gstreamer/gst/gl/effects/gstgleffectidentity.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.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "../gstgleffects.h"
#define USING_OPENGL(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL)
#define USING_OPENGL3(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL3)
#define USING_GLES(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES)
#define USING_GLES2(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2)
#define USING_GLES3(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES3)
static void
gst_gl_effects_identity_callback (gint width, gint height, guint texture,
gpointer data)
{
GstGLEffects *effects = GST_GL_EFFECTS (data);
GstGLFilter *filter = GST_GL_FILTER (effects);
GstGLContext *context = filter->context;
GstGLFuncs *gl = context->gl_vtable;
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (context)) {
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gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (context)) {
GstGLShader *shader =
g_hash_table_lookup (effects->shaderstable, "identity0");
if (!shader) {
shader = gst_gl_shader_new (context);
g_hash_table_insert (effects->shaderstable, "identity0", shader);
if (shader) {
GError *error = NULL;
gst_gl_shader_set_vertex_source (shader, vertex_shader_source);
gst_gl_shader_set_fragment_source (shader, identity_fragment_source);
gst_gl_shader_compile (shader, &error);
if (error) {
GST_ERROR ("%s", error->message);
g_error_free (error);
error = NULL;
gst_gl_shader_use (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");
}
}
}
gst_gl_shader_use (shader);
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gl->ActiveTexture (GL_TEXTURE0);
gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
}
#endif
gst_gl_effects_draw_texture (effects, texture, width, height);
}
void
gst_gl_effects_identity (GstGLEffects * effects)
{
GstGLFilter *filter = GST_GL_FILTER (effects);
gst_gl_filter_render_to_target (filter, TRUE, effects->intexture,
effects->outtexture, gst_gl_effects_identity_callback, effects);
}