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[392/906] glmosaic: desactivate shader when done
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parent
954b3a52c8
commit
ea2962e44f
1 changed files with 16 additions and 18 deletions
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@ -50,7 +50,8 @@ static void gst_gl_mosaic_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec);
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static void gst_gl_mosaic_reset (GstGLMixer * mixer);
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static gboolean gst_gl_mosaic_init_shader (GstGLMixer * mixer, GstCaps *outcaps);
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static gboolean gst_gl_mosaic_init_shader (GstGLMixer * mixer,
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GstCaps * outcaps);
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static gboolean gst_gl_mosaic_proc (GstGLMixer * mixer,
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GArray * buffers, GstBuffer * outbuf);
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@ -179,8 +180,7 @@ gst_gl_mosaic_init_shader (GstGLMixer * mixer, GstCaps * outcaps)
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}
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static gboolean
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gst_gl_mosaic_proc (GstGLMixer *mix,
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GArray *buffers, GstBuffer *outbuf)
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gst_gl_mosaic_proc (GstGLMixer * mix, GArray * buffers, GstBuffer * outbuf)
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{
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GstGLMosaic *mosaic = GST_GL_MOSAIC (mix);
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GstGLBuffer *gl_out_buffer = GST_GL_BUFFER (outbuf);
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@ -201,7 +201,8 @@ gst_gl_mosaic_callback (gpointer stuff)
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{
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GstGLMosaic *mosaic = GST_GL_MOSAIC (stuff);
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GstGLBuffer *gl_in_buffer = g_array_index (mosaic->input_gl_buffers, GstGLBuffer*, 0);
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GstGLBuffer *gl_in_buffer =
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g_array_index (mosaic->input_gl_buffers, GstGLBuffer *, 0);
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GLuint texture = gl_in_buffer->texture;
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GLfloat width = (GLfloat) gl_in_buffer->width;
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GLfloat height = (GLfloat) gl_in_buffer->height;
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@ -236,7 +237,7 @@ gst_gl_mosaic_callback (gpointer stuff)
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1.0f, -1.0f, 1.0f,
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0.0f, 0.0f,
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1.0f, -1.0f, -1.0f,
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0.0f, 1.0f,
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0.0f, height,
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1.0f, 1.0f, -1.0f,
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width, height,
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//left face
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@ -293,7 +294,7 @@ gst_gl_mosaic_callback (gpointer stuff)
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0.0f, 0.0f, 0.0f, 1.0f
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};
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glUseProgramObjectARB (0);
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gst_gl_shader_use (NULL);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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@ -320,19 +321,14 @@ gst_gl_mosaic_callback (gpointer stuff)
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glEnableVertexAttribArrayARB (attr_position_loc);
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glEnableVertexAttribArrayARB (attr_texture_loc);
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if (glGetError () != GL_NO_ERROR)
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g_print ("ERROR\n");
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glActiveTextureARB (GL_TEXTURE0_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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gst_gl_shader_set_uniform_1i (mosaic->shader, "s_texture", 0);
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gst_gl_shader_set_uniform_1f (mosaic->shader, "xrot_degree", xrot);
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gst_gl_shader_set_uniform_1f (mosaic->shader, "yrot_degree", yrot);
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gst_gl_shader_set_uniform_1f (mosaic->shader, "zrot_degree", zrot);
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gst_gl_shader_set_uniform_matrix_4fv (mosaic->shader, "u_matrix", 1, GL_FALSE, matrix);
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if (glGetError () != GL_NO_ERROR)
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g_print ("ERROR\n");
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gst_gl_shader_set_uniform_matrix_4fv (mosaic->shader, "u_matrix", 1, GL_FALSE,
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matrix);
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glDrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
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@ -343,7 +339,9 @@ gst_gl_mosaic_callback (gpointer stuff)
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glDisable (GL_DEPTH_TEST);
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/*xrot += 3.0f;
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yrot += 2.0f;
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zrot += 4.0f;*/
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gst_gl_shader_use (NULL);
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xrot += 0.3f;
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yrot += 0.2f;
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zrot += 0.4f;
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}
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