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e002f92e6d
For now only identity, mirror and squeeze effects are available. Maybe some factorization is needed about compilation shader before to put the other effects since only a copy/past is needed, at least until effect number 9: heat. The effects from 10:sepia to 15:glow require more work.
90 lines
2.7 KiB
C
90 lines
2.7 KiB
C
/*
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* GStreamer
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* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@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., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#include <gstgleffects.h>
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static void
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gst_gl_effects_squeeze_callback (gint width, gint height, guint texture,
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gpointer data)
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{
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GstGLEffects *effects = GST_GL_EFFECTS (data);
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GstGLShader *shader;
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shader = g_hash_table_lookup (effects->shaderstable, "squeeze0");
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if (!shader) {
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shader = gst_gl_shader_new ();
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g_hash_table_insert (effects->shaderstable, "squeeze0", shader);
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#ifdef OPENGL_ES2
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if (shader) {
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GError *error = NULL;
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gst_gl_shader_set_vertex_source (shader, vertex_shader_source);
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gst_gl_shader_set_fragment_source (shader, squeeze_fragment_source);
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gst_gl_shader_compile (shader, &error);
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if (error) {
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GST_ERROR ("%s", error->message);
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g_error_free (error);
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error = NULL;
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gst_gl_shader_use (NULL);
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} else {
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effects->draw_attr_position_loc =
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gst_gl_shader_get_attribute_location (shader, "a_position");
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effects->draw_attr_texture_loc =
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gst_gl_shader_get_attribute_location (shader, "a_texCoord");
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}
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}
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#endif
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}
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#ifndef OPENGL_ES2
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g_return_if_fail (gst_gl_shader_compile_and_check (shader,
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squeeze_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE));
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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#endif
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gst_gl_shader_use (shader);
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glActiveTexture (GL_TEXTURE0);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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#ifndef OPENGL_ES2
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gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
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gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
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#endif
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gst_gl_effects_draw_texture (effects, texture);
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}
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void
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gst_gl_effects_squeeze (GstGLEffects * effects)
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{
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GstGLFilter *filter = GST_GL_FILTER (effects);
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gst_gl_filter_render_to_target (filter, effects->intexture,
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effects->outtexture, gst_gl_effects_squeeze_callback, effects);
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}
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