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f639d6096d
Fix bug #572767
518 lines
16 KiB
C
518 lines
16 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., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:element-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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* <refsect2>
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* <title>Examples</title>
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* |[
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* gst-launch -v videotestsrc ! glupload ! 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 -v videotestsrc ! glupload ! glfiltercube ! video/x-raw-gl, 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 -v videotestsrc ! glupload ! video/x-raw-gl, 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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* </refsect2>
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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 "gstglfiltercube.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(bla) \
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GST_DEBUG_CATEGORY_INIT (gst_gl_filter_cube_debug, "glfiltercube", 0, "glfiltercube element");
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GST_BOILERPLATE_FULL (GstGLFilterCube, gst_gl_filter_cube, GstGLFilter,
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GST_TYPE_GL_FILTER, DEBUG_INIT);
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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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#ifdef OPENGL_ES2
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static void gst_gl_filter_cube_reset (GstGLFilter * filter);
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static gboolean gst_gl_filter_cube_init_shader (GstGLFilter * filter);
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#endif
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static gboolean gst_gl_filter_cube_filter (GstGLFilter * filter,
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GstGLBuffer * inbuf, GstGLBuffer * outbuf);
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static void gst_gl_filter_cube_callback (gint width, gint height, guint texture,
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gpointer stuff);
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#ifdef OPENGL_ES2
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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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"precision mediump float; \n"
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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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#endif
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static void
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gst_gl_filter_cube_base_init (gpointer klass)
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{
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GstElementClass *element_class = GST_ELEMENT_CLASS (klass);
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gst_element_class_set_details_simple (element_class, "OpenGL cube filter",
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"Filter/Effect", "Map input texture on the 6 cube faces",
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"Julien Isorce <julien.isorce@gmail.com>");
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}
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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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gobject_class = (GObjectClass *) 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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#ifdef OPENGL_ES2
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GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_filter_cube_init_shader;
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GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_filter_cube_reset;
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#endif
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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 = gst_gl_filter_cube_filter;
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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_WRITABLE | 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 reen color",
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0.0f, 1.0f, 0.0f, G_PARAM_WRITABLE | 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_WRITABLE | 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_WRITABLE | 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_WRITABLE | 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_WRITABLE | 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_WRITABLE | G_PARAM_STATIC_STRINGS));
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}
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static void
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gst_gl_filter_cube_init (GstGLFilterCube * filter, GstGLFilterCubeClass * klass)
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{
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#ifdef OPENGL_ES
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filter->shader = NULL;
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#endif
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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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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) filter->width / (gdouble) filter->height;
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return TRUE;
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}
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#ifdef OPENGL_ES2
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static void
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gst_gl_filter_cube_reset (GstGLFilter * filter)
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{
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GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
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//blocking call, wait the opengl thread has destroyed the shader
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gst_gl_display_del_shader (filter->display, cube_filter->shader);
