[874/906] filter: implement draw_texture for GLES2

(taken from gleffects)
This commit is contained in:
Matthew Waters 2014-01-30 07:49:20 +11:00 committed by Tim-Philipp Müller
parent 2eb7938db9
commit 8daa7693cf
2 changed files with 70 additions and 36 deletions

View file

@ -1089,8 +1089,8 @@ gst_gl_filter_render_to_target (GstGLFilter * filter, gboolean resize,
in_height = out_height;
}
GST_LOG ("rendering to target. in:%ux%u out:%ux%u", in_width, in_height,
out_width, out_height);
GST_LOG ("rendering to target. in %u, %ux%u out %u, %ux%u", input, in_width,
in_height, target, out_width, out_height);
gst_gl_context_use_fbo (filter->context,
out_width, out_height,
@ -1099,22 +1099,23 @@ gst_gl_filter_render_to_target (GstGLFilter * filter, gboolean resize,
in_width, 0, in_height, GST_GL_DISPLAY_PROJECTION_ORTHO2D, data);
}
#if GST_GL_HAVE_OPENGL
static void
_draw_with_shader_cb (gint width, gint height, guint texture, gpointer stuff)
{
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFuncs *gl = filter->context->gl_vtable;
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
#if GST_GL_HAVE_OPENGL
if (gst_gl_context_get_gl_api (filter->context) & GST_GL_API_OPENGL) {
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
}
#endif
gst_gl_shader_use (filter->default_shader);
gl->ActiveTexture (GL_TEXTURE1);
gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (filter->default_shader, "tex", 1);
gst_gl_shader_set_uniform_1f (filter->default_shader, "width", width);
@ -1143,9 +1144,6 @@ void
gst_gl_filter_render_to_target_with_shader (GstGLFilter * filter,
gboolean resize, GLuint input, GLuint target, GstGLShader * shader)
{
g_return_if_fail (gst_gl_context_get_gl_api (filter->context) &
GST_GL_API_OPENGL);
filter->default_shader = shader;
gst_gl_filter_render_to_target (filter, resize, input, target,
_draw_with_shader_cb, filter);
@ -1164,36 +1162,69 @@ void
gst_gl_filter_draw_texture (GstGLFilter * filter, GLuint texture,
guint width, guint height)
{
GstGLFuncs *gl = filter->context->gl_vtable;
GLfloat verts[] = { -1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f
};
GLfloat texcoords[] = { 0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
GstGLContext *context = filter->context;
GstGLFuncs *gl = context->gl_vtable;
GST_DEBUG ("drawing texture:%u dimensions:%ux%u", texture, width, height);
gl->ActiveTexture (GL_TEXTURE0);
gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
#if GST_GL_HAVE_OPENGL
if (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL) {
GLfloat verts[] = { -1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
-1.0f, 1.0f
};
GLfloat texcoords[] = { 0.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f,
0.0f, 1.0f
};
gl->ClientActiveTexture (GL_TEXTURE0);
gl->ActiveTexture (GL_TEXTURE0);
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
gl->ClientActiveTexture (GL_TEXTURE0);
gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
}
#endif
#if GST_GL_HAVE_GLES2
if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) {
const GLfloat vVertices[] = {
-1.0f, -1.0f, 0.0f,
0.0f, 0.0f,
1.0, -1.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
/* glClear (GL_COLOR_BUFFER_BIT); */
/* Load the vertex position */
gl->VertexAttribPointer (filter->draw_attr_position_loc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), vVertices);
/* Load the texture coordinate */
gl->VertexAttribPointer (filter->draw_attr_texture_loc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
gl->EnableVertexAttribArray (filter->draw_attr_position_loc);
gl->EnableVertexAttribArray (filter->draw_attr_texture_loc);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
}
#endif
}
#endif /* GST_GL_HAVE_OPENGL */

View file

@ -82,6 +82,11 @@ struct _GstGLFilter
GstGLContext *context;
GstGLContext *other_context;
#if GST_GL_HAVE_GLES2
GLint draw_attr_position_loc;
GLint draw_attr_texture_loc;
#endif
};
/**
@ -125,12 +130,10 @@ gboolean gst_gl_filter_filter_texture (GstGLFilter * filter, GstBuffer * inbuf,
void gst_gl_filter_render_to_target (GstGLFilter *filter, gboolean resize, GLuint input,
GLuint target, GLCB func, gpointer data);
#if GST_GL_HAVE_OPENGL
void gst_gl_filter_render_to_target_with_shader (GstGLFilter * filter, gboolean resize,
GLuint input, GLuint target, GstGLShader *shader);
void gst_gl_filter_draw_texture (GstGLFilter *filter, GLuint texture, guint width, guint height);
#endif /* GST_GL_HAVE_OPENGL */
G_END_DECLS