/* * GStreamer * Copyright (C) 2008 Filippo Argiolas * * 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 * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, * Boston, MA 02110-1301, USA. */ #include #define USING_OPENGL(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_OPENGL) #define USING_OPENGL3(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_OPENGL3) #define USING_GLES(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES) #define USING_GLES2(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES2) #define USING_GLES3(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES3) static void gst_gl_effects_squeeze_callback (gint width, gint height, guint texture, gpointer data) { GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLFilter *filter = GST_GL_FILTER (effects); GstGLShader *shader; shader = g_hash_table_lookup (effects->shaderstable, "squeeze0"); if (!shader) { shader = gst_gl_shader_new (filter->display); g_hash_table_insert (effects->shaderstable, "squeeze0", shader); #if GST_GL_HAVE_GLES2 if (USING_GLES2 (filter->display)) { if (shader) { GError *error = NULL; gst_gl_shader_set_vertex_source (shader, vertex_shader_source); gst_gl_shader_set_fragment_source (shader, squeeze_fragment_source_gles2); gst_gl_shader_compile (shader, &error); if (error) { GstGLFilter *filter = GST_GL_FILTER (effects); gst_gl_display_set_error (filter->display, "Failed to initialize squeeze shader, %s", error->message); g_error_free (error); error = NULL; gst_gl_shader_use (NULL); GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND, GST_GL_DISPLAY_ERR_MSG (GST_GL_FILTER (effects)->display), (NULL)); } else { effects->draw_attr_position_loc = gst_gl_shader_get_attribute_location (shader, "a_position"); effects->draw_attr_texture_loc = gst_gl_shader_get_attribute_location (shader, "a_texCoord"); } } } #endif #if GST_GL_HAVE_OPENGL if (USING_OPENGL (filter->display)) { if (!gst_gl_shader_compile_and_check (shader, squeeze_fragment_source_opengl, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_display_set_error (GST_GL_FILTER (effects)->display, "Failed to initialize squeeze shader"); GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND, GST_GL_DISPLAY_ERR_MSG (GST_GL_FILTER (effects)->display), (NULL)); return; } glMatrixMode (GL_PROJECTION); glLoadIdentity (); } #endif } gst_gl_shader_use (shader); glActiveTexture (GL_TEXTURE0); glEnable (GL_TEXTURE_RECTANGLE_ARB); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture); gst_gl_shader_set_uniform_1i (shader, "tex", 0); #if GST_GL_HAVE_GLES2 if (USING_GLES2 (filter->display)) { gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f); gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f); } #endif gst_gl_effects_draw_texture (effects, texture, width, height); } void gst_gl_effects_squeeze (GstGLEffects * effects) { GstGLFilter *filter = GST_GL_FILTER (effects); gst_gl_filter_render_to_target (filter, TRUE, effects->intexture, effects->outtexture, gst_gl_effects_squeeze_callback, effects); }