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authorPierre Pouzol <pierre.pouzol@hotmail.fr>2010-04-27 11:07:04 +0200
committerJulien Isorce <julien.isorce@gmail.com>2010-04-27 11:07:04 +0200
commit5b57435862bbdc018463d742b908aafb2b882e90 (patch)
tree08517c787aa31af5f29b9499c57542025e087313
parentf22d65674261db62c7444483bd47b68a603de3d7 (diff)
glfilterreflectedscreen: improve behavior and add some properties
Fixes bug #612163
-rw-r--r--gst/gl/gstglfilterreflectedscreen.c320
-rw-r--r--gst/gl/gstglfilterreflectedscreen.h12
2 files changed, 253 insertions, 79 deletions
diff --git a/gst/gl/gstglfilterreflectedscreen.c b/gst/gl/gstglfilterreflectedscreen.c
index 2525088..e04eb18 100644
--- a/gst/gl/gstglfilterreflectedscreen.c
+++ b/gst/gl/gstglfilterreflectedscreen.c
@@ -26,7 +26,7 @@
* <refsect2>
* <title>Examples</title>
* |[
- * gst-launch -v videotestsrc ! glupload ! glfilterreflectedscreen active_graphic_mode=TRUE ! glimagesink
+ * gst-launch videotestsrc ! glupload ! glfilterreflectedscreen ! glimagesink
* ]|
* </refsect2>
*/
@@ -44,7 +44,13 @@ GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
enum
{
PROP_0,
- PROP_ACTIVE_GRAPHIC_MODE
+ PROP_ACTIVE_GRAPHIC_MODE,
+ PROP_SEPARATED_SCREEN,
+ PROP_SHOW_FLOOR,
+ PROP_FOVY,
+ PROP_ASPECT,
+ PROP_ZNEAR,
+ PROP_ZFAR
};
#define DEBUG_INIT(bla) \
@@ -62,13 +68,20 @@ static void gst_gl_filter_reflected_screen_get_property (GObject * object,
static gboolean gst_gl_filter_reflected_screen_filter (GstGLFilter * filter,
GstGLBuffer * inbuf, GstGLBuffer * outbuf);
+static void gst_gl_filter_reflected_screen_draw_background ();
static void gst_gl_filter_reflected_screen_draw_floor ();
static void gst_gl_filter_reflected_screen_draw_screen (GstGLFilter * filter,
gint width, gint height, guint texture);
+static void gst_gl_filter_reflected_screen_draw_separated_screen (GstGLFilter *
+ filter, gint width, gint height, guint texture, gfloat alphs, gfloat alphe);
static void gst_gl_filter_reflected_screen_callback (gint width, gint height,
guint texture, gpointer stuff);
+static GLfloat LightPos[] = { 4.0f, -4.0f, 6.0f, 1.0f }; // Light Position
+static GLfloat LightAmb[] = { 4.0f, 4.0f, 4.0f, 1.0f }; // Ambient Light
+static GLfloat LightDif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; // Diffuse Light
+
static void
gst_gl_filter_reflected_screen_base_init (gpointer klass)
{
@@ -96,14 +109,49 @@ gst_gl_filter_reflected_screen_class_init (GstGLFilterReflectedScreenClass *
"Activate graphic mode",
"Allow user to activate stencil buffer and blending.",
TRUE, G_PARAM_READWRITE));
+
+ g_object_class_install_property (gobject_class, PROP_SEPARATED_SCREEN,
+ g_param_spec_boolean ("separated_screen",
+ "Create a separation space",
+ "Allow to insert a space between the two screen. Will cancel 'show floor' if active. Value are TRUE or FALSE(default)",
+ FALSE, G_PARAM_READWRITE));
+
+ g_object_class_install_property (gobject_class, PROP_SHOW_FLOOR,
+ g_param_spec_boolean ("show_floor",
+ "Show the support",
+ "Allow the user to show the supportive floor. Will cancel 'separated screen' if active. Value are TRUE(default) or FALSE",
+ TRUE, G_PARAM_READWRITE));
+
+ g_object_class_install_property (gobject_class, PROP_FOVY,
+ g_param_spec_double ("fovy", "Fovy", "Field of view angle in degrees",
+ 0.0, 180.0, 60, G_PARAM_WRITABLE));
+
+ g_object_class_install_property (gobject_class, PROP_ASPECT,
+ g_param_spec_double ("aspect", "Aspect",
+ "Field of view in the x direction", 0.0, 100, 0.0, G_PARAM_WRITABLE));
+
