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513 lines
17 KiB
C
513 lines
17 KiB
C
/*
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* GStreamer
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* Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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/**
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* SECTION:element-glfiltercube
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* @title: glfiltercube
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*
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* The resize and redraw callbacks can be set from a client code.
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*
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* ## Examples
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* |[
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* gst-launch-1.0 -v videotestsrc ! glfiltercube ! glimagesink
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* ]| A pipeline to mpa textures on the 6 cube faces..
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* FBO is required.
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* |[
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* gst-launch-1.0 -v videotestsrc ! glfiltercube ! video/x-raw, width=640, height=480 ! glimagesink
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* ]| Resize scene after drawing the cube.
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* The scene size is greater than the input video size.
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|[
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* gst-launch-1.0 -v videotestsrc ! video/x-raw, width=640, height=480 ! glfiltercube ! glimagesink
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* ]| Resize scene before drawing the cube.
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* The scene size is greater than the input video size.
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*
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <gst/gl/gstglapi.h>
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#include "gstglelements.h"
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#include "gstglfiltercube.h"
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#include "gstglutils.h"
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#define GST_CAT_DEFAULT gst_gl_filter_cube_debug
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GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
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enum
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{
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PROP_0,
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PROP_RED,
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PROP_GREEN,
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PROP_BLUE,
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PROP_FOVY,
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PROP_ASPECT,
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PROP_ZNEAR,
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PROP_ZFAR
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};
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#define DEBUG_INIT \
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GST_DEBUG_CATEGORY_INIT (gst_gl_filter_cube_debug, "glfiltercube", 0, "glfiltercube element");
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#define gst_gl_filter_cube_parent_class parent_class
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G_DEFINE_TYPE_WITH_CODE (GstGLFilterCube, gst_gl_filter_cube,
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GST_TYPE_GL_FILTER, DEBUG_INIT);
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GST_ELEMENT_REGISTER_DEFINE_WITH_CODE (glfiltercube, "glfiltercube",
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GST_RANK_NONE, GST_TYPE_GL_FILTER_CUBE, gl_element_init (plugin));
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static void gst_gl_filter_cube_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec);
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static void gst_gl_filter_cube_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec);
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static gboolean gst_gl_filter_cube_set_caps (GstGLFilter * filter,
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GstCaps * incaps, GstCaps * outcaps);
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static gboolean gst_gl_filter_cube_gl_start (GstGLBaseFilter * filter);
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static void gst_gl_filter_cube_gl_stop (GstGLBaseFilter * filter);
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static gboolean _callback (gpointer stuff);
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static gboolean gst_gl_filter_cube_filter_texture (GstGLFilter * filter,
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GstGLMemory * in_tex, GstGLMemory * out_tex);
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/* vertex source */
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static const gchar *cube_v_src =
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"attribute vec4 a_position; \n"
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"attribute vec2 a_texcoord; \n"
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"uniform mat4 u_matrix; \n"
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"uniform float xrot_degree, yrot_degree, zrot_degree; \n"
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"varying vec2 v_texcoord; \n"
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"void main() \n"
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"{ \n"
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" float PI = 3.14159265; \n"
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" float xrot = xrot_degree*2.0*PI/360.0; \n"
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" float yrot = yrot_degree*2.0*PI/360.0; \n"
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" float zrot = zrot_degree*2.0*PI/360.0; \n"
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" mat4 matX = mat4 ( \n"
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" 1.0, 0.0, 0.0, 0.0, \n"
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" 0.0, cos(xrot), sin(xrot), 0.0, \n"
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" 0.0, -sin(xrot), cos(xrot), 0.0, \n"
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" 0.0, 0.0, 0.0, 1.0 ); \n"
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" mat4 matY = mat4 ( \n"
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" cos(yrot), 0.0, -sin(yrot), 0.0, \n"
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" 0.0, 1.0, 0.0, 0.0, \n"
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" sin(yrot), 0.0, cos(yrot), 0.0, \n"
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" 0.0, 0.0, 0.0, 1.0 ); \n"
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" mat4 matZ = mat4 ( \n"
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" cos(zrot), sin(zrot), 0.0, 0.0, \n"
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" -sin(zrot), cos(zrot), 0.0, 0.0, \n"
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" 0.0, 0.0, 1.0, 0.0, \n"
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" 0.0, 0.0, 0.0, 1.0 ); \n"
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" gl_Position = u_matrix * matZ * matY * matX * a_position; \n"
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" v_texcoord = a_texcoord; \n"
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"} \n";
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/* fragment source */
