[438/906] glfilterreflectedscreen: improve behavior and add some properties

Fixes bug #612163
This commit is contained in:
Pierre Pouzol 2010-04-27 11:07:04 +02:00 committed by Matthew Waters
parent 7660fcbd30
commit f8871ff33a
2 changed files with 253 additions and 79 deletions

View file

@ -26,7 +26,7 @@
* <refsect2> * <refsect2>
* <title>Examples</title> * <title>Examples</title>
* |[ * |[
* gst-launch -v videotestsrc ! glupload ! glfilterreflectedscreen active_graphic_mode=TRUE ! glimagesink * gst-launch videotestsrc ! glupload ! glfilterreflectedscreen ! glimagesink
* ]| * ]|
* </refsect2> * </refsect2>
*/ */
@ -44,7 +44,13 @@ GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
enum enum
{ {
PROP_0, PROP_0,
PROP_ACTIVE_GRAPHIC_MODE PROP_ACTIVE_GRAPHIC_MODE,
PROP_SEPARATED_SCREEN,
PROP_SHOW_FLOOR,
PROP_FOVY,
PROP_ASPECT,
PROP_ZNEAR,
PROP_ZFAR
}; };
#define DEBUG_INIT(bla) \ #define DEBUG_INIT(bla) \
@ -62,13 +68,20 @@ static void gst_gl_filter_reflected_screen_get_property (GObject * object,
static gboolean gst_gl_filter_reflected_screen_filter (GstGLFilter * filter, static gboolean gst_gl_filter_reflected_screen_filter (GstGLFilter * filter,
GstGLBuffer * inbuf, GstGLBuffer * outbuf); GstGLBuffer * inbuf, GstGLBuffer * outbuf);
static void gst_gl_filter_reflected_screen_draw_background ();
static void gst_gl_filter_reflected_screen_draw_floor (); static void gst_gl_filter_reflected_screen_draw_floor ();
static void gst_gl_filter_reflected_screen_draw_screen (GstGLFilter * filter, static void gst_gl_filter_reflected_screen_draw_screen (GstGLFilter * filter,
gint width, gint height, guint texture); gint width, gint height, guint texture);
static void gst_gl_filter_reflected_screen_draw_separated_screen (GstGLFilter *
filter, gint width, gint height, guint texture, gfloat alphs, gfloat alphe);
static void gst_gl_filter_reflected_screen_callback (gint width, gint height, static void gst_gl_filter_reflected_screen_callback (gint width, gint height,
guint texture, gpointer stuff); guint texture, gpointer stuff);
static GLfloat LightPos[] = { 4.0f, -4.0f, 6.0f, 1.0f }; // Light Position
static GLfloat LightAmb[] = { 4.0f, 4.0f, 4.0f, 1.0f }; // Ambient Light
static GLfloat LightDif[] = { 1.0f, 1.0f, 1.0f, 1.0f }; // Diffuse Light
static void static void
gst_gl_filter_reflected_screen_base_init (gpointer klass) gst_gl_filter_reflected_screen_base_init (gpointer klass)
{ {
@ -96,14 +109,49 @@ gst_gl_filter_reflected_screen_class_init (GstGLFilterReflectedScreenClass *
"Activate graphic mode", "Activate graphic mode",
"Allow user to activate stencil buffer and blending.", "Allow user to activate stencil buffer and blending.",
TRUE, G_PARAM_READWRITE)); TRUE, G_PARAM_READWRITE));
g_object_class_install_property (gobject_class, PROP_SEPARATED_SCREEN,
g_param_spec_boolean ("separated_screen",
"Create a separation space",
"Allow to insert a space between the two screen. Will cancel 'show floor' if active. Value are TRUE or FALSE(default)",
FALSE, G_PARAM_READWRITE));
g_object_class_install_property (gobject_class, PROP_SHOW_FLOOR,
g_param_spec_boolean ("show_floor",
"Show the support",
"Allow the user to show the supportive floor. Will cancel 'separated screen' if active. Value are TRUE(default) or FALSE",