+ g_object_class_install_property (gobject_class, PROP_ZNEAR,
+ g_param_spec_double ("znear", "Znear",
+ "Specifies the distance from the viewer to the near clipping plane",
+ 0.0, 100.0, 0.1, G_PARAM_WRITABLE));
+
+ g_object_class_install_property (gobject_class, PROP_ZFAR,
+ g_param_spec_double ("zfar", "Zfar",
+ "Specifies the distance from the viewer to the far clipping plane",
+ 0.0, 1000.0, 100.0, G_PARAM_WRITABLE));
}
static void
gst_gl_filter_reflected_screen_init (GstGLFilterReflectedScreen * filter,
GstGLFilterReflectedScreenClass * klass)
{
- filter->timestamp = 0;
filter->active_graphic_mode = TRUE;
+ filter->separated_screen = FALSE;
+ filter->show_floor = TRUE;
+ filter->fovy = 80;
+ filter->aspect = 0;
+ filter->znear = 0.1;
+ filter->zfar = 1000;
}
static void
@@ -114,10 +162,26 @@ gst_gl_filter_reflected_screen_set_property (GObject * object, guint prop_id,
switch (prop_id) {
case PROP_ACTIVE_GRAPHIC_MODE:
- {
filter->active_graphic_mode = g_value_get_boolean (value);
break;
- }
+ case PROP_SEPARATED_SCREEN:
+ filter->separated_screen = g_value_get_boolean (value);
+ break;
+ case PROP_SHOW_FLOOR:
+ filter->show_floor = g_value_get_boolean (value);
+ break;
+ case PROP_FOVY:
+ filter->fovy = g_value_get_double (value);
+ break;
+ case PROP_ASPECT:
+ filter->aspect = g_value_get_double (value);
+ break;
+ case PROP_ZNEAR:
+ filter->znear = g_value_get_double (value);
+ break;
+ case PROP_ZFAR:
+ filter->zfar = g_value_get_double (value);
+ break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
@@ -134,6 +198,12 @@ gst_gl_filter_reflected_screen_get_property (GObject * object, guint prop_id,
case PROP_ACTIVE_GRAPHIC_MODE:
g_value_set_boolean (value, filter->active_graphic_mode);
break;
+ case PROP_SEPARATED_SCREEN:
+ g_value_set_boolean (value, filter->separated_screen);
+ break;
+ case PROP_SHOW_FLOOR:
+ g_value_set_boolean (value, filter->show_floor);
+ break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
@@ -144,28 +214,72 @@ static gboolean
gst_gl_filter_reflected_screen_filter (GstGLFilter * filter,
GstGLBuffer * inbuf, GstGLBuffer * outbuf)
{
- gpointer reflected_screen_filter = GST_GL_FILTER_REFLECTED_SCREEN (filter);
- GST_GL_FILTER_REFLECTED_SCREEN (reflected_screen_filter)->timestamp =
- GST_BUFFER_TIMESTAMP (inbuf);
+ GstGLFilterReflectedScreen *reflected_screen_filter =
+ GST_GL_FILTER_REFLECTED_SCREEN (filter);
+
+ if (reflected_screen_filter->aspect == 0.0)
+ reflected_screen_filter->aspect =
+ (gfloat) (filter->width) / (gfloat) (filter->height);
//blocking call, use a FBO
gst_gl_display_use_fbo (filter->display, filter->width, filter->height,
filter->fbo, filter->depthbuffer, outbuf->texture,
gst_gl_filter_reflected_screen_callback, inbuf->width, inbuf->height,
- inbuf->texture, 80, (gdouble) filter->width / (gdouble) filter->height,
- 1.0, 5000.0, GST_GL_DISPLAY_PROJECTION_PERSPECTIVE,
+ inbuf->texture, reflected_screen_filter->fovy,
+ reflected_screen_filter->aspect, reflected_screen_filter->znear,
+ reflected_screen_filter->zfar, GST_GL_DISPLAY_PROJECTION_PERSPECTIVE,
(gpointer) reflected_screen_filter);
return TRUE;
}
-static gint64
-get_time (void)
+static void
+gst_gl_filter_reflected_screen_draw_separated_screen (GstGLFilter * filter,
+ gint width, gint height, guint texture, gfloat alphs, gfloat alphe)
{
- static GTimeVal val;
- g_get_current_time (&val);
+ //enable ARB Rectangular texturing
+ //that's necessary to have the video displayed on our screen (with gstreamer)
+ glEnable (GL_TEXTURE_RECTANGLE_ARB);
+ glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
