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vf_gltransition.c
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vf_gltransition.c
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/**
* FFmpeg filter for applying GLSL transitions between video streams.
*
* @see https://gl-transitions.com/
*/
#include "libavutil/opt.h"
#include "internal.h"
#include "framesync.h"
#ifndef __APPLE__
# define GL_TRANSITION_USING_EGL //remove this line if you don't want to use EGL
#endif
#ifdef __APPLE__
# define __gl_h_
# define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED
# include <OpenGL/gl3.h>
#else
# include <GL/glew.h>
#endif
#ifdef GL_TRANSITION_USING_EGL
# include <EGL/egl.h>
# include <EGL/eglext.h>
#else
# include <GLFW/glfw3.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <float.h>
#define FROM (0)
#define TO (1)
#define PIXEL_FORMAT (GL_RGB)
#ifdef GL_TRANSITION_USING_EGL
static const EGLint configAttribs[] = {
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_BLUE_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_RED_SIZE, 8,
EGL_DEPTH_SIZE, 8,
EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
EGL_NONE};
#endif
static const float position[12] = {
-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f
};
static const GLchar *v_shader_source =
"attribute vec2 position;\n"
"varying vec2 _uv;\n"
"void main(void) {\n"
" gl_Position = vec4(position, 0, 1);\n"
" vec2 uv = position * 0.5 + 0.5;\n"
" _uv = vec2(uv.x, 1.0 - uv.y);\n"
"}\n";
static const GLchar *f_shader_template =
"varying vec2 _uv;\n"
"uniform sampler2D from;\n"
"uniform sampler2D to;\n"
"uniform float progress;\n"
"uniform float ratio;\n"
"uniform float _fromR;\n"
"uniform float _toR;\n"
"\n"
"vec4 getFromColor(vec2 uv) {\n"
" return texture2D(from, vec2(uv.x, 1.0 - uv.y));\n"
"}\n"
"\n"
"vec4 getToColor(vec2 uv) {\n"
" return texture2D(to, vec2(uv.x, 1.0 - uv.y));\n"
"}\n"
"\n"
"\n%s\n"
"void main() {\n"
" gl_FragColor = transition(_uv);\n"
"}\n";
// default to a basic fade effect
static const GLchar *f_default_transition_source =
"vec4 transition (vec2 uv) {\n"
" return mix(\n"
" getFromColor(uv),\n"
" getToColor(uv),\n"
" progress\n"
" );\n"
"}\n";
typedef struct {
const AVClass *class;
FFFrameSync fs;
// input options
double duration;
double offset;
char *source;
// timestamp of the first frame in the output, in the timebase units
int64_t first_pts;
// uniforms
GLuint from;
GLuint to;
GLint progress;
GLint ratio;
GLint _fromR;
GLint _toR;
// internal state
GLuint posBuf;
GLuint program;
#ifdef GL_TRANSITION_USING_EGL
EGLDisplay eglDpy;
EGLConfig eglCfg;
EGLSurface eglSurf;
EGLContext eglCtx;
#else
GLFWwindow *window;
#endif
GLchar *f_shader_source;
} GLTransitionContext;
#define OFFSET(x) offsetof(GLTransitionContext, x)
#define FLAGS AV_OPT_FLAG_FILTERING_PARAM|AV_OPT_FLAG_VIDEO_PARAM
static const AVOption gltransition_options[] = {
{ "duration", "transition duration in seconds", OFFSET(duration), AV_OPT_TYPE_DOUBLE, {.dbl=1.0}, 0, DBL_MAX, FLAGS },
{ "offset", "delay before startingtransition in seconds", OFFSET(offset), AV_OPT_TYPE_DOUBLE, {.dbl=0.0}, 0, DBL_MAX, FLAGS },
{ "source", "path to the gl-transition source file (defaults to basic fade)", OFFSET(source), AV_OPT_TYPE_STRING, {.str = NULL}, CHAR_MIN, CHAR_MAX, FLAGS },
{NULL}
};
FRAMESYNC_DEFINE_CLASS(gltransition, GLTransitionContext, fs);
static GLuint build_shader(AVFilterContext *ctx, const GLchar *shader_source, GLenum type)
{