TRUE, G_PARAM_READWRITE));
g_object_class_install_property (gobject_class, PROP_FOVY,
g_param_spec_double ("fovy", "Fovy", "Field of view angle in degrees",
0.0, 180.0, 60, G_PARAM_WRITABLE));
g_object_class_install_property (gobject_class, PROP_ASPECT,
g_param_spec_double ("aspect", "Aspect",
"Field of view in the x direction", 0.0, 100, 0.0, G_PARAM_WRITABLE));
g_object_class_install_property (gobject_class, PROP_ZNEAR,
g_param_spec_double ("znear", "Znear",
"Specifies the distance from the viewer to the near clipping plane",
0.0, 100.0, 0.1, G_PARAM_WRITABLE));
g_object_class_install_property (gobject_class, PROP_ZFAR,
g_param_spec_double ("zfar", "Zfar",
"Specifies the distance from the viewer to the far clipping plane",
0.0, 1000.0, 100.0, G_PARAM_WRITABLE));
} }
static void static void
gst_gl_filter_reflected_screen_init (GstGLFilterReflectedScreen * filter, gst_gl_filter_reflected_screen_init (GstGLFilterReflectedScreen * filter,
GstGLFilterReflectedScreenClass * klass) GstGLFilterReflectedScreenClass * klass)
{ {
filter->timestamp = 0;
filter->active_graphic_mode = TRUE; filter->active_graphic_mode = TRUE;
filter->separated_screen = FALSE;
filter->show_floor = TRUE;
filter->fovy = 80;
filter->aspect = 0;
filter->znear = 0.1;
filter->zfar = 1000;
} }
static void static void
@ -114,10 +162,26 @@ gst_gl_filter_reflected_screen_set_property (GObject * object, guint prop_id,
switch (prop_id) { switch (prop_id) {
case PROP_ACTIVE_GRAPHIC_MODE: case PROP_ACTIVE_GRAPHIC_MODE:
{
filter->active_graphic_mode = g_value_get_boolean (value); filter->active_graphic_mode = g_value_get_boolean (value);
break; break;
} case PROP_SEPARATED_SCREEN:
filter->separated_screen = g_value_get_boolean (value);
break;
case PROP_SHOW_FLOOR:
filter->show_floor = g_value_get_boolean (value);
break;
case PROP_FOVY:
filter->fovy = g_value_get_double (value);
break;
case PROP_ASPECT:
filter->aspect = g_value_get_double (value);
break;
case PROP_ZNEAR:
filter->znear = g_value_get_double (value);
break;
case PROP_ZFAR:
filter->zfar = g_value_get_double (value);
break;
default: default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break; break;
@ -134,6 +198,12 @@ gst_gl_filter_reflected_screen_get_property (GObject * object, guint prop_id,
case PROP_ACTIVE_GRAPHIC_MODE: case PROP_ACTIVE_GRAPHIC_MODE:
g_value_set_boolean (value, filter->active_graphic_mode); g_value_set_boolean (value, filter->active_graphic_mode);
break; break;
case PROP_SEPARATED_SCREEN:
g_value_set_boolean (value, filter->separated_screen);
break;
case PROP_SHOW_FLOOR:
g_value_set_boolean (value, filter->show_floor);
break;
default: default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break; break;
@ -144,28 +214,72 @@ static gboolean
gst_gl_filter_reflected_screen_filter (GstGLFilter * filter, gst_gl_filter_reflected_screen_filter (GstGLFilter * filter,
GstGLBuffer * inbuf, GstGLBuffer * outbuf) GstGLBuffer * inbuf, GstGLBuffer * outbuf)
{ {
gpointer reflected_screen_filter = GST_GL_FILTER_REFLECTED_SCREEN (filter); GstGLFilterReflectedScreen *reflected_screen_filter =
GST_GL_FILTER_REFLECTED_SCREEN (reflected_screen_filter)->timestamp = GST_GL_FILTER_REFLECTED_SCREEN (filter);