+ //configure parameters for the texturing
+ //the two first are used to specified how the texturing will be done if the screen is greater than the texture herself
+ glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ //the next two specified how the texture will comport near the limits
+ glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
+ GL_CLAMP_TO_EDGE);
+ glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
+ GL_CLAMP_TO_EDGE);
- return (val.tv_sec * G_USEC_PER_SEC) + val.tv_usec;
+ //creating screen and setting the texture (depending on texture's height and width)
+ glBegin (GL_QUADS);
+
+ // right Face
+ glColor4f (1.0f, 1.0f, 1.0f, alphs);
+ glTexCoord2f ((gfloat) (width / 2.0), (gfloat) height);
+ glVertex3f (-0.75f, 0.0f, -1.0f);
+ glColor4f (1.0f, 1.0f, 1.0f, alphe);
+ glTexCoord2f ((gfloat) (width / 2.0), 0.0f);
+ glVertex3f (-0.75f, 1.25f, -1.0f);
+ glTexCoord2f ((gfloat) width, 0.0f);
+ glVertex3f (1.25f, 1.25f, -1.0f);
+ glColor4f (1.0f, 1.0f, 1.0f, alphs);
+ glTexCoord2f ((gfloat) width, (gfloat) height);
+ glVertex3f (1.25f, 0.0f, -1.0f);
+ // Left Face
+ glColor4f (1.0f, 1.0f, 1.0f, alphs);
+ glTexCoord2f (((gfloat) width / 2.0f), (gfloat) height);
+ glVertex3f (-1.0f, 0.0f, -0.75f);
+ glTexCoord2f (0.0f, (gfloat) height);
+ glVertex3f (-1.0f, 0.0f, 1.25f);
+ glColor4f (1.0f, 1.0f, 1.0f, alphe);
+ glTexCoord2f (0.0f, 0.0f);
+ glVertex3f (-1.0f, 1.25f, 1.25f);
+ glTexCoord2f (((gfloat) width / 2.0f), 0.0f);
+ glVertex3f (-1.0f, 1.25f, -0.75f);
+
+ glEnd ();
+ glDisable (GL_TEXTURE_RECTANGLE_ARB);
}
static void
@@ -185,28 +299,26 @@ gst_gl_filter_reflected_screen_draw_screen (GstGLFilter * filter,
GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
- glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//creating screen and setting the texture (depending on texture's height and width)
glBegin (GL_QUADS);
- // right Face
- glTexCoord2f (0.0f, (gfloat) height);
+ glTexCoord2f ((gfloat) (width / 2.0), (gfloat) height);
glVertex3f (-1.0f, 0.0f, -1.0f);
- glTexCoord2f (0.0f, 0.0f);
+ glTexCoord2f ((gfloat) (width / 2.0), 0.0f);
glVertex3f (-1.0f, 1.0f, -1.0f);
glTexCoord2f ((gfloat) width, 0.0f);
glVertex3f (1.0f, 1.0f, -1.0f);
glTexCoord2f ((gfloat) width, (gfloat) height);
glVertex3f (1.0f, 0.0f, -1.0f);
// Left Face
- glTexCoord2f ((gfloat) width, (gfloat) height);
+ glTexCoord2f (((gfloat) width / 2.0f), (gfloat) height);
glVertex3f (-1.0f, 0.0f, -1.0f);
glTexCoord2f (0.0f, (gfloat) height);
glVertex3f (-1.0f, 0.0f, 1.0f);
glTexCoord2f (0.0f, 0.0f);
glVertex3f (-1.0f, 1.0f, 1.0f);
- glTexCoord2f ((gfloat) width, 0.0f);
+ glTexCoord2f (((gfloat) width / 2.0f), 0.0f);
glVertex3f (-1.0f, 1.0f, -1.0f);
glEnd ();
@@ -216,6 +328,24 @@ gst_gl_filter_reflected_screen_draw_screen (GstGLFilter * filter,
}
static void
+gst_gl_filter_reflected_screen_draw_background ()
+{
+ glBegin (GL_QUADS);
+
+ // right Face
+
+ glColor4f (0.0f, 0.0f, 0.0f, 1.0f);
+ glVertex3f (-10.0f, -10.0f, -1.0f);
+
+ glColor4f (0.0f, 0.0f, 0.2f, 1.0f);
+ glVertex3f (-10.0f, 10.0f, -1.0f);
+ glVertex3f (10.0f, 10.0f, -1.0f);
+ glVertex3f (10.0f, -10.0f, -1.0f);
+
+ glEnd ();
+}
+
+static void
gst_gl_filter_reflected_screen_draw_floor ()
{
GLUquadricObj *q;
@@ -226,7 +356,7 @@ gst_gl_filter_reflected_screen_draw_floor ()
gluQuadricTexture (q, GL_FALSE);
//drawing the disk. The texture are mapped thanks to the parameter we gave to the GLUquadric q
- gluDisk (q, 0.0, 2.0, 50, 1);
+ gluDisk (q, 0.0, 2.2, 50.0, 1.0);
}
//opengl scene, params: input texture (not the output filter->texture)