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static const gchar *cube_f_src =
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"varying vec2 v_texcoord; \n"
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"uniform sampler2D s_texture; \n"
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"void main() \n"
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"{ \n"
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" gl_FragColor = texture2D( s_texture, v_texcoord );\n"
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"} \n";
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static void
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gst_gl_filter_cube_class_init (GstGLFilterCubeClass * klass)
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{
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GObjectClass *gobject_class;
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GstElementClass *element_class;
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gobject_class = (GObjectClass *) klass;
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element_class = GST_ELEMENT_CLASS (klass);
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gst_gl_filter_add_rgba_pad_templates (GST_GL_FILTER_CLASS (klass));
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gobject_class->set_property = gst_gl_filter_cube_set_property;
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gobject_class->get_property = gst_gl_filter_cube_get_property;
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GST_GL_BASE_FILTER_CLASS (klass)->gl_start = gst_gl_filter_cube_gl_start;
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GST_GL_BASE_FILTER_CLASS (klass)->gl_stop = gst_gl_filter_cube_gl_stop;
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GST_GL_FILTER_CLASS (klass)->set_caps = gst_gl_filter_cube_set_caps;
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GST_GL_FILTER_CLASS (klass)->filter_texture =
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gst_gl_filter_cube_filter_texture;
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g_object_class_install_property (gobject_class, PROP_RED,
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g_param_spec_float ("red", "Red", "Background red color",
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0.0f, 1.0f, 0.0f, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_GREEN,
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g_param_spec_float ("green", "Green", "Background green color",
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0.0f, 1.0f, 0.0f, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_BLUE,
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g_param_spec_float ("blue", "Blue", "Background blue color",
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0.0f, 1.0f, 0.0f, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_FOVY,
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g_param_spec_double ("fovy", "Fovy", "Field of view angle in degrees",
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0.0, 180.0, 45.0, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_ASPECT,
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g_param_spec_double ("aspect", "Aspect",
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"Field of view in the x direction", 0.0, 100, 0.0,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_ZNEAR,
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g_param_spec_double ("znear", "Znear",
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"Specifies the distance from the viewer to the near clipping plane",
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0.0, 100.0, 0.1, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_ZFAR,
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g_param_spec_double ("zfar", "Zfar",
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"Specifies the distance from the viewer to the far clipping plane",
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0.0, 1000.0, 100.0, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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gst_element_class_set_metadata (element_class, "OpenGL cube filter",
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"Filter/Effect/Video", "Map input texture on the 6 cube faces",
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"Julien Isorce <julien.isorce@gmail.com>");
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GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api =
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GST_GL_API_OPENGL | GST_GL_API_GLES2 | GST_GL_API_OPENGL3;
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}
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static void
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gst_gl_filter_cube_init (GstGLFilterCube * filter)
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{
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filter->shader = NULL;
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filter->fovy = 45;
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filter->aspect = 0;
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filter->znear = 0.1;
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filter->zfar = 100;
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}
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static void
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gst_gl_filter_cube_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec)
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{
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GstGLFilterCube *filter = GST_GL_FILTER_CUBE (object);
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switch (prop_id) {
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case PROP_RED:
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filter->red = g_value_get_float (value);
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break;
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case PROP_GREEN:
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filter->green = g_value_get_float (value);
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break;
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case PROP_BLUE:
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filter->blue = g_value_get_float (value);
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break;
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case PROP_FOVY:
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filter->fovy = g_value_get_double (value);
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break;
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case PROP_ASPECT:
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filter->aspect = g_value_get_double (value);
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break;
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case PROP_ZNEAR:
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filter->znear = g_value_get_double (value);
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break;
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case PROP_ZFAR:
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filter->zfar = g_value_get_double (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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gst_gl_filter_cube_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec)
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{
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GstGLFilterCube *filter = GST_GL_FILTER_CUBE (object);
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switch (prop_id) {
