[660/906] cube: port for non-glew

This commit is contained in:
Matthew Waters 2013-01-31 23:39:56 +11:00
parent bd80d4e9cc
commit 0497326a43

View file

@ -322,93 +322,99 @@ static void
_callback_opengl (gint width, gint height, guint texture, gpointer stuff)
{
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (stuff);
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFuncs *gl = filter->display->gl_vtable;
static GLfloat xrot = 0;
static GLfloat yrot = 0;
static GLfloat zrot = 0;
glEnable (GL_DEPTH_TEST);
gfloat w = (gfloat) width;
gfloat h = (gfloat) height;
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
/* *INDENT-OFF* */
const GLfloat v_vertices[] = {
/*| Vertex | TexCoord |*/
/* front face */
1.0, 1.0, -1.0, 0.0, 0.0,
1.0, -1.0, -1.0, w, 0.0,
-1.0, -1.0, -1.0, w, h,
-1.0, 1.0, -1.0, 0.0, h,
/* back face */
-1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, w, 0.0,
1.0, -1.0, 1.0, w, h,
1.0, 1.0, 1.0, 0.0, h,
/* right face */
-1.0, 1.0, -1.0, 0.0, 0.0,
-1.0, -1.0, -1.0, w, 0.0,
-1.0, -1.0, 1.0, w, h,
-1.0, 1.0, 1.0, 0.0, h,
/* left face */
1.0, 1.0, 1.0, 0.0, 0.0,
1.0, -1.0, 1.0, w, 0.0,
1.0, -1.0, -1.0, w, h,
1.0, 1.0, -1.0, 0.0, h,
/* top face */
1.0, 1.0, 1.0, 0.0, 0.0,
1.0, 1.0, -1.0, w, 0.0,
-1.0, 1.0, -1.0, w, h,
-1.0, 1.0, 1.0, 0.0, h,
/* bottom face */
1.0, -1.0, 1.0, 0.0, 0.0,
1.0, -1.0, -1.0, w, 0.0,
-1.0, -1.0, -1.0, w, h,
-1.0, -1.0, 1.0, 0.0, h,
};
/* *INDENT-ON* */
glClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GLushort indices[] = {
0, 1, 2,
0, 2, 3,
4, 5, 6,
4, 6, 7,
8, 9, 10,
8, 10, 11,
12, 13, 14,
12, 14, 15,
16, 17, 18,
16, 18, 19,
20, 21, 22,
20, 22, 23
};
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
gl->Enable (GL_DEPTH_TEST);
glTranslatef (0.0f, 0.0f, -5.0f);
gl->Enable (GL_TEXTURE_RECTANGLE_ARB);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glRotatef (xrot, 1.0f, 0.0f, 0.0f);
glRotatef (yrot, 0.0f, 1.0f, 0.0f);
glRotatef (zrot, 0.0f, 0.0f, 1.0f);
gl->ClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBegin (GL_QUADS);
/* Front Face */
glTexCoord2f ((gfloat) width, 0.0f);
glVertex3f (-1.0f, -1.0f, 1.0f);
glTexCoord2f (0.0f, 0.0f);
glVertex3f (1.0f, -1.0f, 1.0f);
glTexCoord2f (0.0f, (gfloat) height);
glVertex3f (1.0f, 1.0f, 1.0f);
glTexCoord2f ((gfloat) width, (gfloat) height);
glVertex3f (-1.0f, 1.0f, 1.0f);
/* Back Face */
glTexCoord2f (0.0f, 0.0f);
glVertex3f (-1.0f, -1.0f, -1.0f);
glTexCoord2f (0.0f, (gfloat) height);
glVertex3f (-1.0f, 1.0f, -1.0f);
glTexCoord2f ((gfloat) width, (gfloat) height);
glVertex3f (1.0f, 1.0f, -1.0f);
glTexCoord2f ((gfloat) width, 0.0f);
glVertex3f (1.0f, -1.0f, -1.0f);
/* Top Face */
glTexCoord2f ((gfloat) width, (gfloat) height);
glVertex3f (-1.0f, 1.0f, -1.0f);
glTexCoord2f ((gfloat) width, 0.0f);
glVertex3f (-1.0f, 1.0f, 1.0f);
