static void
_init_scene (Gst3DScene * scene)
{
  GstGLContext *context = scene->context;
  GstGLFuncs *gl = context->gl_vtable;
  GError *error = NULL;
  Gst3DMesh *sphere_mesh;
  Gst3DNode *sphere_node;
  Gst3DShader *sphere_shader =
      gst_3d_shader_new_vert_frag (context, "mvp_uv.vert",
      "texture_uv.frag", &error);
  if (sphere_shader == NULL) {
    GST_WARNING ("Failed to create VR compositor shaders. Error: %s", error->message);
    g_clear_error (&error);
    return; /* FIXME: Add boolean return result */
  }

  sphere_mesh = gst_3d_mesh_new_sphere (context, 800.0, 100, 100);
  sphere_node = gst_3d_node_new_from_mesh_shader (context, sphere_mesh, sphere_shader);
  gst_3d_scene_append_node (scene, sphere_node);

  gl->ClearColor (0.f, 0.f, 0.f, 0.f);
  gl->ActiveTexture (GL_TEXTURE0);

  gst_3d_shader_bind (sphere_shader);
  gst_gl_shader_set_uniform_1i (sphere_shader->shader, "texture", 0);
}
void
gst_3d_renderer_draw_stereo (Gst3DRenderer * self, Gst3DScene * scene)
{
  GstGLFuncs *gl = self->context->gl_vtable;

  _insert_gl_debug_marker (self->context, "gst_3d_renderer_draw_stereo");

  /* aquire current fbo id */
  GLint bound_fbo;
  gl->GetIntegerv (GL_DRAW_FRAMEBUFFER_BINDING, &bound_fbo);
  if (bound_fbo == 0)
    return;

  Gst3DCameraHmd *hmd_cam = GST_3D_CAMERA_HMD (scene->camera);

  /* left eye */
  _draw_eye (self, self->left_fbo, scene, &hmd_cam->left_vp_matrix);

  /* right eye */
  _draw_eye (self, self->right_fbo, scene, &hmd_cam->right_vp_matrix);

  gst_3d_scene_clear_state (scene);

  gst_3d_shader_bind (self->shader);
  gl->BindFramebuffer (GL_FRAMEBUFFER, bound_fbo);
  gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  _draw_framebuffers_on_planes (self);
  gst_3d_scene_clear_state (scene);
}
Exemple #3
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void
gst_3d_scene_draw_nodes (Gst3DScene * self, graphene_matrix_t * mvp)
{
  GList *l;
  for (l = self->nodes; l != NULL; l = l->next) {
    Gst3DNode *node = (Gst3DNode *) l->data;
    gst_3d_shader_bind (node->shader);
    gst_3d_shader_upload_matrix (node->shader, mvp, "mvp");
    self->node_draw_func (node);
  }
}
void
gst_3d_renderer_init_stereo (Gst3DRenderer * self, Gst3DCamera * cam)
{
  GstGLFuncs *gl = self->context->gl_vtable;
  Gst3DCameraHmd *hmd_cam = GST_3D_CAMERA_HMD (cam);
  Gst3DHmd *hmd = hmd_cam->hmd;
  float aspect_ratio = hmd->left_aspect;
  self->render_plane = gst_3d_mesh_new_plane (self->context, aspect_ratio);
  self->shader = gst_3d_shader_new_vert_frag (self->context, "mvp_uv.vert",
      "texture_uv.frag");
  gst_3d_mesh_bind_shader (self->render_plane, self->shader);

  _create_fbo (gl, &self->left_fbo, &self->left_color_tex,
      self->eye_width, self->eye_height);
  _create_fbo (gl, &self->right_fbo, &self->right_color_tex,
      self->eye_width, self->eye_height);

  gst_3d_shader_bind (self->shader);
  gst_gl_shader_set_uniform_1i (self->shader->shader, "texture", 0);
}