--- /dev/null
+/*
+ * GStreamer
+ * Copyright (C) 2008 Cyril Comparon <cyril.comparon@gmail.com>
+ * Copyright (C) 2008 Julien Isorce <julien.isorce@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., 59 Temple Place - Suite 330,
+ * Boston, MA 02111-1307, USA.
+ */
+
+#ifdef HAVE_CONFIG_H
+#include "config.h"
+#endif
+
+#include "gstglbumper.h"
+
+#define GST_CAT_DEFAULT gst_gl_bumper_debug
+GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
+
+static const GstElementDetails element_details =
+ GST_ELEMENT_DETAILS ("OpenGL bumper filter",
+ "Filter/Effect",
+ "Bump mapping filter",
+ "Cyril Comparon <cyril.comparon@gmail.com>, Julien Isorce <julien.isorce@gmail.com>");
+
+enum
+{
+ PROP_0,
+ PROP_LOCATION
+};
+
+#define DEBUG_INIT(bla) \
+ GST_DEBUG_CATEGORY_INIT (gst_gl_bumper_debug, "glbumper", 0, "glbumper element");
+
+GST_BOILERPLATE_FULL (GstGLBumper, gst_gl_bumper, GstGLFilter,
+ GST_TYPE_GL_FILTER, DEBUG_INIT);
+
+static void gst_gl_bumper_set_property (GObject * object, guint prop_id,
+ const GValue * value, GParamSpec * pspec);
+static void gst_gl_bumper_get_property (GObject * object, guint prop_id,
+ GValue * value, GParamSpec * pspec);
+
+static void gst_gl_bumper_reset (GstGLFilter* filter);
+static void gst_gl_bumper_init_shader (GstGLFilter* filter);
+static gboolean gst_gl_bumper_filter (GstGLFilter * filter,
+ GstGLBuffer * inbuf, GstGLBuffer * outbuf);
+static void gst_gl_bumper_callback (gint width, gint height, guint texture, gpointer stuff);
+
+//vertex source
+static const gchar *bumper_v_src =
+ "attribute vec3 aTangent;\n"
+ "\n"
+ "varying vec3 vNormal;\n"
+ "varying vec3 vTangent;\n"
+ "varying vec3 vVertexToLight0;\n"
+ "varying vec3 vVertexToLight1;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " // transform the vertex\n"
+ " gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;\n"
+ "\n"
+ " // transform the normal and the tangent to scene coords\n"
+ " vNormal = normalize(gl_NormalMatrix * gl_Normal);\n"
+ " vTangent = normalize(gl_NormalMatrix * aTangent);\n"
+ "\n"
+ " // transforming the vertex position to modelview-space\n"
+ " //const vec4 vertexInSceneCoords = gl_ModelViewMatrix * gl_Vertex;\n"
+ "\n"
+ " // calculate the vector from the vertex position to the light position\n"
+ " vVertexToLight0 = normalize(gl_LightSource[0].position).xyz;\n"
+ " vVertexToLight1 = normalize(gl_LightSource[1].position).xyz;\n"
+ "\n"
+ " // transit vertex color\n"
+ " gl_FrontColor = gl_BackColor = gl_Color;\n"
+ "\n"
+ " // use the two first sets of texture coordinates in the fragment shader\n"
+ " gl_TexCoord[0] = gl_MultiTexCoord0;\n"
+ " gl_TexCoord[1] = gl_MultiTexCoord1;\n"
+ "}\n";
+
+//fragment source
+static const gchar *bumper_f_src =
+ "#extension GL_ARB_texture_rectangle : enable\n"
+ "uniform sampler2DRect texture0;\n"
+ "uniform sampler2DRect texture1;\n"
+ "\n"
+ "varying vec3 vNormal;\n"
+ "varying vec3 vTangent;\n"
+ "varying vec3 vVertexToLight0;\n"
+ "varying vec3 vVertexToLight1;\n"
+ "\n"
+ "void main()\n"
+ "{\n"
+ " // get the color of the textures\n"
+ " vec4 textureColor = texture2DRect(texture0, gl_TexCoord[0].st);\n"
+ " vec3 normalmapItem = texture2DRect(texture1, gl_TexCoord[1].st).xyz * 2.0 - 1.0;\n"
+ "\n"
+ " // calculate matrix that transform from tangent space to normalmap space (contrary of intuition)\n"