GLuint shader = glCreateShader(type);
if (!shader || !glIsShader(shader)) {
return 0;
}
glShaderSource(shader, 1, &shader_source, 0);
glCompileShader(shader);
GLint status;
glGetShaderiv(shader, GL_COMPILE_STATUS, &status);
return (status == GL_TRUE ? shader : 0);
}
static int build_program(AVFilterContext *ctx)
{
GLuint v_shader, f_shader;
GLTransitionContext *c = ctx->priv;
if (!(v_shader = build_shader(ctx, v_shader_source, GL_VERTEX_SHADER))) {
av_log(ctx, AV_LOG_ERROR, "invalid vertex shader\n");
return -1;
}
char *source = NULL;
if (c->source) {
FILE *f = fopen(c->source, "rb");
if (!f) {
av_log(ctx, AV_LOG_ERROR, "invalid transition source file \"%s\"\n", c->source);
return -1;
}
fseek(f, 0, SEEK_END);
unsigned long fsize = ftell(f);
fseek(f, 0, SEEK_SET);
source = malloc(fsize + 1);
fread(source, fsize, 1, f);
fclose(f);
source[fsize] = 0;
}
const char *transition_source = source ? source : f_default_transition_source;
int len = strlen(f_shader_template) + strlen(transition_source);
c->f_shader_source = av_calloc(len, sizeof(*c->f_shader_source));
if (!c->f_shader_source) {
return AVERROR(ENOMEM);
}
snprintf(c->f_shader_source, len * sizeof(*c->f_shader_source), f_shader_template, transition_source);
av_log(ctx, AV_LOG_DEBUG, "\n%s\n", c->f_shader_source);
if (source) {
free(source);
source = NULL;
}
if (!(f_shader = build_shader(ctx, c->f_shader_source, GL_FRAGMENT_SHADER))) {
av_log(ctx, AV_LOG_ERROR, "invalid fragment shader\n");
return -1;
}
c->program = glCreateProgram();
glAttachShader(c->program, v_shader);
glAttachShader(c->program, f_shader);
glLinkProgram(c->program);
GLint status;
glGetProgramiv(c->program, GL_LINK_STATUS, &status);
return status == GL_TRUE ? 0 : -1;
}
static void setup_vbo(GLTransitionContext *c)
{
glGenBuffers(1, &c->posBuf);
glBindBuffer(GL_ARRAY_BUFFER, c->posBuf);
glBufferData(GL_ARRAY_BUFFER, sizeof(position), position, GL_STATIC_DRAW);
GLint loc = glGetAttribLocation(c->program, "position");
glEnableVertexAttribArray(loc);
glVertexAttribPointer(loc, 2, GL_FLOAT, GL_FALSE, 0, 0);
}
static void setup_tex(AVFilterLink *fromLink)
{
AVFilterContext *ctx = fromLink->dst;
GLTransitionContext *c = ctx->priv;
{ // from
glGenTextures(1, &c->from);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, c->from);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fromLink->w, fromLink->h, 0, PIXEL_FORMAT, GL_UNSIGNED_BYTE, NULL);
glUniform1i(glGetUniformLocation(c->program, "from"), 0);
}
{ // to
glGenTextures(1, &c->to);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, c->to);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fromLink->w, fromLink->h, 0, PIXEL_FORMAT, GL_UNSIGNED_BYTE, NULL);
glUniform1i(glGetUniformLocation(c->program, "to"), 1);
}
}
static void setup_uniforms(AVFilterLink *fromLink)
{
AVFilterContext *ctx = fromLink->dst;
GLTransitionContext *c = ctx->priv;
c->progress = glGetUniformLocation(c->program, "progress");
glUniform1f(c->progress, 0.0f);
// TODO: this should be output ratio
c->ratio = glGetUniformLocation(c->program, "ratio");
glUniform1f(c->ratio, fromLink->w / (float)fromLink->h);
c->_fromR = glGetUniformLocation(c->program, "_fromR");
glUniform1f(c->_fromR, fromLink->w / (float)fromLink->h);
// TODO: initialize this in config_props for "to" input
c->_toR = glGetUniformLocation(c->program, "_toR");
glUniform1f(c->_toR, fromLink->w / (float)fromLink->h);
}
static int setup_gl(AVFilterLink *inLink)
{
AVFilterContext *ctx = inLink->dst;
