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119 lines
4 KiB
C
119 lines
4 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., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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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 "../gstgleffects.h"
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#define USING_OPENGL(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL)
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#define USING_OPENGL3(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL3)
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#define USING_GLES(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES)
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#define USING_GLES2(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2)
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#define USING_GLES3(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES3)
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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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GstGLShader *shader;
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GstGLFilter *filter = GST_GL_FILTER (data);
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GstGLEffects *effects = GST_GL_EFFECTS (data);
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GstGLContext *context = filter->context;
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GstGLFuncs *gl = context->gl_vtable;
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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 (context);
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g_hash_table_insert (effects->shaderstable, (gchar *) "squeeze0", shader);
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#if GST_GL_HAVE_GLES2
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if (USING_GLES2 (context)) {
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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,
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squeeze_fragment_source_gles2);
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gst_gl_shader_compile (shader, &error);
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if (error) {
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gst_gl_context_set_error (context,
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"Failed to initialize squeeze shader, %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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GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
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("%s", gst_gl_context_get_error ()), (NULL));
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} else {
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filter->draw_attr_position_loc =
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gst_gl_shader_get_attribute_location (shader, "a_position");
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filter->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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}
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#endif
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#if GST_GL_HAVE_OPENGL
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if (USING_OPENGL (context)) {
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if (!gst_gl_shader_compile_and_check (shader,
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squeeze_fragment_source_opengl, GST_GL_SHADER_FRAGMENT_SOURCE)) {
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gst_gl_context_set_error (context,
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"Failed to initialize squeeze shader");
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GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
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("%s", gst_gl_context_get_error ()), (NULL));
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return;
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}
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}
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#endif
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}
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#if GST_GL_HAVE_OPENGL
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if (USING_OPENGL (context)) {
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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}
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#endif
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gst_gl_shader_use (shader);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->Enable (GL_TEXTURE_2D);
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gl->BindTexture (GL_TEXTURE_2D, texture);
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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#if GST_GL_HAVE_OPENGL
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if (USING_OPENGL (filter->context)) {
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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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}
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#endif
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gst_gl_filter_draw_texture (filter, texture, width, height);
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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, TRUE, effects->intexture,
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effects->outtexture, gst_gl_effects_squeeze_callback, effects);
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}
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