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}
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static gboolean
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gst_gl_filter_cube_init_shader (GstGLFilter * filter)
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{
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GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
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//blocking call, wait the opengl thread has compiled the shader
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return gst_gl_display_gen_shader (filter->display, cube_v_src, cube_f_src,
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&cube_filter->shader);
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}
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#endif
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static gboolean
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gst_gl_filter_cube_filter (GstGLFilter * filter, GstGLBuffer * inbuf,
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GstGLBuffer * outbuf)
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{
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GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
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//blocking call, use a FBO
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gst_gl_display_use_fbo (filter->display, filter->width, filter->height,
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filter->fbo, filter->depthbuffer, outbuf->texture,
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gst_gl_filter_cube_callback, inbuf->width, inbuf->height, inbuf->texture,
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cube_filter->fovy, cube_filter->aspect, cube_filter->znear,
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cube_filter->zfar, GST_GL_DISPLAY_PROJECTION_PERSPECTIVE,
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(gpointer) cube_filter);
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return TRUE;
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}
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//opengl scene, params: input texture (not the output filter->texture)
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static void
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gst_gl_filter_cube_callback (gint width, gint height, guint texture,
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gpointer stuff)
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{
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GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (stuff);
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static GLfloat xrot = 0;
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static GLfloat yrot = 0;
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static GLfloat zrot = 0;
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#ifndef OPENGL_ES2
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glEnable (GL_DEPTH_TEST);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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#ifndef OPENGL_ES2
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glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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#endif
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glClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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glTranslatef (0.0f, 0.0f, -5.0f);
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glRotatef (xrot, 1.0f, 0.0f, 0.0f);
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glRotatef (yrot, 0.0f, 1.0f, 0.0f);
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glRotatef (zrot, 0.0f, 0.0f, 1.0f);
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glBegin (GL_QUADS);
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// Front Face
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glTexCoord2f ((gfloat) width, 0.0f);
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glVertex3f (-1.0f, -1.0f, 1.0f);
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glTexCoord2f (0.0f, 0.0f);
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glVertex3f (1.0f, -1.0f, 1.0f);
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glTexCoord2f (0.0f, (gfloat) height);
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glVertex3f (1.0f, 1.0f, 1.0f);
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glTexCoord2f ((gfloat) width, (gfloat) height);
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glVertex3f (-1.0f, 1.0f, 1.0f);
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// Back Face
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glTexCoord2f (0.0f, 0.0f);
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glVertex3f (-1.0f, -1.0f, -1.0f);
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glTexCoord2f (0.0f, (gfloat) height);
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glVertex3f (-1.0f, 1.0f, -1.0f);
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glTexCoord2f ((gfloat) width, (gfloat) height);
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glVertex3f (1.0f, 1.0f, -1.0f);
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glTexCoord2f ((gfloat) width, 0.0f);
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glVertex3f (1.0f, -1.0f, -1.0f);
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// Top Face
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glTexCoord2f ((gfloat) width, (gfloat) height);
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glVertex3f (-1.0f, 1.0f, -1.0f);
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glTexCoord2f ((gfloat) width, 0.0f);
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glVertex3f (-1.0f, 1.0f, 1.0f);
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glTexCoord2f (0.0f, 0.0f);
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glVertex3f (1.0f, 1.0f, 1.0f);
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glTexCoord2f (0.0f, (gfloat) height);
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glVertex3f (1.0f, 1.0f, -1.0f);
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// Bottom Face
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glTexCoord2f ((gfloat) width, 0.0f);
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glVertex3f (-1.0f, -1.0f, -1.0f);