GST_BUFFER_TIMESTAMP (inbuf);
if (reflected_screen_filter->aspect == 0.0)
reflected_screen_filter->aspect =
(gfloat) (filter->width) / (gfloat) (filter->height);
//blocking call, use a FBO //blocking call, use a FBO
gst_gl_display_use_fbo (filter->display, filter->width, filter->height, gst_gl_display_use_fbo (filter->display, filter->width, filter->height,
filter->fbo, filter->depthbuffer, outbuf->texture, filter->fbo, filter->depthbuffer, outbuf->texture,
gst_gl_filter_reflected_screen_callback, inbuf->width, inbuf->height, gst_gl_filter_reflected_screen_callback, inbuf->width, inbuf->height,
inbuf->texture, 80, (gdouble) filter->width / (gdouble) filter->height, inbuf->texture, reflected_screen_filter->fovy,
1.0, 5000.0, GST_GL_DISPLAY_PROJECTION_PERSPECTIVE, reflected_screen_filter->aspect, reflected_screen_filter->znear,
reflected_screen_filter->zfar, GST_GL_DISPLAY_PROJECTION_PERSPECTIVE,
(gpointer) reflected_screen_filter); (gpointer) reflected_screen_filter);
return TRUE; return TRUE;
} }
static gint64 static void
get_time (void) gst_gl_filter_reflected_screen_draw_separated_screen (GstGLFilter * filter,
gint width, gint height, guint texture, gfloat alphs, gfloat alphe)
{ {
static GTimeVal val; //enable ARB Rectangular texturing
g_get_current_time (&val); //that's necessary to have the video displayed on our screen (with gstreamer)
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
//configure parameters for the texturing
//the two first are used to specified how the texturing will be done if the screen is greater than the texture herself
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//the next two specified how the texture will comport near the limits
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);
return (val.tv_sec * G_USEC_PER_SEC) + val.tv_usec; //creating screen and setting the texture (depending on texture's height and width)
glBegin (GL_QUADS);
// right Face
glColor4f (1.0f, 1.0f, 1.0f, alphs);
glTexCoord2f ((gfloat) (width / 2.0), (gfloat) height);
glVertex3f (-0.75f, 0.0f, -1.0f);
glColor4f (1.0f, 1.0f, 1.0f, alphe);
glTexCoord2f ((gfloat) (width / 2.0), 0.0f);
glVertex3f (-0.75f, 1.25f, -1.0f);
glTexCoord2f ((gfloat) width, 0.0f);
glVertex3f (1.25f, 1.25f, -1.0f);
glColor4f (1.0f, 1.0f, 1.0f, alphs);
glTexCoord2f ((gfloat) width, (gfloat) height);
glVertex3f (1.25f, 0.0f, -1.0f);
// Left Face
glColor4f (1.0f, 1.0f, 1.0f, alphs);
glTexCoord2f (((gfloat) width / 2.0f), (gfloat) height);
glVertex3f (-1.0f, 0.0f, -0.75f);
glTexCoord2f (0.0f, (gfloat) height);
glVertex3f (-1.0f, 0.0f, 1.25f);
glColor4f (1.0f, 1.0f, 1.0f, alphe);
glTexCoord2f (0.0f, 0.0f);
glVertex3f (-1.0f, 1.25f, 1.25f);
glTexCoord2f (((gfloat) width / 2.0f), 0.0f);
glVertex3f (-1.0f, 1.25f, -0.75f);
glEnd ();
glDisable (GL_TEXTURE_RECTANGLE_ARB);
} }
static void static void
@ -185,28 +299,26 @@ gst_gl_filter_reflected_screen_draw_screen (GstGLFilter * filter,
GL_CLAMP_TO_EDGE); GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE); GL_CLAMP_TO_EDGE);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
//creating screen and setting the texture (depending on texture's height and width) //creating screen and setting the texture (depending on texture's height and width)
