Пример #1
0
static gboolean
gst_gl_filtershader_hcallback (GstGLFilter * filter, GstGLMemory * in_tex,
    gpointer stuff)
{
  GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
  GstGLShader *shader;

  if (!(shader = _maybe_recompile_shader (filtershader)))
    return FALSE;

  gl->ClearColor (0.0, 0.0, 0.0, 1.0);
  gl->Clear (GL_COLOR_BUFFER_BIT);

  gst_gl_shader_use (shader);

  /* FIXME: propertise these */
  gst_gl_shader_set_uniform_1i (shader, "tex", 0);
  gst_gl_shader_set_uniform_1f (shader, "width",
      GST_VIDEO_INFO_WIDTH (&filter->out_info));
  gst_gl_shader_set_uniform_1f (shader, "height",
      GST_VIDEO_INFO_HEIGHT (&filter->out_info));
  gst_gl_shader_set_uniform_1f (shader, "time", filtershader->time);

  /* FIXME: propertise these */
  filter->draw_attr_position_loc =
      gst_gl_shader_get_attribute_location (shader, "a_position");
  filter->draw_attr_texture_loc =
      gst_gl_shader_get_attribute_location (shader, "a_texcoord");

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (in_tex));

  gst_gl_filter_draw_fullscreen_quad (filter);

  gst_object_unref (shader);

  return TRUE;
}
Пример #2
0
static void
gst_gl_filtershader_hcallback (gint width, gint height, guint texture,
    gpointer stuff)
{
  GstGLFilter *filter = GST_GL_FILTER (stuff);
  GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
  GstGLShader *shader;

  if (!(shader = _maybe_recompile_shader (filtershader)))
    return;

  gl->ClearColor (0.0, 0.0, 0.0, 1.0);
  gl->Clear (GL_COLOR_BUFFER_BIT);

  gst_gl_shader_use (shader);

  /* FIXME: propertise these */
  gst_gl_shader_set_uniform_1i (shader, "tex", 0);
  gst_gl_shader_set_uniform_1f (shader, "width", width);
  gst_gl_shader_set_uniform_1f (shader, "height", height);
  gst_gl_shader_set_uniform_1f (shader, "time", filtershader->time);

  /* FIXME: propertise these */
  filter->draw_attr_position_loc =
      gst_gl_shader_get_attribute_location (shader, "a_position");
  filter->draw_attr_texture_loc =
      gst_gl_shader_get_attribute_location (shader, "a_texcoord");

  gl->ActiveTexture (GL_TEXTURE0);
  gl->BindTexture (GL_TEXTURE_2D, texture);

  gst_gl_filter_draw_texture (filter, texture, width, height);

  gst_object_unref (shader);
}