GstGLEffects* effects = GST_GL_EFFECTS (data);
GstGLShader *shader;
- gfloat tex_size[2];
shader = g_hash_table_lookup (effects->shaderstable, "bulge0");
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
- tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
-
- gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
- gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
+ gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
+ gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
gst_gl_effects_draw_texture (effects, texture);
}
GstGLEffects* effects = GST_GL_EFFECTS (data);
GstGLShader *shader;
- gfloat tex_size[2];
-
+
shader = g_hash_table_lookup (effects->shaderstable, "fisheye0");
if (!shader) {
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
- tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
-
- gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
- gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
+ gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
+ gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
gst_gl_effects_draw_texture (effects, texture);
}
GstGLEffects* effects = GST_GL_EFFECTS (data);
GstGLShader *shader;
- gfloat tex_size[2];
-
+
shader = g_hash_table_lookup (effects->shaderstable, "mirror0");
if (!shader) {
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
- tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
-
- gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
- gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
+ gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
+ gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
gst_gl_effects_draw_texture (effects, texture);
}
+++ /dev/null
-/*
- * GStreamer
- * Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Library General Public
- * License as published by the Free Software Foundation; either
- * version 2 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Library General Public License for more details.
- *
- * You should have received a copy of the GNU Library General Public
- * License along with this library; if not, write to the
- * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- * Boston, MA 02111-1307, USA.
- */
-
-#include <gstgleffects.h>
-
-static void
-gst_gl_effects_mirror_callback (gint width, gint height, guint texture, gpointer data)
-{
- GstGLEffects* effects = GST_GL_EFFECTS (data);
-
- GstGLShader *shader;
- gfloat tex_size[2];
-
- shader = g_hash_table_lookup (effects->shaderstable, "mirror0");
-
- if (!shader) {
- shader = gst_gl_shader_new ();
- g_hash_table_insert (effects->shaderstable, "mirror0", shader);
- }
-
- g_return_if_fail (
- gst_gl_shader_compile_and_check (shader, mirror_fragment_source,
- GST_GL_SHADER_FRAGMENT_SOURCE));
-
- 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);
-
- tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
- tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
-
- gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
- gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
-
- gst_gl_effects_draw_texture (effects, texture);
-}
-
-void
-gst_gl_effects_mirror (GstGLEffects *effects) {
- GstGLFilter *filter = GST_GL_FILTER (effects);
-
- gst_gl_filter_render_to_target (filter, effects->intexture, effects->outtexture,
- gst_gl_effects_mirror_callback, effects);
-}
GstGLEffects* effects = GST_GL_EFFECTS (data);
GstGLShader *shader;
- gfloat tex_size[2];
shader = g_hash_table_lookup (effects->shaderstable, "square0");
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
- tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
-
- gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
- gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
+ gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
+ gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
gst_gl_effects_draw_texture (effects, texture);
}
GstGLEffects* effects = GST_GL_EFFECTS (data);
GstGLShader *shader;
- gfloat tex_size[2];
shader = g_hash_table_lookup (effects->shaderstable, "squeeze0");
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
- tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
-
- gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
- gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
+ gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
+ gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
gst_gl_effects_draw_texture (effects, texture);
}
GstGLEffects* effects = GST_GL_EFFECTS (data);
GstGLShader *shader;
- gfloat tex_size[2];
shader = g_hash_table_lookup (effects->shaderstable, "stretch0");
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
- tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
-
- gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
- gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
+ gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
+ gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
gst_gl_effects_draw_texture (effects, texture);
}
GstGLEffects* effects = GST_GL_EFFECTS (data);
GstGLShader *shader;
- gfloat tex_size[2];
shader = g_hash_table_lookup (effects->shaderstable, "tunnel0");
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
- tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
-
- gst_gl_shader_set_uniform_1f (shader, "width", tex_size[0]);
- gst_gl_shader_set_uniform_1f (shader, "height", tex_size[1]);
+ gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
+ gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
gst_gl_effects_draw_texture (effects, texture);
}
GstGLEffects* effects = GST_GL_EFFECTS (data);
GstGLShader *shader;
- gfloat tex_size[2];
shader = g_hash_table_lookup (effects->shaderstable, "twirl0");
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- tex_size[0] = GST_GL_FILTER(effects)->width / 2.0;
- tex_size[1] = GST_GL_FILTER(effects)->height / 2.0;
-
gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);