+ " vec3 binormal = cross(vNormal, vTangent);\n"
+ " mat3 tangentSpace2normalmapSpaceMat = mat3(vTangent, binormal, vNormal);\n"
+ "\n"
+ " // disturb the normal\n"
+ " vec3 disturbedNormal = tangentSpace2normalmapSpaceMat * normalmapItem;\n"
+ "\n"
+ " // calculate the diffuse term and clamping it to [0;1]\n"
+ " float diffuseTerm0 = clamp(dot(disturbedNormal, vVertexToLight0), 0.0, 1.0);\n"
+ " float diffuseTerm1 = clamp(dot(disturbedNormal, vVertexToLight1), 0.0, 1.0);\n"
+ "\n"
+ " vec3 irradiance = (diffuseTerm0 * gl_LightSource[0].diffuse.rgb + diffuseTerm1 * gl_LightSource[1].diffuse.rgb);\n"
+ "\n"
+ " // calculate the final color\n"
+ " gl_FragColor = vec4(irradiance * textureColor.rgb, textureColor.w);\n"
+ "}\n";
+
+//Called in the gl thread
+static void
+gst_gl_bumper_init_resources (GstGLFilter *filter)
+{
+ GstGLBumper *bumper = GST_GL_BUMPER (filter);
+
+ GError *error = NULL;
+ //GdkPixbuf *pixbuf = NULL;
+
+ bumper->pixbuf = gdk_pixbuf_new_from_file (bumper->location, &error);
+ bumper->bumpmap_width = gdk_pixbuf_get_width (bumper->pixbuf);
+ bumper->bumpmap_height = gdk_pixbuf_get_height (bumper->pixbuf);
+
+ glGenTextures (1, &bumper->bumpmap);
+ glBindTexture(GL_TEXTURE_RECTANGLE_ARB, bumper->bumpmap);
+ glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA,
+ bumper->bumpmap_width, bumper->bumpmap_height, 0,
+ gdk_pixbuf_get_has_alpha (bumper->pixbuf) ? GL_RGBA : GL_RGB,
+ GL_UNSIGNED_BYTE, gdk_pixbuf_get_pixels (bumper->pixbuf));
+
+}
+
+//Called in the gl thread
+static void
+gst_gl_bumper_reset_resources (GstGLFilter *filter)
+{
+ GstGLBumper *bumper = GST_GL_BUMPER (filter);
+
+ if (bumper->bumpmap)
+ {
+ glDeleteTextures (1, &bumper->bumpmap);
+ bumper->bumpmap = 0;
+ }
+}
+
+static void
+gst_gl_bumper_base_init (gpointer klass)
+{
+ GstElementClass *element_class = GST_ELEMENT_CLASS (klass);
+
+ gst_element_class_set_details (element_class, &element_details);
+}
+
+static void
+gst_gl_bumper_class_init (GstGLBumperClass* klass)
+{
+ GObjectClass* gobject_class;
+
+ gobject_class = (GObjectClass *) klass;
+ gobject_class->set_property = gst_gl_bumper_set_property;
+ gobject_class->get_property = gst_gl_bumper_get_property;
+
+ GST_GL_FILTER_CLASS (klass)->filter = gst_gl_bumper_filter;
+ GST_GL_FILTER_CLASS (klass)->display_init_cb = gst_gl_bumper_init_resources;
+ GST_GL_FILTER_CLASS (klass)->display_reset_cb = gst_gl_bumper_reset_resources;
+ GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_bumper_init_shader;
+ GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_bumper_reset;
+
+ g_object_class_install_property (gobject_class,
+ PROP_LOCATION, g_param_spec_string ("location",
+ "Normal map location",
+ "Normal map location",
+ NULL, G_PARAM_READWRITE));
+}
+
+static void
+gst_gl_bumper_init (GstGLBumper* bumper,
+ GstGLBumperClass* klass)
+{
+ bumper->shader = NULL;
+ bumper->bumpmap = 0;
+ bumper->bumpmap_width = 0;
+ bumper->bumpmap_height = 0;
+ bumper->pixbuf = NULL;
+ bumper->location = NULL;
+}
+
+static void
+gst_gl_bumper_reset (GstGLFilter* filter)
+{
+ GstGLBumper* bumper_filter = GST_GL_BUMPER(filter);
+
+ //blocking call, wait the opengl thread has destroyed the shader
+ gst_gl_display_del_shader (filter->display, bumper_filter->shader);
+}
+
+static void