GLTransitionContext *c = ctx->priv;
#ifdef GL_TRANSITION_USING_EGL
//init EGL
// 1. Initialize EGL
// c->eglDpy = eglGetDisplay(EGL_DEFAULT_DISPLAY);
#define MAX_DEVICES 4
EGLDeviceEXT eglDevs[MAX_DEVICES];
EGLint numDevices;
PFNEGLQUERYDEVICESEXTPROC eglQueryDevicesEXT =(PFNEGLQUERYDEVICESEXTPROC)
eglGetProcAddress("eglQueryDevicesEXT");
eglQueryDevicesEXT(MAX_DEVICES, eglDevs, &numDevices);
PFNEGLGETPLATFORMDISPLAYEXTPROC eglGetPlatformDisplayEXT = (PFNEGLGETPLATFORMDISPLAYEXTPROC)
eglGetProcAddress("eglGetPlatformDisplayEXT");
c->eglDpy = eglGetPlatformDisplayEXT(EGL_PLATFORM_DEVICE_EXT, eglDevs[0], 0);
EGLint major, minor;
eglInitialize(c->eglDpy, &major, &minor);
av_log(ctx, AV_LOG_DEBUG, "%d%d", major, minor);
// 2. Select an appropriate configuration
EGLint numConfigs;
EGLint pbufferAttribs[] = {
EGL_WIDTH,
inLink->w,
EGL_HEIGHT,
inLink->h,
EGL_NONE,
};
eglChooseConfig(c->eglDpy, configAttribs, &c->eglCfg, 1, &numConfigs);
// 3. Create a surface
c->eglSurf = eglCreatePbufferSurface(c->eglDpy, c->eglCfg,
pbufferAttribs);
// 4. Bind the API
eglBindAPI(EGL_OPENGL_API);
// 5. Create a context and make it current
c->eglCtx = eglCreateContext(c->eglDpy, c->eglCfg, EGL_NO_CONTEXT, NULL);
eglMakeCurrent(c->eglDpy, c->eglSurf, c->eglSurf, c->eglCtx);
#else
//glfw
glfwWindowHint(GLFW_VISIBLE, 0);
c->window = glfwCreateWindow(inLink->w, inLink->h, "", NULL, NULL);
if (!c->window) {
av_log(ctx, AV_LOG_ERROR, "setup_gl ERROR");
return -1;
}
glfwMakeContextCurrent(c->window);
#endif
#ifndef __APPLE__
glewExperimental = GL_TRUE;
glewInit();
#endif
glViewport(0, 0, inLink->w, inLink->h);
int ret;
if((ret = build_program(ctx)) < 0) {
return ret;
}
glUseProgram(c->program);
setup_vbo(c);
setup_uniforms(inLink);
setup_tex(inLink);
return 0;
}
static AVFrame *apply_transition(FFFrameSync *fs,
AVFilterContext *ctx,
AVFrame *fromFrame,
const AVFrame *toFrame)
{
GLTransitionContext *c = ctx->priv;
AVFilterLink *fromLink = ctx->inputs[FROM];
AVFilterLink *toLink = ctx->inputs[TO];
AVFilterLink *outLink = ctx->outputs[0];
AVFrame *outFrame;
outFrame = ff_get_video_buffer(outLink, outLink->w, outLink->h);
if (!outFrame) {
return NULL;
}
av_frame_copy_props(outFrame, fromFrame);
#ifdef GL_TRANSITION_USING_EGL
eglMakeCurrent(c->eglDpy, c->eglSurf, c->eglSurf, c->eglCtx);
#else
glfwMakeContextCurrent(c->window);
#endif
glUseProgram(c->program);
const float ts = ((fs->pts - c->first_pts) / (float)fs->time_base.den) - c->offset;
const float progress = FFMAX(0.0f, FFMIN(1.0f, ts / c->duration));
// av_log(ctx, AV_LOG_ERROR, "transition '%s' %llu %f %f\n", c->source, fs->pts - c->first_pts, ts, progress);
glUniform1f(c->progress, progress);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, c->from);
glPixelStorei(GL_UNPACK_ROW_LENGTH, fromFrame->linesize[0] / 3);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, fromLink->w, fromLink->h, 0, PIXEL_FORMAT, GL_UNSIGNED_BYTE, fromFrame->data[0]);
glActiveTexture(GL_TEXTURE0 + 1);
glBindTexture(GL_TEXTURE_2D, c->to);
glPixelStorei(GL_UNPACK_ROW_LENGTH, toFrame->linesize[0] / 3);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, toLink->w, toLink->h, 0, PIXEL_FORMAT, GL_UNSIGNED_BYTE, toFrame->data[0]);
glDrawArrays(GL_TRIANGLES, 0, 6);
glPixelStorei(GL_PACK_ROW_LENGTH, outFrame->linesize[0] / 3);
glReadPixels(0, 0, outLink->w, outLink->h, PIXEL_FORMAT, GL_UNSIGNED_BYTE, (GLvoid *)outFrame->data[0]);
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