glTexCoord2f (0.0f, 0.0f);
glVertex3f (1.0f, 1.0f, 1.0f);
glTexCoord2f (0.0f, (gfloat) height);
glVertex3f (1.0f, 1.0f, -1.0f);
/* Bottom Face */
glTexCoord2f ((gfloat) width, 0.0f);
glVertex3f (-1.0f, -1.0f, -1.0f);
glTexCoord2f (0.0f, 0.0f);
glVertex3f (1.0f, -1.0f, -1.0f);
glTexCoord2f (0.0f, (gfloat) height);
glVertex3f (1.0f, -1.0f, 1.0f);
glTexCoord2f ((gfloat) width, (gfloat) height);
glVertex3f (-1.0f, -1.0f, 1.0f);
/* Right face */
glTexCoord2f (0.0f, 0.0f);
glVertex3f (1.0f, -1.0f, -1.0f);
glTexCoord2f (0.0f, (gfloat) height);
glVertex3f (1.0f, 1.0f, -1.0f);
glTexCoord2f ((gfloat) width, (gfloat) height);
glVertex3f (1.0f, 1.0f, 1.0f);
glTexCoord2f ((gfloat) width, 0.0f);
glVertex3f (1.0f, -1.0f, 1.0f);
/* Left Face */
glTexCoord2f ((gfloat) width, 0.0f);
glVertex3f (-1.0f, -1.0f, -1.0f);
glTexCoord2f (0.0f, 0.0f);
glVertex3f (-1.0f, -1.0f, 1.0f);
glTexCoord2f (0.0f, (gfloat) height);
glVertex3f (-1.0f, 1.0f, 1.0f);
glTexCoord2f ((gfloat) width, (gfloat) height);
glVertex3f (-1.0f, 1.0f, -1.0f);
glEnd ();
gl->MatrixMode (GL_PROJECTION);
gluLookAt (0.0, 0.0, -6.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0);
gl->MatrixMode (GL_MODELVIEW);
gl->LoadIdentity ();
glDisable (GL_DEPTH_TEST);
// gl->Translatef (0.0f, 0.0f, -5.0f);
gl->Rotatef (xrot, 1.0f, 0.0f, 0.0f);
gl->Rotatef (yrot, 0.0f, 1.0f, 0.0f);
gl->Rotatef (zrot, 0.0f, 0.0f, 1.0f);
gl->ClientActiveTexture (GL_TEXTURE0);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->VertexPointer (3, GL_FLOAT, 5 * sizeof (float), v_vertices);
gl->TexCoordPointer (2, GL_FLOAT, 5 * sizeof (float), &v_vertices[3]);
gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->Disable (GL_DEPTH_TEST);
xrot += 0.3f;
yrot += 0.2f;
@ -426,63 +432,41 @@ _callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
static GLfloat yrot = 0;
static GLfloat zrot = 0;
/* *INDENT-OFF* */
const GLfloat v_vertices[] = {
/*| Vertex | TexCoord |*/
/* front face */
1.0f, 1.0f, -1.0f,
1.0f, 0.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
0.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
0.0f, 0.0f,
1.0, 1.0, -1.0, 1.0, 0.0,
1.0, -1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, 0.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 0.0,
/* back face */
1.0f, 1.0f, 1.0f,
1.0f, 0.0f,
-1.0f, 1.0f, 1.0f,
0.0f, 0.0f,
-1.0f, -1.0f, 1.0f,
0.0f, 1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f,
1.0, 1.0, 1.0, 1.0, 0.0,
-1.0, 1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, 1.0, 0.0, 1.0,
1.0, -1.0, 1.0, 1.0, 1.0,
/* right face */
1.0f, 1.0f, 1.0f,
1.0f, 0.0f,
1.0f, -1.0f, 1.0f,
0.0f, 0.0f,
1.0f, -1.0f, -1.0f,
0.0f, 1.0f,
1.0f, 1.0f, -1.0f,
1.0f, 1.0f,
1.0, 1.0, 1.0, 1.0, 0.0,
1.0, -1.0, 1.0, 0.0, 0.0,
1.0, -1.0, -1.0, 0.0, 1.0,
1.0, 1.0, -1.0, 1.0, 1.0,