@@ -243,64 +373,104 @@ gst_gl_filter_reflected_screen_callback (gint width, gint height, guint texture,
//load identity befor tracing
glLoadIdentity ();
//camera translation
- glTranslatef (0.0f, 0.1f, -1.5f);
+ glTranslatef (0.0f, 0.1f, -1.3f);
//camera configuration
- gluLookAt (0.1, -0.2, 1.4, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
-
- if (reflected_screen_filter->active_graphic_mode) {
- //Stencil buffer use start
- //creation of a black mask upon the entire screen. This mean that none of the red, blue, green and alpha color on the screen will be shown
- glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- //enable stencil buffer use
- glEnable (GL_STENCIL_TEST);
- //setting the stencil buffer. Each time a pixel will be drawn by now, this pixel value will be set to 1
- glStencilFunc (GL_ALWAYS, 1, 1);
- glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
-
- //disable the zbuffer
- glDisable (GL_DEPTH_TEST);
- //make a rotation of 90 degree on x axis. By default, gluDisk draw a disk on z axis
+ if (reflected_screen_filter->separated_screen)
+ gluLookAt (0.1, -0.25, 2.0, 0.025, 0.0, 0.0, 0.0, 1.0, 0.0);
+ else
+ gluLookAt (0.1, -0.35, 2.0, 0.025, 0.0, 0.0, 0.0, 1.0, 0.0);
+
+ gst_gl_filter_reflected_screen_draw_background ();
+
+ if (reflected_screen_filter->separated_screen) {
+ glEnable (GL_BLEND);
+
+ glPushMatrix ();
+ glScalef (1.0f, -1.0f, 1.0f);
+ glTranslatef (0.0f, 0.0f, 1.2f);
+ glRotatef (-45.0f, 0.0, 1.0, 0.0);
+ gst_gl_filter_reflected_screen_draw_separated_screen (filter, width, height,
+ texture, 1.0f, 1.0f);
+ glPopMatrix ();
+
+ if (reflected_screen_filter->active_graphic_mode) {
+ //configuration of the transparency function
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glTranslatef (0.0f, 0.0f, 1.2f);
+ glRotatef (-45.0f, 0.0, 1.0, 0.0);
+ gst_gl_filter_reflected_screen_draw_separated_screen (filter, width,
+ height, texture, 0.5f, 0.0f);
+ glDisable (GL_BLEND);
+ }
+ }
+ if (reflected_screen_filter->show_floor) {
+ glLightfv (GL_LIGHT0, GL_AMBIENT, LightAmb);
+ glLightfv (GL_LIGHT0, GL_DIFFUSE, LightDif);
+ glLightfv (GL_LIGHT0, GL_POSITION, LightPos);
+
+ //enable lighting
+ glEnable (GL_LIGHT0);
+ glEnable (GL_LIGHTING);
+
+ if (reflected_screen_filter->active_graphic_mode) {
+ glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
+ //enable stencil buffer use
+ glEnable (GL_STENCIL_TEST);
+ //setting the stencil buffer. Each time a pixel will be drawn by now, this pixel value will be set to 1
+ glStencilFunc (GL_ALWAYS, 1, 1);
+ glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
+
+ //disable the zbuffer
+ glDisable (GL_DEPTH_TEST);
+ //make a rotation of 90 degree on x axis. By default, gluDisk draw a disk on z axis
+ glRotatef (-90.0f, 1.0, 0.0, 0.0);
+ //draw the floor. Each pixel representing this floor will now have a value of 1 on stencil buffer
+ gst_gl_filter_reflected_screen_draw_floor ();
+ //make an anti-rotation of 90 degree to draw the rest of the scene on the right angle
+ glRotatef (90.0f, 1.0, 0.0, 0.0);
+ //enable zbuffer again
+ glEnable (GL_DEPTH_TEST);
+ //enable the drawing to be shown
+ glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ //say that the next object have to be drawn ONLY where the stencil buffer's pixel's value is 1
+ glStencilFunc (GL_EQUAL, 1, 1);
+ glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
+
+ //save the actual matrix
+ glPushMatrix ();
+ glLightfv (GL_LIGHT0, GL_POSITION, LightPos);
+ //translate the object on z axis
+ glTranslatef (0.0f, 0.0f, 1.4f);
