GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
GstGLFuncs *gl = filter->context->gl_vtable;
- const GLfloat vVertices[] = {
- -1.0f, -1.0f, -1.0f, 0.0f, 0.0f,
- 1.0, -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
- };
- GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
-
-#if GST_GL_HAVE_OPENGL
- if (gst_gl_context_get_gl_api (filter->context) & GST_GL_API_OPENGL) {
- gl->MatrixMode (GL_PROJECTION);
- gl->LoadIdentity ();
- }
-#endif
gst_gl_shader_use (filtershader->shader0);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (filtershader->shader0, "tex", 0);
gst_gl_shader_set_uniform_1f (filtershader->shader0, "time",
filtershader->time);
- filtershader->attr_position_loc =
+ filter->draw_attr_position_loc =
gst_gl_shader_get_attribute_location (filtershader->shader0,
"a_position");
- filtershader->attr_texture_loc =
+ filter->draw_attr_texture_loc =
gst_gl_shader_get_attribute_location (filtershader->shader0,
"a_texcoord");
gl->Clear (GL_COLOR_BUFFER_BIT);
- gl->EnableVertexAttribArray (filtershader->attr_position_loc);
- gl->EnableVertexAttribArray (filtershader->attr_texture_loc);
-
- /* Load the vertex position */
- gl->VertexAttribPointer (filtershader->attr_position_loc, 3, GL_FLOAT,
- GL_FALSE, 5 * sizeof (GLfloat), vVertices);
-
- /* Load the texture coordinate */
- gl->VertexAttribPointer (filtershader->attr_texture_loc, 2, GL_FLOAT,
- GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
-
- gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
-
- gl->DisableVertexAttribArray (filtershader->attr_position_loc);
- gl->DisableVertexAttribArray (filtershader->attr_texture_loc);
+ gst_gl_filter_draw_texture (filter, texture, width, height);
}