointer (triangle_color_attr, 4, GL_FLOAT, GL_FALSE,
+ 7 * sizeof (float), (void *) (3 * sizeof (float)));
+
+ gl->EnableVertexAttribArray (triangle_vertex_attr);
+ gl->EnableVertexAttribArray (triangle_color_attr);
+
+ gl->BindVertexArray (0);
+
+out:
+ return ret;
+}
+
static void
-InitGL (int Width, int Height) // We call this right after our OpenGL window is created.
+DeinitGL (void)
{
- glViewport (0, 0, Width, Height);
- glClearColor (0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
- glClearDepth (1.0); // Enables Clearing Of The Depth Buffer
- glDepthFunc (GL_LESS); // The Type Of Depth Test To Do
- glEnable (GL_DEPTH_TEST); // Enables Depth Testing
- glShadeModel (GL_SMOOTH); // Enables Smooth Color Shading
+ const GstGLFuncs *gl = sdl_context->gl_vtable;
+
+ gst_gl_context_activate (sdl_context, TRUE);
+
+ gst_clear_object (&texture_shader);
+ gst_clear_object (&triangle_shader);
+
+ gst_gl_context_activate (sdl_context, FALSE);
- glMatrixMode (GL_PROJECTION);
- glLoadIdentity (); // Reset The Projection Matrix
+ gl->DeleteBuffers (1, &triangle_vbo);
+ gl->DeleteBuffers (1, &texture_vbo);
+ gl->DeleteBuffers (1, &index_buffer);
- glMatrixMode (GL_MODELVIEW);
+ gl->DeleteVertexArrays (1, &triangle_vao);
+ gl->DeleteVertexArrays (1, &texture_vao);
}
/* The main drawing function. */
static void
DrawGLScene (GstVideoFrame * vframe)
{
+ const GstGLFuncs *gl = sdl_context->gl_vtable;
guint texture;
texture = *(guint *) vframe->data[0];
- glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
- glLoadIdentity (); // Reset The View
-
- glTranslatef (-0.4f, 0.0f, 0.0f); // Move Left 1.5 Units And Into The Screen 6.0
-
- glRotatef (rtri, 0.0f, 1.0f, 0.0f); // Rotate The Triangle On The Y axis
- // draw a triangle (in smooth coloring mode)
- glBegin (GL_POLYGON); // start drawing a polygon
- glColor3f (1.0f, 0.0f, 0.0f); // Set The Color To Red
- glVertex3f (0.0f, 0.4f, 0.0f); // Top
- glColor3f (0.0f, 1.0f, 0.0f); // Set The Color To Green
- glVertex3f (0.4f, -0.4f, 0.0f); // Bottom Right
- glColor3f (0.0f, 0.0f, 1.0f); // Set The Color To Blue
- glVertex3f (-0.4f, -0.4f, 0.0f); // Bottom Left
- glEnd (); // we're done with the polygon (smooth color interpolation)
-
- glEnable (GL_TEXTURE_2D);
- glBindTexture (GL_TEXTURE_2D, texture);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
-
- glLoadIdentity (); // make sure we're no longer rotated.
- glTranslatef (0.5f, 0.0f, 0.0f); // Move Right 3 Units, and back into the screen 6.0
-
- glRotatef (rquad, 1.0f, 0.0f, 0.0f); // Rotate The Quad On The X axis
- // draw a square (quadrilateral)
- glColor3f (0.4f, 0.4f, 1.0f); // set color to a blue shade.