av_frame_free(&fromFrame);
return outFrame;
}
static int blend_frame(FFFrameSync *fs)
{
AVFilterContext *ctx = fs->parent;
GLTransitionContext *c = ctx->priv;
AVFrame *fromFrame, *toFrame, *outFrame;
int ret;
ret = ff_framesync_dualinput_get(fs, &fromFrame, &toFrame);
if (ret < 0) {
return ret;
}
if (c->first_pts == AV_NOPTS_VALUE && fromFrame && fromFrame->pts != AV_NOPTS_VALUE) {
c->first_pts = fromFrame->pts;
}
if (!toFrame) {
return ff_filter_frame(ctx->outputs[0], fromFrame);
}
outFrame = apply_transition(fs, ctx, fromFrame, toFrame);
if (!outFrame) {
return AVERROR(ENOMEM);
}
return ff_filter_frame(ctx->outputs[0], outFrame);
}
static av_cold int init(AVFilterContext *ctx)
{
GLTransitionContext *c = ctx->priv;
c->fs.on_event = blend_frame;
c->first_pts = AV_NOPTS_VALUE;
#ifndef GL_TRANSITION_USING_EGL
if (!glfwInit())
{
return -1;
}
#endif
return 0;
}
static av_cold void uninit(AVFilterContext *ctx) {
GLTransitionContext *c = ctx->priv;
ff_framesync_uninit(&c->fs);
#ifdef GL_TRANSITION_USING_EGL
if (c->eglDpy) {
glDeleteTextures(1, &c->from);
glDeleteTextures(1, &c->to);
glDeleteBuffers(1, &c->posBuf);
glDeleteProgram(c->program);
eglTerminate(c->eglDpy);
}
#else
if (c->window) {
glDeleteTextures(1, &c->from);
glDeleteTextures(1, &c->to);
glDeleteBuffers(1, &c->posBuf);
glDeleteProgram(c->program);
glfwDestroyWindow(c->window);
}
#endif
if (c->f_shader_source) {
av_freep(&c->f_shader_source);
}
}
static int query_formats(AVFilterContext *ctx)
{
static const enum AVPixelFormat formats[] = {
AV_PIX_FMT_RGB24,
AV_PIX_FMT_NONE
};
return ff_set_common_formats(ctx, ff_make_format_list(formats));
}
static int activate(AVFilterContext *ctx)
{
GLTransitionContext *c = ctx->priv;
return ff_framesync_activate(&c->fs);
}
static int config_output(AVFilterLink *outLink)
{
AVFilterContext *ctx = outLink->src;
GLTransitionContext *c = ctx->priv;
AVFilterLink *fromLink = ctx->inputs[FROM];
AVFilterLink *toLink = ctx->inputs[TO];
int ret;
if (fromLink->format != toLink->format) {
av_log(ctx, AV_LOG_ERROR, "inputs must be of same pixel format\n");
return AVERROR(EINVAL);
}
if (fromLink->w != toLink->w || fromLink->h != toLink->h) {
av_log(ctx, AV_LOG_ERROR, "First input link %s parameters "
"(size %dx%d) do not match the corresponding "
"second input link %s parameters (size %dx%d)\n",
ctx->input_pads[FROM].name, fromLink->w, fromLink->h,
ctx->input_pads[TO].name, toLink->w, toLink->h);
return AVERROR(EINVAL);
}
outLink->w = fromLink->w;
outLink->h = fromLink->h;
// outLink->time_base = fromLink->time_base;
outLink->frame_rate = fromLink->frame_rate;
if ((ret = ff_framesync_init_dualinput(&c->fs, ctx)) < 0) {
return ret;
}
return ff_framesync_configure(&c->fs);
}
static const AVFilterPad gltransition_inputs[] = {
{
.name = "from",
.type = AVMEDIA_TYPE_VIDEO,
.config_props = setup_gl,
},
{
.name = "to",
.type = AVMEDIA_TYPE_VIDEO,
},
{NULL}
};
static const AVFilterPad gltransition_outputs[] = {
{
.name = "default",
.type = AVMEDIA_TYPE_VIDEO,
.config_props = config_output,
},
{NULL}
};
AVFilter ff_vf_gltransition = {
.name = "gltransition",
.description = NULL_IF_CONFIG_SMALL("OpenGL blend transitions"),
.priv_size = sizeof(GLTransitionContext),
.preinit = gltransition_framesync_preinit,
.init = init,
.uninit = uninit,
.query_formats = query_formats,
.activate = activate,
.inputs = gltransition_inputs,
.outputs = gltransition_outputs,
.priv_class = &gltransition_class,
.flags = AVFILTER_FLAG_SUPPORT_TIMELINE_GENERIC
};