+gst_gl_bumper_set_property (GObject* object, guint prop_id,
+ const GValue* value, GParamSpec* pspec)
+{
+ GstGLBumper *bumper = GST_GL_BUMPER (object);
+
+ switch (prop_id)
+ {
+ case PROP_LOCATION:
+ if (bumper->location != NULL)
+ g_free (bumper->location);
+ bumper->location = g_value_dup_string (value);
+ break;
+ default:
+ G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
+ break;
+ }
+}
+
+static void
+gst_gl_bumper_get_property (GObject* object, guint prop_id,
+ GValue* value, GParamSpec* pspec)
+{
+ GstGLBumper *bumper = GST_GL_BUMPER (object);
+
+ switch (prop_id)
+ {
+ case PROP_LOCATION:
+ g_value_set_string (value, bumper->location);
+ break;
+ default:
+ G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
+ break;
+ }
+}
+
+static void
+gst_gl_bumper_init_shader (GstGLFilter* filter)
+{
+ GstGLBumper *bumper = GST_GL_BUMPER (filter);
+
+ //blocking call, wait the opengl thread has compiled the shader
+ gst_gl_display_gen_shader (filter->display, bumper_v_src, bumper_f_src, &bumper->shader);
+}
+
+static gboolean
+gst_gl_bumper_filter (GstGLFilter* filter, GstGLBuffer* inbuf,
+ GstGLBuffer* outbuf)
+{
+ gpointer bumper_filter = GST_GL_BUMPER (filter);
+
+ //blocking call, use a FBO
+ gst_gl_display_use_fbo (filter->display, filter->width, filter->height,
+ filter->fbo, filter->depthbuffer, outbuf->texture, gst_gl_bumper_callback,
+ inbuf->width, inbuf->height, inbuf->texture,
+ //bumper_filter->fovy, bumper_filter->aspect, bumper_filter->znear, bumper_filter->zfar,
+ 45, (gdouble)filter->width/(gdouble)filter->height, 0.1, 50,
+ GST_GL_DISPLAY_PROJECTION_PERSPECIVE, bumper_filter);
+
+ return TRUE;
+}
+
+//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;
+
+ GstGLBumper* bumper = GST_GL_BUMPER (stuff);
+ GstGLFilter* filter = GST_GL_FILTER (stuff);
+ 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 };
+
+ //eye point
+ glMatrixMode(GL_PROJECTION);
+ gluLookAt(0.0, 0.0, -6.0,
+ 0.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0);
+ glMatrixMode(GL_MODELVIEW);
+
+ //scene conf
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LEQUAL);
+ glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
+ glShadeModel(GL_SMOOTH);
+
+ //set the lights
+ glLightfv(GL_LIGHT0, GL_POSITION, light_direction0);
+ glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse0);
+ glLightfv(GL_LIGHT1, GL_POSITION, light_direction1);
+ glLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse1);
+ glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
+ glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+ glEnable(GL_COLOR_MATERIAL);
+ glEnable(GL_LIGHTING);
+ glEnable(GL_LIGHT0);
+ glEnable(GL_LIGHT1);
+
+ //configure shader
+ gst_gl_shader_use (bumper->shader);
+ locTangent = gst_gl_shader_get_attribute_location (bumper->shader, "aTangent");
+
+ //set the normal map
+ glActiveTextureARB (GL_TEXTURE1_ARB);
+ gst_gl_shader_set_uniform_1i (bumper->shader, "texture1", 1);
+ glBindTexture (GL_TEXTURE_RECTANGLE_ARB, bumper->bumpmap);
+
+ //set the video texture
+ glActiveTextureARB (GL_TEXTURE0_ARB);
+ gst_gl_shader_set_uniform_1i (bumper->shader, "texture0", 0);
+ glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
+
+ //glTranslatef(2.0f, 2.0f, 5.0f);
+
+ glRotatef(xrot,1.0f,0.0f,0.0f);
+ glRotatef(yrot,0.0f,1.0f,0.0f);
