コード例 #1
0
static void
gst_gl_effects_xray_step_three (gint width, gint height, guint texture,
    gpointer data)
{
  GstGLEffects *effects = GST_GL_EFFECTS (data);
  GstGLShader *shader;

  shader = g_hash_table_lookup (effects->shaderstable, "xray2");

  if (!shader) {
    shader = gst_gl_shader_new ();
    g_hash_table_insert (effects->shaderstable, "xray2", shader);
  }

  g_return_if_fail (gst_gl_shader_compile_and_check (shader,
          vconv7_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE));

  glMatrixMode (GL_PROJECTION);
  glLoadIdentity ();

  gst_gl_shader_use (shader);

  glActiveTexture (GL_TEXTURE1);
  glEnable (GL_TEXTURE_RECTANGLE_ARB);
  glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
  glDisable (GL_TEXTURE_RECTANGLE_ARB);

  gst_gl_shader_set_uniform_1i (shader, "tex", 1);
  gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);

  gst_gl_effects_draw_texture (effects, texture);
}
コード例 #2
0
ファイル: gstgleffectxray.c プロジェクト: PeterXu/gst-mobile
void
gst_gl_effects_xray_step_five (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLEffects *effects = GST_GL_EFFECTS (stuff);
  GstGLShader *shader;

  shader = g_hash_table_lookup (effects->shaderstable, "xray4");

  if (!shader) {
    shader = gst_gl_shader_new ();
    g_hash_table_insert (effects->shaderstable, "xray4", shader);
  }

  if (!gst_gl_shader_compile_and_check (shader,
          multiply_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
    gst_gl_display_set_error (GST_GL_FILTER (effects)->display,
        "Failed to initialize multiply shader");
    GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
        GST_GL_DISPLAY_ERR_MSG (GST_GL_FILTER (effects)->display), (NULL));
    return;
  }

  glMatrixMode (GL_PROJECTION);
  glLoadIdentity ();

  gst_gl_shader_use (shader);

  glActiveTexture (GL_TEXTURE2);
  glEnable (GL_TEXTURE_RECTANGLE_ARB);
  glBindTexture (GL_TEXTURE_RECTANGLE_ARB, effects->midtexture[2]);
  glDisable (GL_TEXTURE_RECTANGLE_ARB);

  gst_gl_shader_set_uniform_1i (shader, "base", 2);

  glActiveTexture (GL_TEXTURE1);
  glEnable (GL_TEXTURE_RECTANGLE_ARB);
  glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
  glDisable (GL_TEXTURE_RECTANGLE_ARB);

  gst_gl_shader_set_uniform_1f (shader, "alpha", (gfloat) 0.5f);
  gst_gl_shader_set_uniform_1i (shader, "blend", 1);

  gst_gl_effects_draw_texture (effects, texture);
}
コード例 #3
0
ファイル: gstgleffectxray.c プロジェクト: PeterXu/gst-mobile
static void
gst_gl_effects_xray_step_two (gint width, gint height, guint texture,
    gpointer data)
{
  GstGLEffects *effects = GST_GL_EFFECTS (data);
  GstGLShader *shader;

  shader = g_hash_table_lookup (effects->shaderstable, "xray1");

  if (!shader) {
    shader = gst_gl_shader_new ();
    g_hash_table_insert (effects->shaderstable, "xray1", shader);
  }

  if (!kernel_ready) {
    fill_gaussian_kernel (gauss_kernel, 7, 1.5);
    kernel_ready = TRUE;
  }

  if (!gst_gl_shader_compile_and_check (shader,
          hconv7_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
    gst_gl_display_set_error (GST_GL_FILTER (effects)->display,
        "Failed to initialize hconv7 shader");
    GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
        GST_GL_DISPLAY_ERR_MSG (GST_GL_FILTER (effects)->display), (NULL));
    return;
  }

  glMatrixMode (GL_PROJECTION);
  glLoadIdentity ();

  gst_gl_shader_use (shader);

  glActiveTexture (GL_TEXTURE1);
  glEnable (GL_TEXTURE_RECTANGLE_ARB);
  glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
  glDisable (GL_TEXTURE_RECTANGLE_ARB);

  gst_gl_shader_set_uniform_1i (shader, "tex", 1);
  gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);

  gst_gl_effects_draw_texture (effects, texture);
}
コード例 #4
0
static void
gst_gl_effects_stretch_callback (gint width, gint height, guint texture,
    gpointer data)
{
  GstGLEffects *effects = GST_GL_EFFECTS (data);

  GstGLShader *shader;

  shader = g_hash_table_lookup (effects->shaderstable, "stretch0");

  if (!shader) {
    shader = gst_gl_shader_new ();
    g_hash_table_insert (effects->shaderstable, "stretch0", shader);
  }

  if (!gst_gl_shader_compile_and_check (shader,
          stretch_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) {
    gst_gl_display_set_error (GST_GL_FILTER (effects)->display,
        "Failed to initialize stretch shader");
    GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
        GST_GL_DISPLAY_ERR_MSG (GST_GL_FILTER (effects)->display), (NULL));
    return;
  }

  glMatrixMode (GL_PROJECTION);
  glLoadIdentity ();

  gst_gl_shader_use (shader);

  glActiveTexture (GL_TEXTURE0);
  glEnable (GL_TEXTURE_RECTANGLE_ARB);
  glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);

  gst_gl_shader_set_uniform_1i (shader, "tex", 0);

  gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
  gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);

  gst_gl_effects_draw_texture (effects, texture);
}
コード例 #5
0
void
gst_gl_effects_xray_step_five (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLEffects *effects = GST_GL_EFFECTS (stuff);
  GstGLShader *shader;

  shader = g_hash_table_lookup (effects->shaderstable, "xray4");

  if (!shader) {
    shader = gst_gl_shader_new ();
    g_hash_table_insert (effects->shaderstable, "xray4", shader);
  }

  g_return_if_fail (gst_gl_shader_compile_and_check (shader,
          multiply_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE));

  glMatrixMode (GL_PROJECTION);
  glLoadIdentity ();

  gst_gl_shader_use (shader);

  glActiveTexture (GL_TEXTURE2);
  glEnable (GL_TEXTURE_RECTANGLE_ARB);
  glBindTexture (GL_TEXTURE_RECTANGLE_ARB, effects->midtexture[2]);
  glDisable (GL_TEXTURE_RECTANGLE_ARB);

  gst_gl_shader_set_uniform_1i (shader, "base", 2);

  glActiveTexture (GL_TEXTURE1);
  glEnable (GL_TEXTURE_RECTANGLE_ARB);
  glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
  glDisable (GL_TEXTURE_RECTANGLE_ARB);

  gst_gl_shader_set_uniform_1f (shader, "alpha", (gfloat) 0.5f);
  gst_gl_shader_set_uniform_1i (shader, "blend", 1);

  gst_gl_effects_draw_texture (effects, texture);
}