From: Matthew Waters Date: Wed, 2 Oct 2019 13:35:36 +0000 (+1000) Subject: examples/gl/sdlshare: port to OpenGL 3.0 core profile X-Git-Tag: 1.19.3~511^2~917 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=9939149933a7a1cac8ecce6d2dd87d648f1dc9c7;p=platform%2Fupstream%2Fgstreamer.git examples/gl/sdlshare: port to OpenGL 3.0 core profile --- diff --git a/tests/examples/gl/sdl/sdlshare.c b/tests/examples/gl/sdl/sdlshare.c index 6a5f414..7d2638c 100644 --- a/tests/examples/gl/sdl/sdlshare.c +++ b/tests/examples/gl/sdl/sdlshare.c @@ -37,6 +37,7 @@ #include #include +#include static GstStaticCaps render_caps = GST_STATIC_CAPS @@ -48,6 +49,92 @@ static GstGLContext *sdl_context; 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; @@ -56,81 +143,181 @@ static GAsyncQueue *queue_input_buf; 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); @@ -234,7 +421,8 @@ sdl_event_loop (GstBus * bus) 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; @@ -319,6 +507,8 @@ sdl_event_loop (GstBus * bus) if (vframe) g_async_queue_push (queue_output_buf, vframe); + + DeinitGL (); } int @@ -337,8 +527,9 @@ main (int argc, char **argv) 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) { @@ -348,8 +539,10 @@ main (int argc, char **argv) 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); @@ -372,21 +565,23 @@ main (int argc, char **argv) #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); @@ -411,7 +606,6 @@ main (int argc, char **argv) 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);