- glBegin (GL_QUADS); // start drawing a polygon (4 sided)
- glTexCoord3f (0.0f, 1.0f, 0.0f);
- glVertex3f (-0.4f, 0.4f, 0.0f); // Top Left
- glTexCoord3f (1.0f, 1.0f, 0.0f);
- glVertex3f (0.4f, 0.4f, 0.0f); // Top Right
- glTexCoord3f (1.0f, 0.0f, 0.0f);
- glVertex3f (0.4f, -0.4f, 0.0f); // Bottom Right
- glTexCoord3f (0.0f, 0.0f, 0.0f);
- glVertex3f (-0.4f, -0.4f, 0.0f); // Bottom Left
- glEnd (); // done with the polygon
-
- glBindTexture (GL_TEXTURE_2D, 0);
-
- rtri += 1.0f; // Increase The Rotation Variable For The Triangle
- rquad -= 1.0f; // Decrease The Rotation Variable For The Quad
+ gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
+
+ /* draw the triangle */
+ gl->BindVertexArray (triangle_vao);
+
+ gst_gl_shader_use (triangle_shader);
+ gst_gl_shader_set_uniform_1f (triangle_shader, "yrot", rtri);
+
+ gl->DrawElements (GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);
+
+ /* draw the textured quad */
+ gl->BindVertexArray (texture_vao);
+ gl->ActiveTexture (GL_TEXTURE0);
+ gl->BindTexture (GL_TEXTURE_2D, texture);
+
+ gst_gl_shader_use (texture_shader);
+ gst_gl_shader_set_uniform_1i (texture_shader, "tex", 0);
+ gst_gl_shader_set_uniform_1f (texture_shader, "xrot", rquad);
+
+ gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
+
+ /* reset GL state we have changed to the default */
+ gl->BindTexture (GL_TEXTURE_2D, 0);
+ gl->BindVertexArray (0);
+ gst_gl_context_clear_shader (sdl_context);
+
+ rtri += 1.0f * G_PI / 360.0; // Increase The Rotation Variable For The Triangle
+ rquad -= 1.0f * G_PI / 360.0; // Decrease The Rotation Variable For The Quad
// swap buffers to display, since we're double buffered.
SDL_GL_SwapWindow (sdl_window);
SDL_GL_MakeCurrent (sdl_window, sdl_gl_context);
SDL_GL_SetSwapInterval (1);
- InitGL (640, 480);
+ if (!InitGL (640, 480))
+ return;
while (!quit) {
SDL_Event event;
if (vframe)
g_async_queue_push (queue_output_buf, vframe);
+
+ DeinitGL ();
}
int
GstBus *bus = NULL;
GstCaps *caps;
GstElement *appsink;
- const gchar *platform;
+ GstGLPlatform gl_platform;
GError *err = NULL;
+ GstGLAPI gl_api;
/* Initialize SDL for video output */
if (SDL_Init (SDL_INIT_VIDEO) < 0) {
gst_init (&argc, &argv);
- SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
- SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 0);
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK,
+ SDL_GL_CONTEXT_PROFILE_CORE);
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 2);
sdl_message_event = SDL_RegisterEvents (1);
g_assert (sdl_message_event != -1);
#ifdef WIN32
gl_context = wglGetCurrentContext ();
sdl_dc = wglGetCurrentDC ();
- platform = "wgl";
+ gl_platform = GST_GL_PLATFORM_WGL;
sdl_gl_display = gst_gl_display_new ();
#else
SDL_VERSION (&info.version);
SDL_GetWindowWMInfo (sdl_window, &info);
sdl_display = info.info.x11.display;
gl_context = glXGetCurrentContext ();
- platform = "glx";
+ gl_platform = GST_GL_PLATFORM_GLX;
sdl_gl_display =
(GstGLDisplay *) gst_gl_display_x11_new_with_display (sdl_display);
#endif
+ gl_api = gst_gl_context_get_current_gl_api (gl_platform, NULL, NULL);
+
sdl_context =
gst_gl_context_new_wrapped (sdl_gl_display, (guintptr) gl_context,
- gst_gl_platform_from_string (platform), GST_GL_API_OPENGL);
+ gl_platform, gl_api);
gst_gl_context_activate (sdl_context, TRUE);
queue_input_buf = g_async_queue_new ();
queue_output_buf = g_async_queue_new ();
- /* append a gst-gl texture to this queue when you do not need it no more */
appsink = gst_bin_get_by_name (GST_BIN (pipeline), "sink");
caps = gst_static_caps_get (&render_caps);