+ glRotatef(zrot,0.0f,0.0f,1.0f);
+
+ //Cube
+ glBegin(GL_QUADS);
+
+ // front face
+ glNormal3d(0.0, 0.0, -1.0);
+ glVertexAttrib3dARB(locTangent, 0.0, 1.0, 0.0);
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
+ glVertex3d( 1.0, 1.0, -1.0); // B
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
+ glVertex3d( 1.0, -1.0, -1.0); // A
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
+ glVertex3d(-1.0, -1.0, -1.0); // D
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
+ glVertex3d(-1.0, 1.0, -1.0); // C
+
+ // right face
+ glNormal3d(-1.0, 0.0, 0.0);
+ glVertexAttrib3dARB(locTangent, 0.0, 1.0, 0.0);
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
+ glVertex3d(-1.0, 1.0, -1.0); // C
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
+ glVertex3d(-1.0, -1.0, -1.0); // D
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
+ glVertex3d(-1.0, -1.0, 1.0); // H
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
+ glVertex3d(-1.0, 1.0, 1.0); // G
+
+ // back face
+ glNormal3d(0.0, 0.0, 1.0);
+ glVertexAttrib3dARB(locTangent, 0.0, 1.0, 0.0);
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
+ glVertex3d(-1.0, 1.0, 1.0); // G
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
+ glVertex3d(-1.0, -1.0, 1.0); // H
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
+ glVertex3d( 1.0, -1.0, 1.0); // E
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
+ glVertex3d( 1.0, 1.0, 1.0); // F
+
+ // left face
+ glNormal3d(1.0, 0.0, 0.0);
+ glVertexAttrib3dARB(locTangent, 0.0, 1.0, 0.0);
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
+ glVertex3d( 1.0, 1.0, 1.0); // F
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
+ glVertex3d( 1.0, -1.0, 1.0); // E
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
+ glVertex3d( 1.0, -1.0, -1.0); // A
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
+ glVertex3d( 1.0, 1.0, -1.0); // B
+
+ // top face
+ glNormal3d(0.0, 1.0, 0.0);
+ glVertexAttrib3dARB(locTangent, 0.0, 0.0, 1.0);
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
+ glVertex3d( 1.0, 1.0, 1.0); // F
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
+ glVertex3d( 1.0, 1.0, -1.0); // B
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
+ glVertex3d(-1.0, 1.0, -1.0); // C
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
+ glVertex3d(-1.0, 1.0, 1.0); // G
+
+ // bottom face
+ glNormal3d(0.0, -1.0, 0.0);
+ glVertexAttrib3dARB(locTangent, 0.0, 0.0, -1.0);
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, 0.0);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, 0.0);
+ glVertex3d( 1.0, -1.0, -1.0); // A
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, 0.0, height);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, 0.0, bumper->bumpmap_height);
+ glVertex3d( 1.0, -1.0, 1.0); // E
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, height);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, bumper->bumpmap_height);
+ glVertex3d(-1.0, -1.0, 1.0); // H
+ glMultiTexCoord2dARB(GL_TEXTURE0_ARB, width, 0.0);
+ glMultiTexCoord2dARB(GL_TEXTURE1_ARB, bumper->bumpmap_width, 0.0);
+ glVertex3d(-1.0, -1.0, -1.0); // D
+ glEnd();
+
+ glUseProgram(0);
+ glDisable(GL_LIGHT0);
+ glDisable(GL_LIGHT1);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
+
+ xrot+=1.0f;
+ yrot+=0.9f;
+ zrot+=1.1f;
+}