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glTexCoord2f (0.0f, 0.0f);
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glVertex3f (1.0f, -1.0f, -1.0f);
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glTexCoord2f (0.0f, (gfloat) height);
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glVertex3f (1.0f, -1.0f, 1.0f);
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glTexCoord2f ((gfloat) width, (gfloat) height);
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glVertex3f (-1.0f, -1.0f, 1.0f);
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// Right face
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glTexCoord2f (0.0f, 0.0f);
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glVertex3f (1.0f, -1.0f, -1.0f);
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glTexCoord2f (0.0f, (gfloat) height);
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glVertex3f (1.0f, 1.0f, -1.0f);
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glTexCoord2f ((gfloat) width, (gfloat) height);
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glVertex3f (1.0f, 1.0f, 1.0f);
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glTexCoord2f ((gfloat) width, 0.0f);
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glVertex3f (1.0f, -1.0f, 1.0f);
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// Left Face
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glTexCoord2f ((gfloat) width, 0.0f);
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glVertex3f (-1.0f, -1.0f, -1.0f);
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glTexCoord2f (0.0f, 0.0f);
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glVertex3f (-1.0f, -1.0f, 1.0f);
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glTexCoord2f (0.0f, (gfloat) height);
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glVertex3f (-1.0f, 1.0f, 1.0f);
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glTexCoord2f ((gfloat) width, (gfloat) height);
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glVertex3f (-1.0f, 1.0f, -1.0f);
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glEnd ();
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#else
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const GLfloat v_vertices[] = {
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//front face
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1.0f, 1.0f, -1.0f,
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1.0f, 0.0f,
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1.0f, -1.0f, -1.0f,
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1.0f, 1.0f,
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-1.0f, -1.0f, -1.0f,
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0.0f, 1.0f,
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-1.0f, 1.0f, -1.0f,
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0.0f, 0.0f,
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//back face
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1.0f, 1.0f, 1.0f,
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1.0f, 0.0f,
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-1.0f, 1.0f, 1.0f,
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0.0f, 0.0f,
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-1.0f, -1.0f, 1.0f,
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0.0f, 1.0f,
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1.0f, -1.0f, 1.0f,
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1.0f, 1.0f,
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//right face
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1.0f, 1.0f, 1.0f,
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1.0f, 0.0f,
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1.0f, -1.0f, 1.0f,
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0.0f, 0.0f,
|
|
1.0f, -1.0f, -1.0f,
|
|
0.0f, 1.0f,
|
|
1.0f, 1.0f, -1.0f,
|
|
1.0f, 1.0f,
|
|
//left face
|
|
-1.0f, 1.0f, 1.0f,
|
|
1.0f, 0.0f,
|
|
-1.0f, 1.0f, -1.0f,
|
|
1.0f, 1.0f,
|
|
-1.0f, -1.0f, -1.0f,
|
|
0.0f, 1.0f,
|
|
-1.0f, -1.0f, 1.0f,
|
|
0.0f, 0.0f,
|
|
//top face
|
|
1.0f, -1.0f, 1.0f,
|
|
1.0f, 0.0f,
|
|
-1.0f, -1.0f, 1.0f,
|
|
0.0f, 0.0f,
|
|
-1.0f, -1.0f, -1.0f,
|
|
0.0f, 1.0f,
|
|
1.0f, -1.0f, -1.0f,
|
|
1.0f, 1.0f,
|
|
//bottom face
|
|
1.0f, 1.0f, 1.0f,
|
|
1.0f, 0.0f,
|
|
1.0f, 1.0f, -1.0f,
|
|
1.0f, 1.0f,
|
|
-1.0f, 1.0f, -1.0f,
|
|
0.0f, 1.0f,
|
|
-1.0f, 1.0f, 1.0f,
|
|
0.0f, 0.0f
|
|
};
|
|
|
|
GLushort indices[] = {
|
|
0, 1, 2,
|
|
0, 2, 3,
|
|
4, 5, 6,
|
|
4, 6, 7,
|
|
8, 9, 10,
|
|
8, 10, 11,
|
|
12, 13, 14,
|
|
12, 14, 15,
|
|
16, 17, 18,
|
|
16, 18, 19,
|
|
20, 21, 22,
|
|
20, 22, 23
|
|
};
|
|
|
|
GLint attr_position_loc = 0;
|
|
GLint attr_texture_loc = 0;
|
|
|
|
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
|
|
};
|
|
|
|
glEnable (GL_DEPTH_TEST);
|
|
|
|
glClearColor (cube_filter->red, cube_filter->green, cube_filter->blue, 0.0);
|
|
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
gst_gl_shader_use (cube_filter->shader);
|
|
|
|
attr_position_loc =
|
|
gst_gl_shader_get_attribute_location (cube_filter->shader, "a_position");
|
|
attr_texture_loc =
|
|
gst_gl_shader_get_attribute_location (cube_filter->shader, "a_texCoord");
|
|
|
|
//Load the vertex position
|
|
glVertexAttribPointer (attr_position_loc, 3, GL_FLOAT,
|
|
GL_FALSE, 5 * sizeof (GLfloat), v_vertices);
|
|
|
|
//Load the texture coordinate
|
|
glVertexAttribPointer (attr_texture_loc, 2, GL_FLOAT,
|
|
GL_FALSE, 5 * sizeof (GLfloat), &v_vertices[3]);
|
|
|
|
glEnableVertexAttribArray (attr_position_loc);
|
|
glEnableVertexAttribArray (attr_texture_loc);
|
|
|
|
glActiveTexture (GL_TEXTURE0);
|
|
glBindTexture (GL_TEXTURE_2D, texture);
|
|
gst_gl_shader_set_uniform_1i (cube_filter->shader, "s_texture", 0);
|
|
gst_gl_shader_set_uniform_1f (cube_filter->shader, "xrot_degree", xrot);
|
|
gst_gl_shader_set_uniform_1f (cube_filter->shader, "yrot_degree", yrot);
|
|
gst_gl_shader_set_uniform_1f (cube_filter->shader, "zrot_degree", zrot);
|
|
gst_gl_shader_set_uniform_matrix_4fv (cube_filter->shader, "u_matrix", 1,
|
|
GL_FALSE, matrix);
|
|
|
|
glDrawElements (GL_TRIANGLES, 36, GL_UNSIGNED_SHORT, indices);
|
|
|
|
glDisableVertexAttribArray (attr_position_loc);
|
|
glDisableVertexAttribArray (attr_texture_loc);
|
|
#endif
|
|
|
|
glDisable (GL_DEPTH_TEST);
|
|
|
|
xrot += 0.3f;
|
|
yrot += 0.2f;
|
|
zrot += 0.4f;
|
|
}
|