gstreamer/gst-libs/gst/gl/gstglshader.h

142 lines
6.3 KiB
C
Raw Normal View History

/*
* 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.
*/
#ifndef __GST_GL_SHADER_H__
#define __GST_GL_SHADER_H__
/* OpenGL 2.0 for Embedded Systems */
#ifdef OPENGL_ES2
#include <GLES2/gl2.h>
#include "gstgles2.h"
/* OpenGL for usual systems */
#else
#include <GL/glew.h>
#endif
#include <gst/gst.h>
G_BEGIN_DECLS
#define GST_GL_TYPE_SHADER (gst_gl_shader_get_type())
#define GST_GL_SHADER(o) (G_TYPE_CHECK_INSTANCE_CAST((o), GST_GL_TYPE_SHADER, GstGLShader))
#define GST_GL_SHADER_CLASS(k) (G_TYPE_CHECK_CLASS((k), GST_GL_TYPE_SHADER, GstGLShaderClass))
#define GST_GL_IS_SHADER(o) (G_TYPE_CHECK_INSTANCE_TYPE((o), GST_GL_TYPE_SHADER))
#define GST_GL_IS_SHADER_CLASS(k) (G_TYPE_CHECK_CLASS_TYPE((k), GST_GL_TYPE_SHADER))
#define GST_GL_SHADER_GET_CLASS(o) (G_TYPE_INSTANCE_GET_CLASS((o), GST_GL_TYPE_SHADER, GstGLShaderClass))
#define GST_GL_SHADER_ERROR (gst_gl_shader_error_quark ())
typedef enum {
GST_GL_SHADER_ERROR_COMPILE,
GST_GL_SHADER_ERROR_LINK,
GST_GL_SHADER_ERROR_PROGRAM
} GstGLShaderError;
typedef enum {
GST_GL_SHADER_FRAGMENT_SOURCE,
GST_GL_SHADER_VERTEX_SOURCE
} GstGLShaderSourceType;
typedef struct _GstGLShader GstGLShader;
typedef struct _GstGLShaderPrivate GstGLShaderPrivate;
typedef struct _GstGLShaderClass GstGLShaderClass;
struct _GstGLShader {
/*< private >*/
GObject parent;
GstGLShaderPrivate *priv;
};
struct _GstGLShaderClass {
/*< private >*/
GObjectClass parent_class;
};
/* methods */
GQuark gst_gl_shader_error_quark (void);
GType gst_gl_shader_get_type (void);
GstGLShader * gst_gl_shader_new (void);
void gst_gl_shader_set_vertex_source (GstGLShader *shader,
const gchar *src);
void gst_gl_shader_set_fragment_source (GstGLShader *shader,
const gchar *src);
const gchar * gst_gl_shader_get_vertex_source (GstGLShader *shader);
const gchar * gst_gl_shader_get_fragment_source (GstGLShader *shader);
void gst_gl_shader_set_active (GstGLShader *shader,
gboolean active);
gboolean gst_gl_shader_is_compiled (GstGLShader *shader);
gboolean gst_gl_shader_compile (GstGLShader *shader, GError **error);
gboolean gst_gl_shader_compile_and_check (GstGLShader *shader, const gchar *source, GstGLShaderSourceType type);
void gst_gl_shader_release (GstGLShader *shader);
void gst_gl_shader_use (GstGLShader *shader);
void gst_gl_shader_set_uniform_1i (GstGLShader *shader, const gchar *name, gint value);
void gst_gl_shader_set_uniform_1iv (GstGLShader *shader, const gchar *name, guint count, gint * value);
void gst_gl_shader_set_uniform_1f (GstGLShader *shader, const gchar *name, gfloat value);
void gst_gl_shader_set_uniform_1fv (GstGLShader *shader, const gchar *name, guint count, gfloat * value);
void gst_gl_shader_set_uniform_2i (GstGLShader *shader, const gchar *name, gint v0, gint v1);
void gst_gl_shader_set_uniform_2iv (GstGLShader *shader, const gchar *name, guint count, gint * value);
void gst_gl_shader_set_uniform_2f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1);
void gst_gl_shader_set_uniform_2fv (GstGLShader *shader, const gchar *name, guint count, gfloat * value);
void gst_gl_shader_set_uniform_3i (GstGLShader *shader, const gchar *name, gint v0, gint v1, gint v2);
void gst_gl_shader_set_uniform_3iv (GstGLShader *shader, const gchar *name, guint count, gint * value);
void gst_gl_shader_set_uniform_3f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1, gfloat v2);
void gst_gl_shader_set_uniform_3fv (GstGLShader *shader, const gchar *name, guint count, gfloat * value);
void gst_gl_shader_set_uniform_4i (GstGLShader *shader, const gchar *name, gint v0, gint v1, gint v2, gint v3);
void gst_gl_shader_set_uniform_4iv (GstGLShader *shader, const gchar *name, guint count, gint * value);
void gst_gl_shader_set_uniform_4f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1, gfloat v2, gfloat v3);
void gst_gl_shader_set_uniform_4fv (GstGLShader *shader, const gchar *name, guint count, gfloat * value);
void gst_gl_shader_set_uniform_matrix_2fv (GstGLShader * shader, const gchar * name,
GLsizei count, GLboolean transpose, const GLfloat* value);
#ifndef OPENGL_ES2
void gst_gl_shader_set_uniform_matrix_2x3fv (GstGLShader * shader, const gchar * name,
GLsizei count, GLboolean transpose, const GLfloat* value);
void gst_gl_shader_set_uniform_matrix_2x4fv (GstGLShader * shader, const gchar * name,
GLsizei count, GLboolean transpose, const GLfloat* value);
#endif
void gst_gl_shader_set_uniform_matrix_3fv (GstGLShader * shader, const gchar * name,
GLsizei count, GLboolean transpose, const GLfloat* value);
#ifndef OPENGL_ES2
void gst_gl_shader_set_uniform_matrix_3x2fv (GstGLShader * shader, const gchar * name,
GLsizei count, GLboolean transpose, const GLfloat* value);
void gst_gl_shader_set_uniform_matrix_3x4fv (GstGLShader * shader, const gchar * name,
GLsizei count, GLboolean transpose, const GLfloat* value);
#endif
void gst_gl_shader_set_uniform_matrix_4fv (GstGLShader * shader, const gchar * name,
GLsizei count, GLboolean transpose, const GLfloat* value);
#ifndef OPENGL_ES2
void gst_gl_shader_set_uniform_matrix_4x2fv (GstGLShader * shader, const gchar * name,
GLsizei count, GLboolean transpose, const GLfloat* value);
void gst_gl_shader_set_uniform_matrix_4x3fv (GstGLShader * shader, const gchar * name,
GLsizei count, GLboolean transpose, const GLfloat* value);
#endif
GLint gst_gl_shader_get_attribute_location (GstGLShader *shader, const gchar *name);
void gst_gl_shader_bind_attribute_location (GstGLShader * shader, GLuint index, const gchar * name);
G_END_DECLS
#endif /* __GST_GL_SHADER_H__ */