glBegin (GL_QUADS); glBegin (GL_QUADS);
// right Face glTexCoord2f ((gfloat) (width / 2.0), (gfloat) height);
glTexCoord2f (0.0f, (gfloat) height);
glVertex3f (-1.0f, 0.0f, -1.0f); glVertex3f (-1.0f, 0.0f, -1.0f);
glTexCoord2f (0.0f, 0.0f); glTexCoord2f ((gfloat) (width / 2.0), 0.0f);
glVertex3f (-1.0f, 1.0f, -1.0f); glVertex3f (-1.0f, 1.0f, -1.0f);
glTexCoord2f ((gfloat) width, 0.0f); glTexCoord2f ((gfloat) width, 0.0f);
glVertex3f (1.0f, 1.0f, -1.0f); glVertex3f (1.0f, 1.0f, -1.0f);
glTexCoord2f ((gfloat) width, (gfloat) height); glTexCoord2f ((gfloat) width, (gfloat) height);
glVertex3f (1.0f, 0.0f, -1.0f); glVertex3f (1.0f, 0.0f, -1.0f);
// Left Face // Left Face
glTexCoord2f ((gfloat) width, (gfloat) height); glTexCoord2f (((gfloat) width / 2.0f), (gfloat) height);
glVertex3f (-1.0f, 0.0f, -1.0f); glVertex3f (-1.0f, 0.0f, -1.0f);
glTexCoord2f (0.0f, (gfloat) height); glTexCoord2f (0.0f, (gfloat) height);
glVertex3f (-1.0f, 0.0f, 1.0f); glVertex3f (-1.0f, 0.0f, 1.0f);
glTexCoord2f (0.0f, 0.0f); glTexCoord2f (0.0f, 0.0f);
glVertex3f (-1.0f, 1.0f, 1.0f); glVertex3f (-1.0f, 1.0f, 1.0f);
glTexCoord2f ((gfloat) width, 0.0f); glTexCoord2f (((gfloat) width / 2.0f), 0.0f);
glVertex3f (-1.0f, 1.0f, -1.0f); glVertex3f (-1.0f, 1.0f, -1.0f);
glEnd (); glEnd ();
@ -215,6 +327,24 @@ gst_gl_filter_reflected_screen_draw_screen (GstGLFilter * filter,
glDisable (GL_TEXTURE_RECTANGLE_ARB); glDisable (GL_TEXTURE_RECTANGLE_ARB);
} }
static void
gst_gl_filter_reflected_screen_draw_background ()
{
glBegin (GL_QUADS);
// right Face
glColor4f (0.0f, 0.0f, 0.0f, 1.0f);
glVertex3f (-10.0f, -10.0f, -1.0f);
glColor4f (0.0f, 0.0f, 0.2f, 1.0f);
glVertex3f (-10.0f, 10.0f, -1.0f);
glVertex3f (10.0f, 10.0f, -1.0f);
glVertex3f (10.0f, -10.0f, -1.0f);
glEnd ();
}
static void static void
gst_gl_filter_reflected_screen_draw_floor () gst_gl_filter_reflected_screen_draw_floor ()
{ {
@ -226,7 +356,7 @@ gst_gl_filter_reflected_screen_draw_floor ()
gluQuadricTexture (q, GL_FALSE); gluQuadricTexture (q, GL_FALSE);
//drawing the disk. The texture are mapped thanks to the parameter we gave to the GLUquadric q //drawing the disk. The texture are mapped thanks to the parameter we gave to the GLUquadric q
gluDisk (q, 0.0, 2.0, 50, 1); gluDisk (q, 0.0, 2.2, 50.0, 1.0);
} }
//opengl scene, params: input texture (not the output filter->texture) //opengl scene, params: input texture (not the output filter->texture)
@ -243,64 +373,104 @@ gst_gl_filter_reflected_screen_callback (gint width, gint height, guint texture,
//load identity befor tracing //load identity befor tracing
glLoadIdentity (); glLoadIdentity ();
//camera translation //camera translation
glTranslatef (0.0f, 0.1f, -1.5f); glTranslatef (0.0f, 0.1f, -1.3f);
//camera configuration //camera configuration
gluLookAt (0.1, -0.2, 1.4, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0); if (reflected_screen_filter->separated_screen)
gluLookAt (0.1, -0.25, 2.0, 0.025, 0.0, 0.0, 0.0, 1.0, 0.0);
else
gluLookAt (0.1, -0.35, 2.0, 0.025, 0.0, 0.0, 0.0, 1.0, 0.0);
if (reflected_screen_filter->active_graphic_mode) { gst_gl_filter_reflected_screen_draw_background ();
