gstreamer/gst/gl/effects/gstgleffectsqueeze.c

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/*
* GStreamer
* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@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
2012-11-08 11:53:56 +00:00
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include <gstgleffects.h>
#define USING_OPENGL(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_OPENGL)
#define USING_OPENGL3(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_OPENGL3)
#define USING_GLES(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES)
#define USING_GLES2(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES2)
#define USING_GLES3(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES3)
static void
gst_gl_effects_squeeze_callback (gint width, gint height, guint texture,
gpointer data)
{
GstGLEffects *effects = GST_GL_EFFECTS (data);
GstGLFilter *filter = GST_GL_FILTER (effects);
GstGLShader *shader;
shader = g_hash_table_lookup (effects->shaderstable, "squeeze0");
if (!shader) {
shader = gst_gl_shader_new (filter->display);
g_hash_table_insert (effects->shaderstable, "squeeze0", shader);
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (filter->display)) {
if (shader) {
GError *error = NULL;
gst_gl_shader_set_vertex_source (shader, vertex_shader_source);
gst_gl_shader_set_fragment_source (shader,
squeeze_fragment_source_gles2);
gst_gl_shader_compile (shader, &error);
if (error) {
GstGLFilter *filter = GST_GL_FILTER (effects);
gst_gl_display_set_error (filter->display,
"Failed to initialize squeeze shader, %s", error->message);
g_error_free (error);
error = NULL;
gst_gl_shader_use (NULL);
GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
GST_GL_DISPLAY_ERR_MSG (GST_GL_FILTER (effects)->display),
(NULL));
} else {
effects->draw_attr_position_loc =
gst_gl_shader_get_attribute_location (shader, "a_position");
effects->draw_attr_texture_loc =
gst_gl_shader_get_attribute_location (shader, "a_texCoord");
}
}
}
#endif
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (filter->display)) {
if (!gst_gl_shader_compile_and_check (shader,
squeeze_fragment_source_opengl, GST_GL_SHADER_FRAGMENT_SOURCE)) {
gst_gl_display_set_error (GST_GL_FILTER (effects)->display,
"Failed to initialize squeeze shader");
GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
GST_GL_DISPLAY_ERR_MSG (GST_GL_FILTER (effects)->display), (NULL));
return;
}
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
}
#endif
}
gst_gl_shader_use (shader);
glActiveTexture (GL_TEXTURE0);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (filter->display)) {
gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
}
#endif
gst_gl_effects_draw_texture (effects, texture, width, height);
}
void
gst_gl_effects_squeeze (GstGLEffects * effects)
{
GstGLFilter *filter = GST_GL_FILTER (effects);
gst_gl_filter_render_to_target (filter, TRUE, effects->intexture,
effects->outtexture, gst_gl_effects_squeeze_callback, effects);
}