#include <stdio.h>
+#if GST_GL_HAVE_GLES2
+/* *INDENT-OFF* */
+static const gchar *vertex_shader_str_gles2 =
+ "attribute vec4 a_position; \n"
+ "attribute vec2 a_texCoord; \n"
+ "varying vec2 v_texCoord; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_Position = a_position; \n"
+ " v_texCoord = a_texCoord; \n"
+ "} \n";
+
+static const gchar *fragment_shader_str_gles2 =
+ "precision mediump float; \n"
+ "varying vec2 v_texCoord; \n"
+ "uniform sampler2D s_texture; \n"
+ "void main() \n"
+ "{ \n"
+ " gl_FragColor = texture2D( s_texture, v_texCoord );\n"
+ "} \n";
+/* *INDENT-ON* */
+#endif
+
static GstGLDisplay *display;
void
static GLuint fbo_id, rbo, tex;
static GstGLFramebuffer *fbo;
+#if GST_GL_HAVE_GLES2
+static GError *error;
+static GstGLShader *shader;
+static GLint shader_attr_position_loc;
+static GLint shader_attr_texture_loc;
+#endif
void
init (gpointer data)
gst_gl_framebuffer_generate (fbo, 320, 240, &fbo_id, &rbo);
fail_if (fbo == NULL || fbo_id == 0, "failed to create framebuffer object");
- gst_gl_display_gen_texture (display, &tex, GST_VIDEO_FORMAT_RGBA, 320, 240);
+ gst_gl_display_gen_texture_thread (display, &tex, GST_VIDEO_FORMAT_RGBA, 320,
+ 240);
fail_if (tex == 0, "failed to create texture");
+
+#if GST_GL_HAVE_GLES2
+ shader = gst_gl_shader_new (display);
+ fail_if (shader == NULL, "failed to create shader object");
+
+ gst_gl_shader_set_vertex_source (shader, vertex_shader_str_gles2);
+ gst_gl_shader_set_fragment_source (shader, fragment_shader_str_gles2);
+
+ error = NULL;
+ gst_gl_shader_compile (shader, &error);
+ fail_if (error != NULL, "Error compiling shader %s\n",
+ error ? error->message : "Unknown Error");
+
+ shader_attr_position_loc =
+ gst_gl_shader_get_attribute_location (shader, "a_position");
+ shader_attr_texture_loc =
+ gst_gl_shader_get_attribute_location (shader, "a_texCoord");
+#endif
+}
+
+void
+deinit (gpointer data)
+{
+ GstGLFuncs *gl = display->gl_vtable;
+ gl->DeleteTextures (1, &tex);;
+ gst_object_unref (fbo);
+#if GST_GL_HAVE_GLES2
+ gst_object_unref (shader);
+#endif
}
void
/* redraw the texture into the system provided framebuffer */
+#if GST_GL_HAVE_OPENGL
GLfloat verts[8] = { 1.0f, 1.0f,
-1.0f, 1.0f,
-1.0f, -1.0f,
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->Disable (GL_TEXTURE_RECTANGLE_ARB);
+#endif
+#if GST_GL_HAVE_GLES2
+ const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f,
+ 1.0f, 0.0f,
+ -1.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ -1.0f, -1.0f, 0.0f,
+ 0.0f, 1.0f,
+ 1.0f, -1.0f, 0.0f,
+ 1.0f, 1.0f
+ };
+
+ GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
+
+ gl->Clear (GL_COLOR_BUFFER_BIT);
+
+ gst_gl_shader_use (shader);
+
+ /* Load the vertex position */
+ gl->VertexAttribPointer (shader_attr_position_loc, 3,
+ GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
+
+ /* Load the texture coordinate */
+ gl->VertexAttribPointer (shader_attr_texture_loc, 2,
+ GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
+
+ gl->EnableVertexAttribArray (shader_attr_position_loc);
+ gl->EnableVertexAttribArray (shader_attr_texture_loc);
+
+ gl->ActiveTexture (GL_TEXTURE0);
+ gl->BindTexture (GL_TEXTURE_2D, tex);
+ gst_gl_shader_set_uniform_1i (shader, "s_texture", 0);
+
+ gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
+#endif
context_class->swap_buffers (context);
}
i++;
}
+ gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (deinit), context);
+
gst_object_unref (window);
gst_object_unref (other_window);
gst_object_unref (other_context);