//Stencil buffer use start
//creation of a black mask upon the entire screen. This mean that none of the red, blue, green and alpha color on the screen will be shown if (reflected_screen_filter->separated_screen) {
glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glEnable (GL_BLEND);
//enable stencil buffer use
glEnable (GL_STENCIL_TEST);
//setting the stencil buffer. Each time a pixel will be drawn by now, this pixel value will be set to 1
glStencilFunc (GL_ALWAYS, 1, 1);
glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
//disable the zbuffer
glDisable (GL_DEPTH_TEST);
//make a rotation of 90 degree on x axis. By default, gluDisk draw a disk on z axis
glRotatef (-90.0f, 1.0, 0.0, 0.0);
//draw the floor. Each pixel representing this floor will now have a value of 1 on stencil buffer
gst_gl_filter_reflected_screen_draw_floor ();
//make an anti-rotation of 90 degree to draw the rest of the scene on the right angle
glRotatef (90.0f, 1.0, 0.0, 0.0);
//enable zbuffer again
glEnable (GL_DEPTH_TEST);
//enable the drawing to be shown
glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
//say that the next object have to be drawn ONLY where the stencil buffer's pixel's value is 1
glStencilFunc (GL_EQUAL, 1, 1);
glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
//save the actual matrix
glPushMatrix (); glPushMatrix ();
//translate the object on z axis glScalef (1.0f, -1.0f, 1.0f);
glTranslatef (0.0f, 0.0f, 1.3f); glTranslatef (0.0f, 0.0f, 1.2f);
//rotate it (because the drawing method place the user behind the left part of the screen)
glRotatef (-45.0f, 0.0, 1.0, 0.0); glRotatef (-45.0f, 0.0, 1.0, 0.0);
//draw the reflexion gst_gl_filter_reflected_screen_draw_separated_screen (filter, width, height,
gst_gl_filter_reflected_screen_draw_screen (filter, width, height, texture); texture, 1.0f, 1.0f);
//return to the saved matrix position
glPopMatrix (); glPopMatrix ();
//end of the stencil buffer uses
glDisable (GL_STENCIL_TEST);
}
//enable the blending to mix the floor and reflexion color
glEnable (GL_BLEND);
glColor4f (1.0f, 1.0f, 1.0f, 0.8f);
//configuration of the transparency function
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//draw the floor (which will appear this time)
//specified a white color (for the floor) with 20% transparency
glRotatef (-90.0f, 1.0, 0.0, 0.0);
gst_gl_filter_reflected_screen_draw_floor ();
glRotatef (90.0f, 1.0, 0.0, 0.0);
glDisable (GL_BLEND);
//draw the real object
//scale on y axis. The object must be drawn upside down (to suggest a reflexion)
glScalef (1.0f, -1.0f, 1.0f); if (reflected_screen_filter->active_graphic_mode) {
glTranslatef (0.0f, 0.0f, 1.3f); //configuration of the transparency function
glRotatef (-45.0f, 0.0, 1.0, 0.0); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gst_gl_filter_reflected_screen_draw_screen (filter, width, height, texture); glTranslatef (0.0f, 0.0f, 1.2f);
glRotatef (-45.0f, 0.0, 1.0, 0.0);
gst_gl_filter_reflected_screen_draw_separated_screen (filter, width,
height, texture, 0.5f, 0.0f);
glDisable (GL_BLEND);
}
}
if (reflected_screen_filter->show_floor) {
glLightfv (GL_LIGHT0, GL_AMBIENT, LightAmb);
glLightfv (GL_LIGHT0, GL_DIFFUSE, LightDif);