/* left face */
-1.0f, 1.0f, 1.0f,
1.0f, 0.0f,
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
0.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
0.0f, 0.0f,
-1.0, 1.0, 1.0, 1.0, 0.0,
-1.0, 1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, 0.0, 1.0,
-1.0, -1.0, 1.0, 0.0, 0.0,
/* top face */
1.0f, -1.0f, 1.0f,
1.0f, 0.0f,
-1.0f, -1.0f, 1.0f,
0.0f, 0.0f,
-1.0f, -1.0f, -1.0f,
0.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f,
1.0, -1.0, 1.0, 1.0, 0.0,
-1.0, -1.0, 1.0, 0.0, 0.0,
-1.0, -1.0, -1.0, 0.0, 1.0,
1.0, -1.0, -1.0, 1.0, 1.0,
/* bottom face */
1.0f, 1.0f, 1.0f,
1.0f, 0.0f,
1.0f, 1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
0.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
0.0f, 0.0f
1.0, 1.0, 1.0, 1.0, 0.0,
1.0, 1.0, -1.0, 1.0, 1.0,
-1.0, 1.0, -1.0, 0.0, 1.0,
-1.0, 1.0, 1.0, 0.0, 0.0
};
/* *INDENT-ON* */
GLushort indices[] = {
0, 1, 2,
@ -509,10 +493,10 @@ _callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
0.0f, 0.0f, 0.0f, 1.0f
};
glEnable (GL_DEPTH_TEST);
gl->Enable (GL_DEPTH_TEST);
glClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl->ClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gst_gl_shader_use (cube_filter->shader);
@ -522,18 +506,18 @@ _callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
gst_gl_shader_get_attribute_location (cube_filter->shader, "a_texCoord");
/* Load the vertex position */
glVertexAttribPointer (attr_position_loc, 3, GL_FLOAT,
gl->VertexAttribPointer (attr_position_loc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), v_vertices);
/* Load the texture coordinate */
glVertexAttribPointer (attr_texture_loc, 2, GL_FLOAT,
gl->VertexAttribPointer (attr_texture_loc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[3]);
glEnableVertexAttribArray (attr_position_loc);
glEnableVertexAttribArray (attr_texture_loc);
gl->EnableVertexAttribArray (attr_position_loc);
gl->EnableVertexAttribArray (attr_texture_loc);
glActiveTexture (GL_TEXTURE0);
glBindTexture (GL_TEXTURE_2D, texture);
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (cube_filter->shader, "s_texture", 0);
gst_gl_shader_set_uniform_1f (cube_filter->shader, "xrot_degree", xrot);
gst_gl_shader_set_uniform_1f (cube_filter->shader, "yrot_degree", yrot);
@ -541,12 +525,12 @@ _callback_gles2 (gint width, gint height, guint texture, gpointer stuff)
gst_gl_shader_set_uniform_matrix_4fv (cube_filter->shader, "u_matrix", 1,
GL_FALSE, matrix);
glDrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
glDisableVertexAttribArray (attr_position_loc);
glDisableVertexAttribArray (attr_texture_loc);
gl->DisableVertexAttribArray (attr_position_loc);
gl->DisableVertexAttribArray (attr_texture_loc);
glDisable (GL_DEPTH_TEST);
gl->Disable (GL_DEPTH_TEST);
xrot += 0.3f;
yrot += 0.2f;