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case PROP_RED:
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g_value_set_float (value, filter->red);
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break;
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case PROP_GREEN:
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g_value_set_float (value, filter->green);
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break;
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case PROP_BLUE:
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g_value_set_float (value, filter->blue);
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break;
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case PROP_FOVY:
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g_value_set_double (value, filter->fovy);
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break;
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case PROP_ASPECT:
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g_value_set_double (value, filter->aspect);
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break;
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case PROP_ZNEAR:
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g_value_set_double (value, filter->znear);
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break;
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case PROP_ZFAR:
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g_value_set_double (value, filter->zfar);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static gboolean
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gst_gl_filter_cube_set_caps (GstGLFilter * filter, GstCaps * incaps,
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GstCaps * outcaps)
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{
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GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
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if (cube_filter->aspect == 0)
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cube_filter->aspect = (gdouble) GST_VIDEO_INFO_WIDTH (&filter->out_info) /
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(gdouble) GST_VIDEO_INFO_HEIGHT (&filter->out_info);
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return TRUE;
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}
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static void
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gst_gl_filter_cube_gl_stop (GstGLBaseFilter * base_filter)
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{
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GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (base_filter);
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const GstGLFuncs *gl = base_filter->context->gl_vtable;
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if (cube_filter->vao) {
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gl->DeleteVertexArrays (1, &cube_filter->vao);
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cube_filter->vao = 0;
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}
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if (cube_filter->vertex_buffer) {
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gl->DeleteBuffers (1, &cube_filter->vertex_buffer);
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cube_filter->vertex_buffer = 0;
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}
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if (cube_filter->vbo_indices) {
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gl->DeleteBuffers (1, &cube_filter->vbo_indices);
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cube_filter->vbo_indices = 0;
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}
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if (cube_filter->shader) {
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gst_object_unref (cube_filter->shader);
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cube_filter->shader = NULL;
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}
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GST_GL_BASE_FILTER_CLASS (parent_class)->gl_stop (base_filter);
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}
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static gboolean
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gst_gl_filter_cube_gl_start (GstGLBaseFilter * filter)
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{
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GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
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GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
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gchar *frag_str;
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gboolean ret;
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cube_filter->xrot = 0.0;
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cube_filter->yrot = 0.0;
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cube_filter->zrot = 0.0;
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frag_str =
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g_strdup_printf ("%s%s",
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gst_gl_shader_string_get_highest_precision (context,
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GST_GLSL_VERSION_NONE,
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GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY), cube_f_src);
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/* blocking call, wait the opengl thread has compiled the shader */
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ret = gst_gl_context_gen_shader (context, cube_v_src, frag_str,
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&cube_filter->shader);
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g_free (frag_str);
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return ret;
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}
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static gboolean
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gst_gl_filter_cube_filter_texture (GstGLFilter * filter, GstGLMemory * in_tex,
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GstGLMemory * out_tex)
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{
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GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
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cube_filter->in_tex = in_tex;
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return gst_gl_framebuffer_draw_to_texture (filter->fbo, out_tex, _callback,
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cube_filter);
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}
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/* *INDENT-OFF* */
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static const GLfloat vertices[] = {
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/*| Vertex | TexCoord |*/
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/* front face */
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1.0, 1.0, -1.0, 1.0, 0.0,
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1.0, -1.0, -1.0, 1.0, 1.0,
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-1.0, -1.0, -1.0, 0.0, 1.0,
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-1.0, 1.0, -1.0, 0.0, 0.0,
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/* back face */
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1.0, 1.0, 1.0, 1.0, 0.0,
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-1.0, 1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, 1.0, 0.0, 1.0,