glLightfv (GL_LIGHT0, GL_POSITION, LightPos);
//enable lighting
glEnable (GL_LIGHT0);
glEnable (GL_LIGHTING);
if (reflected_screen_filter->active_graphic_mode) {
glColorMask (GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
//enable stencil buffer use
glEnable (GL_STENCIL_TEST);
//setting the stencil buffer. Each time a pixel will be drawn by now, this pixel value will be set to 1
glStencilFunc (GL_ALWAYS, 1, 1);
glStencilOp (GL_KEEP, GL_KEEP, GL_REPLACE);
//disable the zbuffer
glDisable (GL_DEPTH_TEST);
//make a rotation of 90 degree on x axis. By default, gluDisk draw a disk on z axis
glRotatef (-90.0f, 1.0, 0.0, 0.0);
//draw the floor. Each pixel representing this floor will now have a value of 1 on stencil buffer
gst_gl_filter_reflected_screen_draw_floor ();
//make an anti-rotation of 90 degree to draw the rest of the scene on the right angle
glRotatef (90.0f, 1.0, 0.0, 0.0);
//enable zbuffer again
glEnable (GL_DEPTH_TEST);
//enable the drawing to be shown
glColorMask (GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
//say that the next object have to be drawn ONLY where the stencil buffer's pixel's value is 1
glStencilFunc (GL_EQUAL, 1, 1);
glStencilOp (GL_KEEP, GL_KEEP, GL_KEEP);
//save the actual matrix
glPushMatrix ();
glLightfv (GL_LIGHT0, GL_POSITION, LightPos);
//translate the object on z axis
glTranslatef (0.0f, 0.0f, 1.4f);
//rotate it (because the drawing method place the user behind the left part of the screen)
glRotatef (-45.0f, 0.0, 1.0, 0.0);
//draw the reflexion
gst_gl_filter_reflected_screen_draw_screen (filter, width, height,
texture);
//return to the saved matrix position
glPopMatrix ();
//end of the stencil buffer uses
glDisable (GL_STENCIL_TEST);
//enable the blending to mix the floor and reflexion color
glEnable (GL_BLEND);
glDisable (GL_LIGHTING);
//specified a white color (for the floor) with 20% transparency
glColor4f (1.0f, 1.0f, 1.0f, 0.8f);
//configuration of the transparency function
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
//draw the floor (which will appear this time)
glRotatef (-90.0f, 1.0, 0.0, 0.0);
gst_gl_filter_reflected_screen_draw_floor ();
glRotatef (90.0f, 1.0, 0.0, 0.0);
glDisable (GL_BLEND);
glEnable (GL_LIGHTING);
//draw the real object
//scale on y axis. The object must be drawn upside down (to suggest a reflexion)
glScalef (1.0f, -1.0f, 1.0f);
glTranslatef (0.0f, 0.0f, 1.4f);
glRotatef (-45.0f, 0.0, 1.0, 0.0);
gst_gl_filter_reflected_screen_draw_screen (filter, width, height, texture);
glDisable (GL_LIGHTING);
}
} }

View file

@ -1,4 +1,4 @@
/* /*
* GStreamer * GStreamer
* Copyright (C) 2008 Pierre Pouzol<pierre.pouzol@hotmail.fr> * Copyright (C) 2008 Pierre Pouzol<pierre.pouzol@hotmail.fr>
* *
@ -38,10 +38,14 @@ typedef struct _GstGLFilterReflectedScreenClass GstGLFilterReflectedScreenClass;
struct _GstGLFilterReflectedScreen struct _GstGLFilterReflectedScreen
{ {
GstGLFilter filter; GstGLFilter filter;
GstGLShader *shader; gdouble fovy;
gint64 timestamp; gdouble aspect;
gdouble znear;
gdouble zfar;
gboolean active_graphic_mode; gboolean active_graphic_mode;
gboolean separated_screen;
gboolean show_floor;
}; };
struct _GstGLFilterReflectedScreenClass struct _GstGLFilterReflectedScreenClass