Dynamic change of glshader element
Christian Winkler
christian at heidelbergs.de
Sat Nov 15 02:10:22 PST 2014
Dear Members,
i am trying to change a glshader element at runtime in a native Gstreamer
application.
The idea is to convert a rtsp Stream to an side-by-side view for a android
google cardboard VR device.
I want to implement headtracking as well and therefore want to change the
opengl fragment dynamically based on head position.
The code below works for a static .frag file.
QUESTION: How can i change for example
const vec2 leftCenter = vec2(0.25, 0.4);
const vec2 rightCenter = vec2(0.75, 0.4);
DYNAMICALLY during runtime in the native code?
There used tob o something like gstglfiltershader, but i can not find a
similar functionality in the current 1.4.x releases.
Thanks!!!!
Kind regards
Christian
The current Pipeline is set up as follows (JNI Code for an Android App).
This
..
// rtspsrc location=rtsp://192.168.137.240:8554/test
latency=0 drop-on-latency=true ! application/x-rtp, payload=96 !
rtph264depay ! decodebin ! glimagesink sync=false
data->source = gst_element_factory_make
("rtspsrc","rtspsrc");
g_object_set(G_OBJECT
(data->source),"location",pipelineParameterFromJava,"latency",0,"drop-on-lat
ency",true,NULL);
data->pipeline = gst_pipeline_new ("fpv-pipeline");
data->filter=gst_element_factory_make("capsfilter","filter");
data->depayloader = gst_element_factory_make
("rtph264depay","rtph264depay");
data->decoder = gst_element_factory_make
("decodebin","decodebin");
data->distortion = gst_element_factory_make
("glshader","glshader");
data->video_sink = gst_element_factory_make
("glimagesink","glimagesink");
filtercaps = gst_caps_new_simple
("application/x-rtp","payload", G_TYPE_INT, 96,NULL);
g_object_set (G_OBJECT (data->filter), "caps", filtercaps,
NULL);
g_object_set (G_OBJECT (data->distortion), "location",
"/data/data/com.lonestar.groundpi/files/distortion.frag", NULL);
gst_caps_unref (filtercaps);
g_object_set(G_OBJECT (data->video_sink),"sync",false,NULL);
if (!data->pipeline || !data->source || !data->filter ||
!data->depayloader || !data->decoder || !data->video_sink ||
!data->distortion) {
g_printerr ("One element could not be created.
Exiting.\n");
return -1;
}
gst_bin_add_many (GST_BIN (data->pipeline), data->source,
data->filter, data->depayloader, data->decoder, data->video_sink,
data->distortion, NULL);
gst_element_link_many (data->filter, data->depayloader,
data->decoder, NULL);
gst_element_link_many (data->distortion, data->video_sink,
NULL);
g_signal_connect (data->source, "pad-added", G_CALLBACK
(cb_new_pad), data->filter);
g_signal_connect (data->decoder, "pad-added", G_CALLBACK
(cb_new_pad), data->distortion);
..
Distortion.frag:
#extension GL_ARB_texture_rectangle : enable
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
const vec4 kappa = vec4(2.75,1.7,0.5,0.5);
const float screen_width = 1920.0;
const float screen_height = 1080.0;
const float scaleFactor = 0.62;
const vec2 leftCenter = vec2(0.25, 0.4);
const vec2 rightCenter = vec2(0.75, 0.4);
const float separation = -0.025;
const bool stereo_input = false;
// Scales input texture coordinates for distortion.
vec2 hmdWarp(vec2 LensCenter, vec2 texCoord, vec2 Scale, vec2 ScaleIn) {
vec2 theta = (texCoord - LensCenter) * ScaleIn;
float rSq = theta.x * theta.x + theta.y * theta.y;
vec2 rvector = theta * (kappa.x + kappa.y * rSq + kappa.z * rSq * rSq +
kappa.w * rSq * rSq * rSq);
vec2 tc = LensCenter + Scale * rvector;
return tc;
}
bool validate(vec2 tc, int eye) {
if ( stereo_input ) {
//keep within bounds of texture
if ((eye == 1 && (tc.x < 0.0 || tc.x > 0.5)) ||
(eye == 0 && (tc.x < 0.5 || tc.x > 1.0)) ||
tc.y < 0.0 || tc.y > 1.0) {
return false;
}
} else {
if ( tc.x < 0.0 || tc.x > 1.0 ||
tc.y < 0.0 || tc.y > 1.0 ) {
return false;
}
}
return true;
}
void main() {
float as = float(screen_width / 2.0) / float(screen_height);
vec2 Scale = vec2(0.25, as);
vec2 ScaleIn = vec2(2.0 * scaleFactor, 1.0 / as * scaleFactor);
vec2 texCoord = v_texcoord;
vec2 tc = vec2(0);
vec4 color = vec4(0);
if ( texCoord.x < 0.5 ) {
texCoord.x += separation;
texCoord = hmdWarp(leftCenter, texCoord, Scale, ScaleIn );
if ( !stereo_input ) {
texCoord.x *= 2.0;
}
color = texture2D(tex, texCoord);
if ( !validate(texCoord, 0) ) {
color = vec4(0);
}
} else {
texCoord.x -= separation;
texCoord = hmdWarp(rightCenter, texCoord, Scale, ScaleIn);
if ( !stereo_input ) {
texCoord.x = (texCoord.x - 0.5) * 2.0;
}
color = texture2D(tex, texCoord);
if ( !validate(texCoord, 1) ) {
color = vec4(0);
}
}
gl_FragColor = color;
}
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