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1.0, -1.0, 1.0, 1.0, 1.0,
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/* right face */
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1.0, 1.0, 1.0, 1.0, 0.0,
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1.0, -1.0, 1.0, 0.0, 0.0,
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1.0, -1.0, -1.0, 0.0, 1.0,
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1.0, 1.0, -1.0, 1.0, 1.0,
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/* left face */
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-1.0, 1.0, 1.0, 1.0, 0.0,
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-1.0, 1.0, -1.0, 1.0, 1.0,
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-1.0, -1.0, -1.0, 0.0, 1.0,
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-1.0, -1.0, 1.0, 0.0, 0.0,
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/* top face */
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1.0, -1.0, 1.0, 1.0, 0.0,
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-1.0, -1.0, 1.0, 0.0, 0.0,
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-1.0, -1.0, -1.0, 0.0, 1.0,
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1.0, -1.0, -1.0, 1.0, 1.0,
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/* bottom face */
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1.0, 1.0, 1.0, 1.0, 0.0,
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1.0, 1.0, -1.0, 1.0, 1.0,
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-1.0, 1.0, -1.0, 0.0, 1.0,
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-1.0, 1.0, 1.0, 0.0, 0.0
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};
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static const GLushort indices[] = {
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0, 1, 2,
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0, 2, 3,
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4, 5, 6,
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4, 6, 7,
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8, 9, 10,
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8, 10, 11,
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12, 13, 14,
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12, 14, 15,
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16, 17, 18,
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16, 18, 19,
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20, 21, 22,
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20, 22, 23
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};
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/* *INDENT-ON* */
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static void
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_bind_buffer (GstGLFilterCube * cube_filter)
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{
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const GstGLFuncs *gl = GST_GL_BASE_FILTER (cube_filter)->context->gl_vtable;
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gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, cube_filter->vbo_indices);
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gl->BindBuffer (GL_ARRAY_BUFFER, cube_filter->vertex_buffer);
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cube_filter->attr_position =
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gst_gl_shader_get_attribute_location (cube_filter->shader, "a_position");
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cube_filter->attr_texture =
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gst_gl_shader_get_attribute_location (cube_filter->shader, "a_texcoord");
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/* Load the vertex position */
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gl->VertexAttribPointer (cube_filter->attr_position, 3, GL_FLOAT, GL_FALSE,
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5 * sizeof (GLfloat), (void *) 0);
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/* Load the texture coordinate */
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gl->VertexAttribPointer (cube_filter->attr_texture, 2, GL_FLOAT, GL_FALSE,
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5 * sizeof (GLfloat), (void *) (3 * sizeof (GLfloat)));
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gl->EnableVertexAttribArray (cube_filter->attr_position);
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gl->EnableVertexAttribArray (cube_filter->attr_texture);
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}
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static void
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_unbind_buffer (GstGLFilterCube * cube_filter)
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{
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const GstGLFuncs *gl = GST_GL_BASE_FILTER (cube_filter)->context->gl_vtable;
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gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
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gl->BindBuffer (GL_ARRAY_BUFFER, 0);
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gl->DisableVertexAttribArray (cube_filter->attr_position);
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gl->DisableVertexAttribArray (cube_filter->attr_texture);
|
|
}
|
|
|
|
static gboolean
|
|
_callback (gpointer stuff)
|
|
{
|
|
GstGLFilter *filter = GST_GL_FILTER (stuff);
|
|
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
|
|
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
|
|
|
|
const GLfloat matrix[] = {
|
|
0.5f, 0.0f, 0.0f, 0.0f,
|
|
0.0f, 0.5f, 0.0f, 0.0f,
|
|
0.0f, 0.0f, 0.5f, 0.0f,
|
|
0.0f, 0.0f, 0.0f, 1.0f
|
|
};
|
|
|
|
gl->Enable (GL_DEPTH_TEST);
|
|
|
|
gl->ClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0);
|
|
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
gst_gl_shader_use (cube_filter->shader);
|
|
|
|
gl->ActiveTexture (GL_TEXTURE0);
|
|
gl->BindTexture (GL_TEXTURE_2D, cube_filter->in_tex->tex_id);
|
|
gst_gl_shader_set_uniform_1i (cube_filter->shader, "s_texture", 0);
|
|
gst_gl_shader_set_uniform_1f (cube_filter->shader, "xrot_degree",
|
|
cube_filter->xrot);
|
|
gst_gl_shader_set_uniform_1f (cube_filter->shader, "yrot_degree",
|
|
cube_filter->yrot);
|
|
gst_gl_shader_set_uniform_1f (cube_filter->shader, "zrot_degree",
|
|
cube_filter->zrot);
|
|
gst_gl_shader_set_uniform_matrix_4fv (cube_filter->shader, "u_matrix", 1,
|
|
GL_FALSE, matrix);
|
|
|
|
if (!cube_filter->vertex_buffer) {
|
|
if (gl->GenVertexArrays) {
|
|
gl->GenVertexArrays (1, &cube_filter->vao);
|
|
gl->BindVertexArray (cube_filter->vao);
|
|
}
|
|
|
|
gl->GenBuffers (1, &cube_filter->vertex_buffer);
|
|
gl->BindBuffer (GL_ARRAY_BUFFER, cube_filter->vertex_buffer);
|
|
gl->BufferData (GL_ARRAY_BUFFER, 6 * 4 * 5 * sizeof (GLfloat), vertices,
|
|
GL_STATIC_DRAW);
|
|
|
|
gl->GenBuffers (1, &cube_filter->vbo_indices);
|
|
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, cube_filter->vbo_indices);
|
|
gl->BufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices,
|
|
GL_STATIC_DRAW);
|
|
|
|
if (gl->GenVertexArrays) {
|
|
_bind_buffer (cube_filter);
|
|
gl->BindVertexArray (0);
|
|
}
|
|
|
|
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
gl->BindBuffer (GL_ARRAY_BUFFER, 0);
|
|
}
|
|
|
|
if (gl->GenVertexArrays)
|
|
gl->BindVertexArray (cube_filter->vao);
|
|
_bind_buffer (cube_filter);
|
|
|
|
gl->DrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, 0);
|
|
|
|
if (gl->GenVertexArrays)
|
|
gl->BindVertexArray (0);
|
|
else
|
|
_unbind_buffer (cube_filter);
|
|
|
|
gl->Disable (GL_DEPTH_TEST);
|
|
|
|
cube_filter->xrot += 0.3f;
|
|
cube_filter->yrot += 0.2f;
|
|
cube_filter->zrot += 0.4f;
|
|
|
|
return TRUE;
|
|
}
|