+ //rotate it (because the drawing method place the user behind the left part of the screen)
+ glRotatef (-45.0f, 0.0, 1.0, 0.0);
+ //draw the reflexion
+ gst_gl_filter_reflected_screen_draw_screen (filter, width, height,
+ texture);
+ //return to the saved matrix position
+ glPopMatrix ();
+ //end of the stencil buffer uses
+ glDisable (GL_STENCIL_TEST);
+
+ //enable the blending to mix the floor and reflexion color
+ glEnable (GL_BLEND);
+ glDisable (GL_LIGHTING);
+ //specified a white color (for the floor) with 20% transparency
+ glColor4f (1.0f, 1.0f, 1.0f, 0.8f);
+ //configuration of the transparency function
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ //draw the floor (which will appear this time)
glRotatef (-90.0f, 1.0, 0.0, 0.0);
- //draw the floor. Each pixel representing this floor will now have a value of 1 on stencil buffer
gst_gl_filter_reflected_screen_draw_floor ();
- //make an anti-rotation of 90 degree to draw the rest of the scene on the right angle
glRotatef (90.0f, 1.0, 0.0, 0.0);
- //enable zbuffer again
- glEnable (GL_DEPTH_TEST);
- //enable the drawing to be shown
- glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- //say that the next object have to be drawn ONLY where the stencil buffer's pixel's value is 1
- glStencilFunc (GL_EQUAL, 1, 1);
- glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
- //save the actual matrix
- glPushMatrix ();
- //translate the object on z axis
- glTranslatef (0.0f, 0.0f, 1.3f);
- //rotate it (because the drawing method place the user behind the left part of the screen)
+ glDisable (GL_BLEND);
+ glEnable (GL_LIGHTING);
+ //draw the real object
+ //scale on y axis. The object must be drawn upside down (to suggest a reflexion)
+ glScalef (1.0f, -1.0f, 1.0f);
+ glTranslatef (0.0f, 0.0f, 1.4f);
glRotatef (-45.0f, 0.0, 1.0, 0.0);
- //draw the reflexion
gst_gl_filter_reflected_screen_draw_screen (filter, width, height, texture);
- //return to the saved matrix position
- glPopMatrix ();
- //end of the stencil buffer uses
- glDisable (GL_STENCIL_TEST);
+ glDisable (GL_LIGHTING);
}
- //enable the blending to mix the floor and reflexion color
- glEnable (GL_BLEND);
- glColor4f (1.0f, 1.0f, 1.0f, 0.8f);
- //configuration of the transparency function
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- //draw the floor (which will appear this time)
- //specified a white color (for the floor) with 20% transparency
- glRotatef (-90.0f, 1.0, 0.0, 0.0);
- gst_gl_filter_reflected_screen_draw_floor ();
- glRotatef (90.0f, 1.0, 0.0, 0.0);
- glDisable (GL_BLEND);
- //draw the real object
- //scale on y axis. The object must be drawn upside down (to suggest a reflexion)
-
- glScalef (1.0f, -1.0f, 1.0f);
- glTranslatef (0.0f, 0.0f, 1.3f);
- glRotatef (-45.0f, 0.0, 1.0, 0.0);
- gst_gl_filter_reflected_screen_draw_screen (filter, width, height, texture);
}
diff --git a/gst/gl/gstglfilterreflectedscreen.h b/gst/gl/gstglfilterreflectedscreen.h
index a1f6e21..211c397 100644
--- a/gst/gl/gstglfilterreflectedscreen.h
+++ b/gst/gl/gstglfilterreflectedscreen.h
@@ -1,4 +1,4 @@
-/*
+/*
* GStreamer
* Copyright (C) 2008 Pierre Pouzol<pierre.pouzol@hotmail.fr>
*
@@ -38,10 +38,14 @@ typedef struct _GstGLFilterReflectedScreenClass GstGLFilterReflectedScreenClass;
struct _GstGLFilterReflectedScreen
{
GstGLFilter filter;
- GstGLShader *shader;
- gint64 timestamp;
-
+ gdouble fovy;
+ gdouble aspect;
+ gdouble znear;
+ gdouble zfar;
+
gboolean active_graphic_mode;
+ gboolean separated_screen;
+ gboolean show_floor;
};
struct _GstGLFilterReflectedScreenClass