/* * 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. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "../gstgleffects.h" #define USING_OPENGL(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL) #define USING_OPENGL3(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL3) #define USING_GLES(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES) #define USING_GLES2(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) #define USING_GLES3(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES3) static void gst_gl_effects_identity_callback (gint width, gint height, guint texture, gpointer data) { GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLFilter *filter = GST_GL_FILTER (effects); GstGLContext *context = filter->context; GstGLFuncs *gl = context->gl_vtable; #if GST_GL_HAVE_OPENGL if (USING_OPENGL (context)) { gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); } #endif #if GST_GL_HAVE_GLES2 if (USING_GLES2 (context)) { GstGLShader *shader = g_hash_table_lookup (effects->shaderstable, "identity0"); if (!shader) { shader = gst_gl_shader_new (context); g_hash_table_insert (effects->shaderstable, (gchar *) "identity0", shader); if (shader) { GError *error = NULL; gst_gl_shader_set_vertex_source (shader, vertex_shader_source); gst_gl_shader_set_fragment_source (shader, identity_fragment_source); gst_gl_shader_compile (shader, &error); if (error) { GST_ERROR ("%s", error->message); g_error_free (error); error = NULL; gst_gl_shader_use (NULL); } else { filter->draw_attr_position_loc = gst_gl_shader_get_attribute_location (shader, "a_position"); filter->draw_attr_texture_loc = gst_gl_shader_get_attribute_location (shader, "a_texCoord"); } } } gst_gl_shader_use (shader); gl->ActiveTexture (GL_TEXTURE0); gl->Enable (GL_TEXTURE_2D); gl->BindTexture (GL_TEXTURE_2D, texture); gst_gl_shader_set_uniform_1i (shader, "tex", 0); } #endif gst_gl_filter_draw_texture (filter, texture, width, height); } void gst_gl_effects_identity (GstGLEffects * effects) { GstGLFilter *filter = GST_GL_FILTER (effects); gst_gl_filter_render_to_target (filter, TRUE, effects->intexture, effects->outtexture, gst_gl_effects_identity_callback, effects); }